;
;   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
7       ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
3       ; 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
100     ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
1       ; Monarchy  pays support for all units past this
1       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
1       ; 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
Defeat of Rocroi,   4,-2,  no,  no,  1, 0    ; AFl
WOW Obsolete,       0, 0,  no,  no,  3, 3    ; Alp
Mercenaries,        3,-2,  nil, nil, 3, 0    ; Amp
Astronomy,          0, 0,  no,  no,  3, 3    ; Ast
War in Netherlands, 4,-1,  nil, no,  2, 0    ; Ato
Automobile,         0, 0,  no,  no,  3, 3    ; Aut
Banking,            0, 0,  no,  no,  3, 3    ; Ban
Bridge Building,    0, 0,  no,  no,  3, 3    ; Bri
Bronze Working,     0, 0,  no,  no,  3, 3    ; Bro
Church Effect,      0, 0,  no,  no,  3, 3    ; Cer
Chemistry,          0, 0,  no,  no,  3, 3    ; Che
Chivalry,           0, 0,  no,  no,  3, 3    ; Chi
Code of Laws,       0, 0,  no,  no,  3, 3    ; CoL
Nones,              5,-1,  nil, no,  3, 0    ; CA 
Combustion,         0, 0,  no,  no,  3, 3    ; Cmb
Loyalty,            0, 0,  no,  no,  3, 3    ; Cmn
Computers,          0, 0,  no,  no,  3, 3    ; Cmp
Nones,              7,-1,  nil, no,  2, 0    ; Csc
Construction,       0, 0,  no,  no,  3, 3    ; Cst
Nones,              4, 0,  nil, no,  2, 0    ; Cor
Currency,           0, 0,  no,  no,  3, 3    ; Cur
Nones,              5, 1,  nil, no,  2, 0    ; Dem
Mercenaries,        4, 1,  Amp, nil, 2, 0    ; Eco
Nones,              4, 0,  no,  nil, 2, 0    ; E1 
Electronics,        0, 0,  no,  no,  3, 3    ; E2 
Engineering,        0, 0,  no,  no,  3, 3    ; Eng
Environmentalism,   0, 0,  no,  no,  3, 3    ; Env
Favourite,          0, 0,  no,  no,  3, 3    ; Esp
Nones,              5, 0,  CA,  nil, 2, 0    ; Exp
Feudalism,          0, 0,  no,  no,  3, 3    ; Feu
Nones,              4,-1,  Csc, nil, 2, 0    ; Fli
Nones,              3,-2,  Cor, nil, 2, 0    ; Fun
Fusion Power,       0, 0,  no,  no,  3, 3    ; FP 
Nones,              3, 2,  Dem, nil, 3, 0    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          0, 0,  no,  no,  3, 3    ; Gun
Horseback Riding,   0, 0,  no,  no,  3, 3    ; Hor
Industrialization,  0, 0,  no,  no,  3, 3    ; Ind
Invention,          0, 0,  no,  no,  3, 3    ; Inv
Iron Working,       0, 0,  no,  no,  3, 3    ; Iro
Mercenaries,        4,-1,  Eco, nil, 3, 0    ; Lab
Nones,              4, 0,  E1,  nil, 3, 0    ; Las
Nones,              5,-1,  Exp, nil, 1, 0    ; Ldr
Literacy,           0, 0,  no,  no,  3, 3    ; Lit
Nones,              4,-2,  Fli, nil, 2, 0    ; Too
Magnetism,          0, 0,  no,  no,  3, 3    ; Mag
Map Making,         0, 0,  no,  no,  3, 3    ; Map
Nones,              4, 1,  Fun, nil, 0, 0    ; Mas
Nones,              5, 0,  Gen, nil, 3, 0    ; MP 
Mathematics,        0, 0,  no,  no,  3, 3    ; Mat
Medicine,           0, 0,  no,  no,  3, 3    ; Med
Metallurgy,         0, 0,  no,  no,  3, 3    ; Met
Mercenaries,        4,-1,  Lab, nil, 3, 0    ; Min
Mobile Warfare,     0, 0,  no,  no,  3, 3    ; Mob
Monarchy,           0, 0,  no,  no,  3, 3    ; Mon
Cathedral Effect,   0, 0,  no,  no,  3, 3    ; MT 
+Church Effect,     0, 0,  no,  no,  3, 3    ; Mys
