;
;   CIVILIZATION GAME DATA Summer
;   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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
16      ; # 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
20      ; 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
4       ; Communism pays support for all units past this
4       ; Fundamentalism pays support for all units past this
10      ; 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
Seige Warfare,      4,-2,  Amp, Cst, 1, 0    ; AFl
Writing,            5, 1,  nil, nil, 0, 3    ; Alp
Strategy,           3,-2,  Map, nil, 1, 0    ; Amp
Amored Cavalry,     4, 1,  Aut, Pot, 1, 0    ; Ast
Chivalry,           4,-1,  Ast, MT,  1, 0    ; Ato
Cavalry,            6,-1,  Hor, nil, 1, 0    ; Aut
Nobility,           4, 1,  Ato, nil, 2, 2    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri
Metal Working,      6,-1,  nil, nil, 0, 4    ; Bro
Simple Religion,    5, 0,  nil, nil, 0, 2    ; Cer
Battlements,        5,-1,  Mas, nil, 1, 0    ; Che
Warships,           4,-2,  Exp, Sea, 2, 4    ; Chi
Cannon,             4, 1,  Gue, nil, 2, 0    ; CoL
Crossbow,           5,-1,  Ast, nil, 0, 0    ; CA 
Trade,              5,-1,  Mys, nil, 2, 1    ; Cmb
Civilian Support,   5, 0,  no,  no,  2, 0    ; Cmn
Fortifications,     4, 1,  Che, CoL, 1, 3    ; Cmp
Dragoons,           7,-1,  Cur, nil, 2, 0    ; Csc
Tracee Italien,     4, 0,  Cmp, nil, 2, 0    ; Cst
Cavalry Tactics,    4, 0,  Csc, nil, 1, 0    ; Cor
Matchlock,          4, 1,  Gue, nil, 0, 1    ; Cur
Terqio,             5, 1,  Pot, nil, 0, 0    ; Dem
Trading Companies,  4, 1,  Inv, nil, 1, 1    ; Eco
Manufactories,      4, 0,  Inv, nil, 0, 1    ; E1 
(Electronics),      4, 1,  no,  no,  3, 4    ; E2 
Espionage,          4, 0,  Feu, Fli, 2, 3    ; Eng
Stock Companies,    3, 1,  Inv, nil, 1, 1    ; Env
Unused,             2,-1,  no,  no,  3, 0    ; Esp
Naval Gunnery,      5, 0,  Nav, nil, 2, 4    ; Exp
Bureocracy,         4,-1,  War, Mon, 2, 3    ; Feu
Diplomacy,          4,-1,  Cmb, nil, 2, 3    ; Fli
Islam,              3,-2,  Mys, no,  0, 2    ; Fun
Higher Learning,    3, 0,  Iro, Ldr, 2, 3    ; FP 
University,         3, 2,  Alp, nil, 2, 3    ; Gen
Musket,             4, 1,  War, nil, 2, 0    ; Gue
(Gunpowder),        8,-2,  no,  no,  1, 0    ; Gun
Stirrups,           4,-1,  nil, nil, 0, 0    ; Hor
Dutch Trading,      6, 0,  no,  no,  2, 1    ; Ind
Collonies,          6, 0,  Cmb, Sea, 2, 4    ; Inv
Medicine,           5,-1,  X5,  nil, 1, 3    ; Iro
Astronomy,          4,-1,  X5,  Las, 1, 3    ; Lab
Astrology,          4, 0,  Gen, MP,  1, 3    ; Las
Chemistry,          5,-1,  X5,  nil, 1, 3    ; Ldr
Physics,            5, 2,  X5,  nil, 1, 3    ; Lit
Electricity,        4,-2,  Lit, Ldr, 1, 3    ; Too
Mathematics,        4,-1,  X5,  nil, 1, 3    ; Mag
Cartography,        6,-1,  Gen, nil, 1, 3    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Philosophy,         5, 0,  Gen, nil, 2, 3    ; MP 
Art,                4,-1,  Gen, nil, 0, 3    ; Mat
Architecture,       4, 0,  Gen, nil, 3, 2    ; Med
Theater,            6,-2,  Mat, nil, 3, 2    ; Met
Unused,             4, 1,  no,  no,  3, 4    ; Min
(Mobile Warfare),   8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, Ban, 3, 2    ; Mon
