;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Imperial Tech.,     4,-2,  no,  no,  3, 0    ; AFl
Neutral Tech.,      5, 1,  no,  no,  1, 0    ; Alp
Federation Tech.,   3,-2,  no,  no,  3, 1    ; Amp
Borg tech.,         4, 1,  no,  no,  2, 0    ; Ast
Klingon tech.,      4,-1,  no,  no,  1, 0    ; Ato
Cardassian tech.,   6,-1,  no,  no,  1, 0    ; Aut
Romulan tech.,      4, 1,  no,  no,  1, 0    ; Ban
Rebel tech.,        4, 0,  no,  no,  0, 0    ; Bri
SW tech.,           6,-1,  no,  no,  1, 1    ; Bro
ST tech.,           5, 0,  no,  no,  0, 1    ; Cer
Diplomat,           5,-1,  no,  no,  2, 1    ; Che
B-Wing,             4,-2,  no,  no,  2, 0    ; Chi
Y-wing,             4, 1,  no,  no,  1, 0    ; CoL
ZX-Headhunter,      5,-1,  no,  no,  1, 0    ; CA 
Escort Shuttle,     5,-1,  no,  no,  1, 0    ; Cmb
Corvette,           5, 0,  no,  no,  1, 0    ; Cmn
Rebublic Crusier,   4, 1,  no,  no,  1, 0    ; Cmp
Modif.Corvette,     7,-1,  no,  no,  1, 0    ; Csc
Frigate,            4, 0,  no,  no,  1, 0    ; Cst
Modif.Frigate,      4, 0,  no,  no,  1, 0    ; Cor
Shuttle,            4, 1,  no,  no,  1, 0    ; Cur
Assault Trn.,       5, 1,  no,  no,  1, 0    ; Dem
Container,          4, 1,  no,  no,  1, 0    ; Eco
Transporter,        4, 0,  no,  no,  1, 0    ; E1 
Corelian Transport, 4, 1,  no,  no,  1, 0    ; E2 
Proton Torpedo,     4, 0,  no,  no,  1, 0    ; Eng
Ion Cannon,         3, 1,  no,  no,  1, 0    ; Env
R2D2,               2,-1,  no,  no,  1, 0    ; Esp
Laser Turret,       5, 0,  no,  no,  1, 0    ; Exp
Rebel Tech.,        4,-1,  no,  no,  2, 0    ; Feu
The Dark Side,      4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  3, 4    ; U3 
Extra Advance 1,    3, 0,  no,  no,  2, 3    ; X1 
Extra Advance 2,    3, 0,  no,  no,  1, 3    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 3    ; X3 
Extra Advance 4,    3, 0,  no,  no,  3, 2    ; X4 
Extra Advance 5,    3, 0,  no,  no,  2, 2    ; X5 
Extra Advance 6,    3, 0,  no,  no,  1, 2    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 2    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
HeadQuoters,              10, 0,    nil,
Training Ground,           4, 1,    nil,
NONE,                      6, 1,    no, 
Medical Centre,            4, 1,    nil,
Planet Stock Exchange,     8, 1,    nil,
Research Network,          8, 1,    nil,
High Court,                8, 1,    nil,
Ground Defense,            8, 0,    nil,
Underground Levels,        8, 2,    nil,
System Stock Exchange,    12, 3,    nil,
Social Enlightenment Cen, 12, 3,    nil,
Research Centar,          16, 3,    nil,
Transit Network,          16, 4,    nil,
Pleasure Dome,            10, 4,    nil,
Industrial Facility,      20, 4,    nil,
War Factory,              32, 6,    nil,
NONE,                     20, 4,    no, 
Recycling Center,         20, 2,    nil,
NONE,                     16, 4,    no, 
NONE,                     24, 4,    no, 
Deuterium Power Plan,     16, 2,    no, 
Main Stock Exchange,      16, 4,    nil,
Orbital Stations,         12, 2,    nil,
NONE,                      8, 3,    no, 
NONE,                     20, 5,    no, 