Navigation,         0, 0,  no,  no,  3, 3    ; Nav
Nones,              6,-2,  Las, nil, 3, 0    ; NF 
Nuclear Power,      0, 0,  no,  no,  3, 3    ; NP 
Philosophy,         0, 0,  no,  no,  3, 3    ; Phi
Nones,              4,-1,  Ldr, nil, 1, 0    ; Phy
Nones,              4,-1,  Too, nil, 3, 0    ; Pla
Nones,              4,-2,  Mas, nil, 1, 0    ; Plu
Polytheism,         0, 0,  no,  no,  3, 3    ; PT 
Pottery,            0, 0,  no,  no,  3, 3    ; Pot
Radio,              0, 0,  no,  no,  3, 3    ; Rad
Railroad,           0, 0,  no,  no,  3, 3    ; RR 
Recycling,          0, 0,  no,  no,  3, 3    ; Rec
Nones,              4,-1,  MP,  nil, 2, 0    ; Ref
Adv. Agriculture,   0, 0,  no,  no,  3, 3    ; Rfg
The Republic,       0, 0,  no,  no,  3, 3    ; Rep
Robotics,           0, 0,  no,  no,  3, 3    ; Rob
Rocketry,           0, 0,  no,  no,  3, 3    ; Roc
Sanitation,         0, 0,  no,  no,  3, 3    ; San
Seafaring,          0, 0,  no,  no,  3, 3    ; Sea
Space Flight,       0, 0,  no,  no,  3, 3    ; SFl
Stealth,            0, 0,  no,  no,  3, 3    ; Sth
Steam Engine,       0, 0,  no,  no,  3, 3    ; SE 
Steel,              0, 0,  no,  no,  3, 3    ; Stl
Superconductor,     0, 0,  no,  no,  3, 3    ; Sup
Tactics,            0, 0,  no,  no,  3, 3    ; Tac
Theology,           0, 0,  no,  no,  3, 3    ; The
Theory of Gravity,  0, 0,  no,  no,  3, 3    ; ToG
Trade,              0, 0,  no,  no,  3, 3    ; Tra
University,         0, 0,  no,  no,  3, 3    ; Uni
Warrior Code,       0, 0,  no,  no,  3, 3    ; War
The Wheel,          0, 0,  no,  no,  3, 3    ; Whe
Writing,            0, 0,  no,  no,  3, 3    ; Wri
Barroque develop,   1, 0,  nil, nil, 3, 3    ; FT 
Adv. Fortress,      0, 0,  no,  no,  3, 3    ; U1 
Light Cannon,       0, 0,  no,  no,  3, 3    ; U2 
Adv. Warship,       0, 0,  no,  no,  3, 3    ; U3 
Spanish tech,       0, 0,  no,  no,  3, 3    ; X1 
Protestant tech,    0, 0,  no,  no,  3, 3    ; X2 
Frech tech,         0, 0,  no,  no,  3, 3    ; X3 
Imperial tech,      0, 0,  no,  no,  3, 3    ; X4 
Swedish tech,       0, 0,  no,  no,  3, 3    ; X5 
Danish tech,        0, 0,  no,  no,  3, 3    ; X6 
Polish tech,        0, 0,  no,  no,  3, 3    ; 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,
Palace,                   10, 0,    nil,
Barracks,                  4, 0,    nil,
Granary,                   6, 0,    nil,
Church,                    4, 1,    nil,
MarketPlace,               8, 1,    nil,
Recruitment center,        8, 1,    nil,
Prison,                    8, 1,    nil,
Fortifications,            8, 0,    nil,
Well,                      8, 1,    nil,
Bank,                     12, 2,    nil,
Cathedral,                12, 3,    nil,
Captain House,            16, 2,    nil,
Chemist,                  16, 3,    nil,
Theatre,                  10, 4,    nil,
Workshop,                 20, 3,    nil,
Gunsmith,                 32, 4,    nil,
Nones,                    20, 4,    no, 
Nones,                    20, 2,    no, 
Foundry,                  16, 3,    nil,
Nones,                    24, 4,    no, 
Nones,                    16, 2,    no, 
Stock Exchange,           16, 4,    nil,
Sewer System,             12, 2,    nil,
Dikes,                     8, 3,    no, 
Faire,                    20, 4,    nil,
Armory,                   16, 3,    nil,
Nones,                    10, 2,    no, 