Christianity,       5, 1,  Mys, nil, 3, 2    ; MT 
Organized Religion, 4, 0,  Cer, nil, 3, 2    ; Mys
Shipbuilding,       6,-1,  nil, nil, 1, 1    ; Nav
(Nuclear Fission),  6,-2,  no,  no,  3, 3    ; NF 
Theory of Gravity,  3, 0,  X5,  nil, 2, 3    ; NP 
Invasion Plan,      6, 1,  no,  no,  1, 2    ; Phi
Light Artillery,    4,-1,  Pla, nil, 2, 0    ; Phy
Artillery,          4, 1,  CoL, nil, 2, 0    ; Pla
Mortars,            4, 0,  AFl, Pla, 2, 0    ; Plu
Unused,             4, 0,  no,  no,  0, 2    ; PT 
The Pike,           4, 1,  nil, nil, 0, 0    ; 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
ImprovedHull Design,4, 0,  Sea, Cmb, 2, 4    ; Ref
Events,             3, 1,  no,  nil, 3, 1    ; Rfg
The Republic,       5, 1,  Ban, Stl, 0, 2    ; Rep
Frigate,            5,-2,  Roc, Sth, 2, 4    ; Rob
Light Warships,     6,-2,  Chi, nil, 2, 4    ; Roc
Convoying,          4, 2,  Sea, Inv, 2, 4    ; San
Seafaring,          4, 1,  Map, Nav, 2, 4    ; Sea
Privateer Companies,4, 1,  Roc, Inv, 2, 4    ; SFl
Naval Tactics,      3,-2,  Amp, San, 2, 0    ; Sth
Banking,            4,-1,  Cmb, nil, 1, 1    ; SE 
Organized Army,     4,-1,  nil, nil, 0, 0    ; Stl
Mills,              4, 1,  nil, nil, 0, 1    ; Sup
Sanitation,         6,-1,  Feu, nil, 2, 1    ; Tac
Protestantism,      3, 2,  MT,  no,  3, 2    ; The
Unused,             4, 0,  no,  no,  1, 3    ; ToG
Guilds,             4, 2,  Cmb, nil, 0, 1    ; Tra
Un-Russian,         5, 1,  no,  no,  1, 3    ; Uni
Gunpowder,          4,-1,  nil, nil, 1, 3    ; War
East European,      4,-1,  no,  no,  3, 2    ; Whe
West European,      4, 2,  no,  no,  2, 2    ; Wri
Improved Bureocracy,1, 0,  Feu, nil, 2, 3    ; FT 
Infantry Tactics,   3, 0,  no,  no,  1, 0    ; U1 
Un-Nordic,          3, 0,  no,  no,  1, 3    ; U2 
Un-Independent,     3, 0,  no,  no,  1, 3    ; U3 
Dominium Maris Baltici,3, 0,  no,  no,  0, 1    ; X1 
Un-Hanseatic,       3, 0,  no,  no,  1, 3    ; X2 
Un-Ukrainian,       3, 0,  no,  no,  1, 3    ; X3 
Un-French,          3, 0,  no,  no,  1, 3    ; X4 
Science,            6, 1,  Gen, nil, 1, 3    ; X5 
Un-Polish,          3, 0,  no,  no,  1, 3    ; X6 
Un-Spanish,         3, 0,  no,  no,  1, 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, 2,    nil,
Garrison,                  4, 1,    Stl,
Granary,                   6, 1,    nil,
Church,                    4, 1,    MT, 
Market Place,              8, 2,    Cmb,
Library,                   8, 2,    Alp,
Keep,                      8, 2,    Ban,
Maintaned Defences,       10, 2,    Cmp,
City Privilegies,          8, 2,    Feu,
Bank,                     12, 4,    SE, 
Prison,                   12, 2,    Stl,
University,               16, 4,    Gen,
Denmark,                  16, 4,    no, 
Cathedral,                10, 4,    MT, 
Manufactories,            20, 3,    E1, 
(Manufacturing Plant),    32, 6,    no, 
England,                  20, 4,    no, 
Sweden,                   20, 2,    no, 
Forge,                    16, 3,    Bro,
Water Mills,              24, 3,    Sup,
Serfs,                    16, 1,    MT, 
Stock Exchange,           16, 5,    Env,
Sewer System,             12, 3,    Tac,
Crowns Land,               8, 0,    no, 
Road Tolls,                4, 0,    SE, 