Science Center,           16, 3,    nil,
Ion Cannon Defense,       10, 2,    no, 
Planet Shields,            8, 1,    no, 
HyperPower Plant,         32, 4,    no, 
Orbital Farms,             6, 1,    nil,
Meteor Mining,            16, 3,    nil,
Hyperspace,               16, 1,    no, 
Planet Garnison,           6, 2,    nil,
Orbital Shipyards,         8, 3,    nil,
NONE,                      8, 0,    no, 
NONE,                     16, 0,    no, 
NONE,                     32, 0,    no, 
(Capitalization),         60, 0,    nil,
NONE,                     20, 0,    no, 
Prime Directive,          20, 0,    nil,
Ferengi Trade Embassy,    20, 0,    nil,
KYD Shipyards,            20, 0,    nil,
NONE,                     30, 0,    no, 
Khitomer Conference,      30, 0,    nil,
Cardassian military Prog, 30, 0,    nil,
Klingon Academy of War,   30, 0,    nil,
Central Replication Unit, 30, 0,    nil,
NONE,                     20, 0,    no, 
Temple of the Prophets,   40, 0,    nil,
Norkan Shipyards,         30, 0,    nil,
Transwarp,                40, 0,    nil,
Neutral Zone,             30, 0,    nil,
Borg Assimilation,        40, 0,    nil,
Holodeck Development,     40, 0,    nil,
Kirk's Voyages,           40, 0,    nil,
Abolishment of Money,     40, 0,    nil,
NONE,                     40, 0,    no, 
NONE,                     40, 0,    no, 
The Rebel Alliance HQ,    30, 0,    nil,
Romulan Secret Police HQ, 60, 0,    nil,
Praxus power Station,     60, 0,    nil,
NONE,                     60, 0,    no, 
NONE,                     60, 0,    no, 
NONE,                     60, 0,    no, 
Borg Nanosonds,           60, 0,    nil,
Starfleet Academy,        60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; NONE
nil,        ; Prime Directive
nil,        ; Ferengi Trade Embassy
nil,        ; KYD Shipyards
no,         ; NONE
nil,        ; Khitomer Conference
nil,        ; Cardassian military Prog
nil,        ; Klingon Academy of War
nil,        ; Central Replication Unit
no,         ; NONE
nil,        ; Temple of the Prophets
nil,        ; Norkan Shipyards
nil,        ; Transwarp
nil,        ; Neutral Zone
nil,        ; Borg Assimilation
nil,        ; Holodeck Development
nil,        ; Kirk's Voyages
nil,        ; Abolishment of Money
no,         ; NONE
no,         ; NONE
nil,        ; The Rebel Alliance HQ
nil,        ; Romulan Secret Police HQ
nil,        ; Praxus power Station
no,         ; NONE
no,         ; NONE
no,         ; NONE
nil,        ; Borg Nanosonds
nil,        ; Starfleet Academy


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Storm Trooper,nil, 0,  1.,0,  7a,4d,  2h,1f,  6,0,  0, AFl, 000000000000100
Soldier,      nil, 0,  1.,0,  6a,5d,  2h,1f,  5,0,  0, Bri, 000000000000100
Security,     nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, Amp, 000000000000100
Warrior,      nil, 0,  2.,0,  9a,6d,  2h,1f,  6,0,  0, Ato, 000000000000100
Troops,       nil, 0,  1.,0,  7a,5d,  2h,1f,  6,0,  0, Aut, 000000000000100
Security,     nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, Ban, 000000000000101