Coastal Fortress,          8, 1,    nil,
Windmill,                 32, 4,    nil,
Harbor,                    6, 0,    nil,
Commercial Docks,         16, 3,    nil,
Nones,                    16, 3,    no, 
Nones,                     6, 2,    no, 
Dockyard,                  8, 3,    nil,
Nones,                     8, 0,    no, 
Nones,                    16, 0,    no, 
Nones,                    32, 0,    no, 
Extra Taxes,              60, 0,    nil,
West Indies Company,      20, 0,    nil,
Work of Axel Oxestierna,  20, 0,    nil,
Independent Court,        20, 0,    nil,
Old Exchange,             20, 0,    nil,
St. Basil Cathedral,      30, 0,    nil,
Domains of Frederick,     30, 0,    nil,
Catalonian Privileges,    30, 0,    nil,
El Escorial,              30, 0,    nil,
The Catholic League,      30, 0,    nil,
Unification with Spain,   20, 0,    nil,
Spanish Road,             40, 0,    nil,
Holy Roman Crown,         30, 0,    nil,
The East Indies Company,  40, 0,    nil,
Work of Quevedo,          30, 0,    nil,
Defenestration,           40, 0,    nil,
Nottre Dame,              40, 0,    nil,
Richelieu Academy,        40, 0,    nil,
Control of Öresund,       40, 0,    nil,
Lutheranism,              40, 0,    nil,
Silesian Mines,           40, 0,    nil,
The victory of Rocroi,    30, 0,    nil,
The Parlament,            60, 0,    nil,
The Evagelical Union,     60, 0,    nil,
Gutenberg Printing,       60, 0,    nil,
German Book Market,       60, 0,    nil,
Hanseatic Commerce,       60, 0,    nil,
Karlskirche,              60, 0,    nil,
Heritage of Teutonic Order,60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; West Indies Company
nil,        ; Work of Axel Oxestierna
Fli,        ; Independent Court
nil,        ; Old Exchange
Alp,        ; St. Basil Cathedral
The,        ; Domains of Frederick
nil,        ; Catalonian Privileges
nil,        ; El Escorial
Ind,        ; The Catholic League
nil,        ; Unification with Spain
nil,        ; Spanish Road
nil,        ; Holy Roman Crown
nil,        ; The East Indies Company
nil,        ; Work of Quevedo
Alp,        ; Defenestration
nil,        ; Nottre Dame
nil,        ; Richelieu Academy
nil,        ; Control of Öresund
nil,        ; Lutheranism
nil,        ; Silesian Mines
nil,        ; The victory of Rocroi
nil,        ; The Parlament
Alp,        ; The Evagelical Union
nil,        ; Gutenberg Printing
Alp,        ; German Book Market
nil,        ; Hanseatic Commerce
nil,        ; Karlskirche
nil,        ; Heritage of Teutonic Order


;
;    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
Adv. fortress,no,  0,  0.,1,  0a,12d, 2h,1f, 12,0,  1, no,  000000000000000
Engineers,    nil, 0,  1.,0,  0a,2d,  2h,1f, 20,0,  5, nil, 000001000000000
Swd Pikemen,  nil, 0,  1.,0,  2a,4d,  2h,1f,  6,0,  1, X5,  000010000000000
Scots,        no,  0,  1.,0,  8a,2d,  1h,2f,  6,0,  0, no,  000000000000000
Spn Pikemen,  AFl, 0,  1.,0,  2a,5d,  2h,1f,  6,0,  1, X1,  000010000000000
Spn Musketeers,AFl, 0,  1.,0,  8a,2d,  1h,2f,  6,0,  0, X1,  000000000000100
Imp Musketeers,nil, 0,  1.,0,  7a,2d,  1h,2f,  6,0,  0, X4,  000000000000100
Spn Dragoons, nil, 0,  2.,0,  8a,3d,  1h,2f,  9,0,  0, X1,  000000000000000
Fortress,     U1,  0,  0.,0,  0a,8d,  2h,1f, 15,0,  1, nil, 000010000000000