Academy,                  16, 5,    FP, 
Habsburg,                 10, 2,    no, 
Coastal Batteries,         8, 2,    Che,
Wind Mills,               32, 2,    Sup,
Harbor,                    6, 1,    Sea,
Trade Dock,               16, 2,    Cmb,
Sweden2,                  16, 3,    no, 
Public Executions,         6, 1,    no, 
Shipyard,                  8, 2,    Nav,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Minting,                  60, 0,    SE, 
Ukraine Wheat Fields,     20, 0,    nil,
Hagia Sophia,             20, 0,    Fun,
Hanseatic League,         20, 0,    Cmb,
Invincible Armada,        20, 0,    San,
Kremlin,                  30, 0,    no, 
Reformation,              30, 0,    The,
Conquistadors,            30, 0,    Inv,
Vaubins Fortifications,   30, 0,    Cst,
Trondheim's Iron Mines,   30, 0,    Bro,
lvsborgs Fstning,       20, 0,    Che,
Sistine Chapel,           40, 0,    MT, 
Counter Reformation,      30, 0,    The,
Magellan's Expedition,    40, 0,    Sea,
Musketeers Academy,       30, 0,    Cur,
Trade Whit The Far East,  40, 0,    Cmb,
(J. S. Bach's Cathedral), 40, 0,    nil,
Thyco Brahes Observatory, 40, 0,    Lab,
East Indian Company,      40, 0,    Inv,
Calvinist Church,         40, 0,    The,
Anglikan Church,          40, 0,    The,
Chateau de Versailles,    30, 0,    Mon,
Fugger Bank,              60, 0,    SE, 
(Hoover Dam),             60, 0,    no, 
*PLAGUE*,                 60, 0,    no, 
(United Nations),         60, 0,    no, 
Seat of the Sejm,         60, 0,    nil,
Jagiellonian University,  60, 0,    nil,
The Imperial Throne,      60, 0,    Mon,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukraine Wheat Fields
nil,        ; Hagia Sophia
nil,        ; Hanseatic League
Exp,        ; Invincible Armada
Alp,        ; Kremlin
nil,        ; Reformation
Alp,        ; Conquistadors
nil,        ; Vaubins Fortifications
nil,        ; Trondheim's Iron Mines
Alp,        ; lvsborgs Fstning
nil,        ; Sistine Chapel
nil,        ; Counter Reformation
nil,        ; Magellan's Expedition
nil,        ; Musketeers Academy
Alp,        ; Trade Whit The Far East
nil,        ; (J. S. Bach's Cathedral)
nil,        ; Thyco Brahes Observatory
nil,        ; East Indian Company
nil,        ; Calvinist Church
nil,        ; Anglikan Church
nil,        ; Chateau de Versailles
nil,        ; Fugger Bank
nil,        ; (Hoover Dam)
nil,        ; *PLAGUE*
nil,        ; (United Nations)
Alp,        ; Seat of the Sejm
Alp,        ; Jagiellonian University
nil,        ; The Imperial Throne


;
;    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
Peasants,     Whe, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Baggage,      nil, 0,  1.,0,  0a,1d,  1h,1f,  6,0,  5, Rfg, 000000000001000
Peasents,     Wri, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Millitia,     nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, nil, 000000000000000
Mushketor,    Uni, 0,  1.,0,  4a,2d,  2h,1f,  5,0,  0, Cur, 000000000000100
Mobilized Pop.,nil, 0,  1.,0,  4a,2d,  2h,1f,  3,0,  0, Cmn, 001000000000000
Pikemen,      Whe, 0,  1.,0,  2a,5d,  3h,1f,  4,0,  1, Pot, 000010000000000
Musketeer,    U2,  0,  1.,0,  5a,2d,  2h,1f,  5,0,  0, Cur, 000000000000100
Berber Infantry,U3,  0,  1.,0,  4a,2d,  2h,1f,  5,0,  1, nil, 000100000000100