Drone,        nil, 0,  1.,0,  4a,7d,  3h,1f,  4,0,  1, Ast, 000100000000100
Sith Lord,    nil, 0,  2.,0, 16a,16d, 2h,1f, 28,0,  0, AFl, 110111001000111
AT-ST,        nil, 0,  2.,0, 10a,10d, 1h,1f, 10,0,  1, AFl, 000010000000100
AT-AT,        nil, 0,  1.,0, 13a,13d, 2h,2f, 15,0,  0, AFl, 010010000000010
Defense Forces,nil, 0,  1.,0,  4a,6d,  2h,1f,  5,0,  1, Alp, 000000000000100
Star Destroyer,nil, 2, 12.,0, 30a,30d, 4h,3f, 52,0,  0, AFl, 000000010010000
Super Star Destroyer,nil, 2, 12.,0, 50a,50d, 4h,4f, 90,6,  0, AFl, 000000000010001
Calamari Crusier,nil, 2, 12.,0, 27a,27d, 4h,3f, 50,0,  0, Bri, 000000010010001
Modif Corvette,nil, 2, 12.,0, 14a,11d, 3h,2f, 27,3,  0, Bro, 000000000010000
Nebulon Frigate,nil, 2, 12.,0, 16a,16d, 3h,2f, 32,0,  0, Bro, 000000010010000
Miranda Class,nil, 2, 12.,0, 11a,11d, 3h,2f, 23,0,  0, Amp, 000000010010000
Ambassador Class,nil, 2, 12.,0, 14a,14d, 2h,2f, 26,0,  0, Amp, 000000010010001
Galaxy Class, nil, 2, 12.,0, 18a,18d, 3h,3f, 34,0,  0, Amp, 000000010010000
Sovergin Class,nil, 2, 13.,0, 25a,25d, 3h,3f, 42,0,  0, Amp, 000000010010000
Intrepid Class,nil, 2, 15.,0, 19a,19d, 2h,3f, 37,0,  0, Amp, 000000010010001
B'rel Scout,  nil, 2, 13.,0, 10a,8d,  2h,1f, 17,0,  2, Ato, 000000000011001
K'vort Crusier,nil, 2, 12.,0, 16a,16d, 3h,2f, 32,0,  0, Ato, 000000010010000
Vor'cha Battleship,nil, 2, 12.,0, 22a,22d, 3h,3f, 40,2,  0, Ato, 000000000010000
Destroyer,    nil, 2, 12.,0, 12a,12d, 2h,2f, 26,4,  0, Ban, 000000000010000
Strike Crusier,nil, 2, 12.,0, 16a,14d, 2h,2f, 30,0,  0, Ban, 110000000011001
Warbird,      nil, 2, 12.,0, 21a,21d, 3h,3f, 38,0,  0, Ban, 100000010010001
Destroyer,    nil, 2, 12.,1, 12a,12d, 2h,2f, 26,0,  0, Aut, 000000010010001
Heavy Crusier,nil, 2, 12.,2, 17a,17d, 3h,2f, 33,0,  0, Aut, 000000010010000
Galor Class,  nil, 2, 12.,0, 20a,19d, 3h,3f, 37,8,  0, Aut, 000000000010000
Cube,         nil, 2, 13.,1, 38a,38d, 5h,3f, 70,0,  0, Ast, 000000010010000
Sphere,       nil, 1, 13.,0, 21a,21d, 2h,2f, 37,0,  0, Ast, 000000000010000
Strike Frigate,nil, 2, 12.,0, 15a,15d, 2h,2f, 20,0,  0, Alp, 000000010010000
Warship,      nil, 2,  8.,0, 18a,18d, 3h,3f, 25,5,  0, Alp, 000000000010000
Planet Killer,nil, 2,  5.,0, 30a,20d, 4h,3f, 30,0,  0, Alp, 000100001000000
Starbase,     no,  2,  0.,0,  0a,18d, 4h,2f,  1,5,  4, no,  000000010000001
Starbase,     no,  2,  0.,0,  0a,18d, 4h,2f,  1,4,  4, no,  000000010000001
Starbase,     no,  2,  0.,0,  0a,18d, 4h,2f,  1,4,  4, no,  000000010000001
Starbase,     no,  2,  0.,0,  0a,20d, 4h,2f,  1,4,  4, no,  000000010000001
TIE Bomber,   nil, 1,  6.,2, 13a,1d,  1h,3f, 18,0,  0, AFl, 000000000000000
TIE Defender, nil, 1, 14.,1, 15a,5d,  2h,2f, 20,0,  3, AFl, 000000000010000
X-Wing,       nil, 1, 10.,1,  9a,4d,  2h,1f, 12,0,  3, Bri, 000000000010000
Y-Wing,       nil, 1,  6.,2, 14a,2d,  2h,3f, 16,0,  0, Bri, 000000000000000
B-Wing,       nil, 1, 12.,1, 14a,5d,  2h,2f, 18,8,  3, Bri, 000000000010000
Assault Transport,nil, 1,  5.,0,  3a,1d,  1h,1f,  9,0,  0, Bro, 000000000000000
Death Star,   no,  2,  6.,0, 98a,99d,12h,20f,  1,0,  0, no,  000100011000011
Shuttle,      nil, 1, 10.,0,  1a,1d,  1h,1f,  7,0,  0, Amp, 000000000000000