Revolt Peasant,no,  0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, no,  000011000000010
Frn Dragoons, nil, 0,  2.,0,  8a,3d,  1h,2f,  7,0,  0, X3,  000000000000000
Swd Dragoons, nil, 0,  2.,0,  8a,3d,  1h,2f,  8,0,  0, X5,  000000000000000
Imp Dragoons, nil, 0,  2.,0,  7a,3d,  1h,2f,  8,0,  0, X4,  000000000000000
Prt Dragoons, nil, 0,  2.,0,  7a,3d,  1h,2f, 12,0,  0, X2,  000000000000000
Dns Dragoons, nil, 0,  2.,0,  7a,3d,  1h,2f,  9,0,  0, X6,  000000000000000
Dns Cuirassiers,nil, 0,  2.,0,  5a,4d,  2h,1f,  8,0,  0, X6,  000010000000000
Imp Cuirassiers,nil, 0,  2.,0,  5a,4d,  2h,1f,  7,0,  0, X4,  000010000000000
Prt Cuirassiers,nil, 0,  2.,0,  5a,4d,  2h,1f, 11,0,  0, X2,  000010000000000
Cossacks,     no,  0,  2.,0,  8a,3d,  1h,2f,  4,0,  0, no,  000000000000000
Pls Calvary,  nil, 0,  2.,0,  6a,4d,  2h,1f,  6,0,  0, X7,  000000000000000
Spn Cuirassiers,nil, 0,  2.,0,  6a,4d,  2h,1f,  7,0,  0, X1,  000010000000000
Frn Cuirassiers,nil, 0,  2.,0,  6a,4d,  2h,1f,  6,0,  0, X3,  000010000000000
Ambassador,   no,  0,  0.,0,  0a,1d,  1h,1f,  8,0,  1, no,  000000000000000
Captain,      nil, 0,  1.,0,  9a,3d,  2h,2f, 12,0,  0, X1,  000010000000111
Cannon,       nil, 0,  1.,0, 12a,1d,  1h,2f,  9,0,  0, nil, 000000000000000
Siegue Cannon,nil, 0,  1.,0,  8a,1d,  2h,2f, 20,0,  0, nil, 000000001000000
Light Cannon, nil, 0,  1.,0, 10a,2d,  1h,2f,  8,0,  0, U2,  000000000000000
Prt Pikemen,  nil, 0,  1.,1,  2a,4d,  2h,1f, 10,0,  1, X2,  000010000000000
Prt Musketeers,nil, 0,  1.,2,  7a,2d,  1h,2f, 10,0,  0, X2,  000000000000100
Frn Pikemen,  nil, 0,  1.,0,  2a,5d,  2h,1f,  5,0,  1, X3,  000010000000000
Imp Pikemen,  nil, 0,  1.,1,  2a,4d,  2h,1f,  6,0,  1, X4,  000010000000000
Swd Musketeers,nil, 0,  1.,2,  8a,2d,  1h,2f,  6,0,  0, X5,  000000000000100
Boat,         nil, 2,  6.,0,  0a,2d,  2h,1f,  8,2,  4, nil, 000000000000000
Merchantship, nil, 2,  7.,0,  0a,3d,  2h,1f,  9,4,  4, nil, 000000000000000
Frigate,      nil, 2,  8.,0,  4a,4d,  2h,2f,  9,1,  2, nil, 000000000000000
Galley,       U3,  2,  6.,0,  5a,5d,  2h,2f,  8,1,  2, nil, 000000000100000
Adv. Warship, nil, 2,  7.,0,  8a,8d,  2h,3f, 12,2,  2, U3,  000000000000001
Warship,      U3,  2,  7.,0,  7a,7d,  2h,2f, 12,2,  2, nil, 000000000000000
Dns Musketeers,nil, 0,  1.,0,  7a,2d,  1h,2f,  7,0,  0, X6,  000000000000100
Dns Pikemen,  nil, 0,  1.,0,  2a,4d,  2h,1f,  7,0,  1, X6,  000010000000000
Ind Musketeers,no,  0,  1.,0,  8a,2d,  1h,2f,  6,0,  0, no,  000000000000100
Frn Musketeers,nil, 0,  1.,0,  8a,2d,  1h,2f,  5,0,  0, X3,  000000000000100
Ind Pikemen,  no,  0,  1.,0,  2a,5d,  2h,1f,  6,0,  1, no,  000010000000000
Pls Infantry, nil, 0,  1.,0,  5a,3d,  2h,2f,  6,8,  1, X7,  000000000000100
Grey League,  no,  0,  0.,1,  0a,5d,  2h,1f,  6,0,  1, no,  000010000000000
Rebeld Peasant,no,  0,  1.,1, 99a,0d,  1h,1f,  6,0,  0, no,  001000000000000
Jesuit,       Esp, 0,  1.,0,  0a,0d,  1h,1f,  7,0,  6, nil, 000000000000010
Favourite,    nil, 0,  1.,0,  0a,3d,  2h,1f,  9,0,  6, Esp, 000000000000011
Caravan,      nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Hussars,      nil, 0,  2.,0,  8a,3d,  2h,2f,  8,0,  0, X7,  000010000000000
Conqueror,    no,  1,  4.,1, 88a,0d,  5h,5f,  3,0,  3, no,  000000001000000
Ottomans,     no,  0,  2.,0,  8a,3d,  1h,2f,  5,0,  0, no,  000010001000000
Swd Commander,nil, 0,  2.,0, 10a,5d,  2h,2f,  5,1,  0, no,  000010001000010