Refugees,     nil, 0,  1.,0,  0a,1d,  1h,1f, 25,0,  7, Rfg, 000000000001000
Pol Musketeer,X6,  0,  1.,0,  4a,2d,  1h,1f,  5,0,  0, Cur, 000000000000100
Musket Knights,Aut, 0,  2.,0,  3a,2d,  2h,1f,  8,0,  0, Cur, 000000000000000
Mosquetero,   X7,  0,  1.,0,  5a,2d,  2h,1f,  7,0,  0, Cur, 000000000000100
Envoy,        nil, 0,  1.,0,  0a,1d,  1h,1f, 10,0,  6, Fli, 000000000000000
Castle,       nil, 0,  0.,0,  0a,5d,  2h,1f,  7,0,  6, Rfg, 000000000000000
Modern Fortress,Whe, 0,  0.,0,  0a,10d, 3h,1f, 16,0,  1, Cst, 000000000000000
Berbers,      U3,  0,  3.,0,  5a,2d,  1h,1f,  5,0,  0, nil, 000000000000000
Fredriksodde, nil, 0,  0.,0,  0a,16d, 4h,1f,  8,0,  0, no,  000000000000000
Knights,      Whe, 0,  2.,0,  3a,2d,  1h,1f,  7,0,  0, Ato, 000000000000000
Cavalry,      nil, 0,  3.,0,  6a,3d,  1h,1f,  6,0,  0, Cor, 000000000000000
Cossacks,     X3,  0,  4.,0,  5a,2d,  1h,1f,  5,0,  0, Aut, 000000000000010
Rakoczy,      nil, 0, 44.,0,  6a,3d,  2h,2f, 10,0,  0, Rfg, 000010001000001
Modern Fortress,Wri, 0,  0.,0,  0a,10d, 3h,1f, 19,0,  1, Cst, 000000000000000
Mameluks,     U3,  0,  3.,0,  5a,3d,  2h,1f,  6,0,  0, nil, 000000000000000
Horse Artillery,nil, 0,  2.,0,  8a,2d,  2h,1f,  9,0,  0, Phy, 000000000000000
Artillery,    nil, 0,  1.,0,  7a,1d,  2h,2f, 10,0,  0, Pla, 000000001000000
Mortar,       nil, 0,  1.,0, 12a,1d,  2h,3f, 16,0,  0, Plu, 000000001000000
Musketier,    nil, 0,  1.,0,  6a,3d,  2h,2f,  6,0,  0, Rfg, 000000000000100
Mousquetaire, X4,  0,  1.,0,  5a,2d,  2h,1f,  6,0,  0, Cur, 000000000000100
Karl X Gustaf,nil, 0,  3.,0,  7a,3d,  2h,3f, 10,0,  0, Rfg, 000000001000101
Jan Kazimierz,nil, 0,  3.,0,  7a,3d,  3h,2f, 10,0,  0, Rfg, 000000001000101
Fluyte,       nil, 2,  7.,0,  0a,5d,  2h,2f,  7,3,  4, Ref, 000000000100000
Galleon,      nil, 2,  5.,0,  3a,6d,  2h,1f, 11,5,  4, San, 000000000100000
Caravel,      nil, 2,  6.,0,  2a,1d,  1h,1f,  6,2,  4, Sea, 000000000100000
War Galleon,  nil, 2,  4.,0,  8a,6d,  2h,3f, 12,2,  2, Chi, 000000000100000
Sloop,        Rob, 2,  7.,0,  6a,2d,  1h,2f,  6,0,  2, Roc, 000000000100000
Warship,      nil, 2,  5.,0,  9a,5d,  2h,3f, 11,0,  2, Chi, 000000000100000
Frigate,      nil, 2,  6.,0,  7a,4d,  2h,2f,  7,0,  2, Rob, 100000000100000
Village,      nil, 0,  0.,0,  1a,1d,  1h,1f,  8,0,  6, Rfg, 000000000000000
Man o' War,   nil, 2,  5.,0, 10a,7d,  2h,3f, 16,0,  2, Sth, 100000000100001
City,         nil, 0,  0.,0,  7a,2d,  2h,3f, 16,0,  6, Rfg, 000000000000000
Privateer,    nil, 2,  6.,0,  6a,2d,  2h,2f,  7,1,  2, SFl, 000000000101000
Burghers,     nil, 0,  0.,0,  1a,1d,  4h,2f, 16,0,  6, Rfg, 000000000000000
Holk,         X2,  2,  3.,0,  0a,2d,  2h,1f,  4,2,  4, nil, 000000000100000
Desserters,   nil, 0,  1.,1,  3a,0d,  1h,3f,  6,0,  0, Rfg, 001001001000000
Luis XVI,     nil, 1,  0.,1, 80a,4d,  1h,1f, 16,0,  1, Rfg, 001000000000000
Russian City, nil, 0,  0.,0,  0a,2d,  1h,1f,  3,0,  6, Rfg, 000000000000010
Spy,          nil, 0,  1.,0,  0a,0d,  1h,1f,  8,0,  6, Eng, 000001000000011
Journeymens,  nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Pinnace,      nil, 2,  5.,0,  0a,3d,  1h,1f,  6,4,  4, Nav, 000000000000010
Ruler,        nil, 0,  0.,0,  0a,1d,  1h,1f,  3,0,  1, no,  000001000000010