R2D2,         nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  6, Bro, 000000000000100
Diplomat,     nil, 0,  1.,0,  0a,1d,  1h,1f,  8,0,  6, Che, 000000000000100
Ion Cannon,   nil, 0,  0.,0,  0a,45d, 1h,3f, 30,0,  1, Bro, 000000000000000
Shuttle,      nil, 2, 12.,0,  5a,1d,  1h,1f,  6,1,  4, Bro, 000000000010000
Corelian Transport,nil, 2, 15.,0,  5a,2d,  2h,1f, 12,1,  4, Bri, 010000000010001
Container,    nil, 2,  7.,0,  0a,1d,  1h,0f,  9,10,  4, Bro, 000000000000000
Transport,    nil, 2, 12.,4,  0a,1d,  2h,0f, 15,8,  4, Amp, 000000000000000
Proton Torpedo,nil, 1,  5.,1, 12a,0d,  1h,3f,  9,0,  0, Bro, 001100000010000
Photon Torpedo,nil, 1,  8.,1,  9a,0d,  1h,3f,  7,0,  0, Cer, 001100000010000
Quantum Torpedo,nil, 1,  7.,1, 20a,0d,  1h,4f, 17,0,  0, Amp, 001100000010000
Deep-Space 9, no,  2,  0.,0,  0a,50d, 4h,2f,  1,8,  4, no,  000000010000001
USS Enterprise,no,  2, 12.,0, 40a,40d, 3h,4f,  1,0,  0, no,  000000010010001
USS Voyager,  no,  2, 15.,0, 28a,19d, 2h,3f,  1,0,  0, no,  010000010010001
Darth Vader,  no,  0,  2.,0, 20a,20d, 3h,2f,  1,0,  0, no,  110111001000111
Assoult Ship, nil, 1,  6.,0,  5a,2d,  1h,1f, 11,0,  0, Ato, 000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Moon,       1,2,  2,2,2,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Comet,      1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Planet spot,1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
40000 LY,   1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
1000000 LY, 2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Asteroid Belt,2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Supernova,  2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Space,      1,2,  2,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Habbited,   1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Star,       1,2,  3,0,2,
Habbited,   1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Sun,        1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Emperor,     Princess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Palpetine,    Livia,               0, 1, 1, Galactic Empire,Imperial,    1,  1, -1,    4, Emperor, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian,  1,  1, -1,   4, King, Queen
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1, -1, -1,     4, Chancellor , Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    1,  1, -1,     4, Chancellor, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 2, Americans,   American,    1,  1, -1,     4, President, Reverend, 5, Speaker, Speaker
Alexander,    Lea,                 1, 6, 0, Rebel Alliance,Rebel,       1,  1, -1,     4, Prince, Princess 6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,      1,  1, -1,     4,  Chancellor, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1, -1,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Water,
Vehicles,
Hydrogen,
Fabrics,
Textiles,
Computers,
Copper,
Gold,
Stimstiks,
Machinery,
Platinum,
Spice,
Gems,
Weapons,
Oil,
Alien Items,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