Prince,       nil, 0,  2.,4, 10a,5d,  2h,2f,  5,0,  0, no,  000010001000010
Imp Commander,nil, 0,  2.,0, 10a,5d,  2h,2f,  5,0,  0, no,  000010001000010
Frn Commander,nil, 0,  2.,0, 10a,5d,  2h,2f,  5,0,  0, no,  000010001000010
Spn Commander,nil, 0,  2.,0, 10a,5d,  2h,2f,  5,0,  0, no,  000010001000010
Cardinal,     nil, 0,  2.,0, 10a,5d,  2h,2f,  6,0,  0, no,  000010001000010
Ind Commander,nil, 0,  2.,0, 10a,5d,  2h,2f,  5,0,  0, no,  000010001000010
Sp Pikemen I, nil, 0,  1.,0,  1a,4d,  2h,1f, 10,0,  1, AFl, 000010000000000
Sp Musketeer I,nil, 0,  1.,0,  7a,2d,  1h,2f, 10,0,  0, no,  000000000000100
Swd Cuirassiers,nil, 0,  2.,0,  6a,4d,  2h,1f,  7,0,  0, X5,  000010000000000

;
; 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
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,1,0,   Grs, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   no,  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
Medt. Forest,1,2,  2,1,0,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Mdt. Forest,1,2,  2,1,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   no,  0,15,  0,  Pln,   ; Swa
Taiga,      2,3,  1,2,0,   Grs, 0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  5,1,0,
Sheep,      1,2,  3,1,2,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Silver,     2,4,  1,3,4,
Gold,       3,6,  0,1,6,
Rabbit,     1,2,  4,1,0,
Rabbit,     1,2,  4,1,0,
MARIA!!!!,  2,3,  4,4,4,
Furs,       2,3,  1,0,5,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  5,1,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,1,0,
Wild Boar,  2,3,  3,1,1,
Deer,       2,4,  3,2,1,
Silver,     3,6,  0,4,4,
Grapes,     1,2,  2,1,3,
Grapes,     1,2,  2,1,3,
Ducks,      2,3,  4,0,1,
Bear,       2,3,  4,0,2,
Whales,     1,2,  4,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Empire,         Emperor,     Comrade
Monarchy,       King,        Queen
Monarchy,       King,        Queen
Union,          Prince,      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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,
Frederick V,  Ishtari,             0, 2, 3, Protestansts,Protestant, -1, -1,  1,
Louis XIII,   Maria Theresa,       0, 3, 0, French,      French,      0,  1, -1,
Philip IV,    Cleopatra,           0, 4, 0, Spanish,     Spanish,     0,  1, -1,
Gustav II,    E. Roosevelt,        0, 5, 3, Swedish,     Swedish,     1,  1, -1,
Alexander,    Hippolyta,           0, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 0, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      0,  1, -1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Ferdinand II, Elizabeth I,         0, 6, 2, Imperials,   Imperial,    0,  1, -1,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Zygmunt III,  Boadicea,            0, 1, 3, Polish,      Polish,      0,  1,  1,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            0, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            0, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginia, 0,  0, -1,
Christian IV, Sacajawea,           0, 7, 3, Danish,      Danish,      0, -1,  0,

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
Wood,
Wool,
Cereal,
Cloth,
Linen,
Iron,
Copper,
Paper,
Hemp,
Silk,
Silver,
Spice,
Tobacco,
Gold,
Weapons,
Porcelain,


@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