Scots,        U3,  0,  1.,0,  6a,3d,  1h,2f,  5,0,  0, Rfg, 000000000000000
Fireship,     nil, 2,  4.,0,  4a,1d,  1h,5f,  6,0,  2, Sth, 001000000001000
Khmelnytskyi, nil, 0,  4.,4,  6a,3d,  1h,1f, 12,0,  0, Rfg, 000110001000111
Scott Leader, nil, 0,  0.,0,  0a,6d,  3h,1f,  4,0,  1, Rfg, 000010000000000
Bowmen,       nil, 0,  1.,0,  3a,2d,  1h,1f,  4,0,  0, CA,  000000000000000
Dna Burg,    nil, 0,  0.,0,  1a,9d,  2h,1f,  8,0,  1, Rfg, 000000000000000
Dragoons,     nil, 0,  1.,0,  4a,3d,  2h,1f,  7,0,  0, Csc, 000001000000000
Tzar Aleksej, nil, 0,  3.,0,  7a,4d,  2h,2f, 10,0,  0, Rfg, 000000001000000
Pikemen,      Wri, 0,  1.,0,  2a,5d,  3h,1f,  4,0,  1, U1,  000010000000000
Old Fortress, nil, 0,  0.,0,  0a,6d,  2h,1f, 12,0,  1, nil, 000000000000000
Hussars,      X6,  0,  3.,0,  5a,3d,  1h,2f,  7,0,  0, Ato, 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,   yes, 1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 2,10, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 2,10, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     8,1,  1,2,0,   Pln, 0,15, 5,   no,  2,40,  3,  Grs,   ; For
Hills,      2,4,  1,1,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  6,6,  0,0,0,   no,  1,10, 0,   yes, 4,10,  6,  Hil,   ; Mou
Wooded Hills,6,2,  1,2,0,   Hil, 1,20, 0,   yes, 2,20,  0,  Drt,   ; Tun
Objective,  1,1,  2,2,4,   yes, 1,10, 0,   no,  1,15,  3,  Tun,   ; Gla
Swamp,      4,0,  1,0,0,   Grs, 0,15, 6,   no,  0,15,  0,  Pln,   ; Swa
Taiga,      8,1,  1,1,0,   Grs, 0,15, 6,   no,  2,45,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Prime Timber,2,3,  1,3,0,
Silver,     2,4,  1,1,3,
Gold,       3,6,  0,1,6,
Prime Timber,1,0,  1,3,0,
Town,       0,1,  3,2,4,
Reeds,      2,3,  2,1,0,
Bear,       2,3,  1,0,4,
Fish,       1,2,  3,0,3,
Gems,       1,2,  0,0,4,
Wheat,      1,2,  4,1,1,
Grassland,  1,2,  2,1,0,
Hills,      2,3,  1,3,0,
Sheep,      2,4,  2,0,4,
Iron,       3,6,  0,5,0,
Wine,       1,2,  2,0,3,
Palace,     2,2,  2,3,4,
Reeds,      4,0,  2,1,0,
Prime Timber,8,0,  1,3,0,
Fish,       1,2,  3,0,3,




@GOVERNMENTS
Anarchy,        Citizen,     Citizenes
Comonwealth,    King,        Tzarina
Monarchy,       Tzar,        Queen
Monarchy (GP),  King,        Queen
Fundamentalism, High Priest, High Priestess
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
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 3, 3, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 2, 3, Germans,     German,     -1, -1,  0,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 1, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,    1,  1,  0,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 2, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 1, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 1, 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,    -1,  0,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, 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, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, 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
Burghers,
Carpenter,
Miners,
Guards,
Aritsts,
Bakers,
Fishers,
Brewers,
Smiths,
Scientist,
Factorers,
Cooks,
Merchants,
Tinners,
Goldsmith,
Bankers,


@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













