;
;   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
0       ; Settlers eat (govt <= Monarchy)
0       ; 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
6       ; 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
8       ; Fundamentalism pays support for all units past this
9       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; 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
Old Empire,         2, 2,  Rob, no, 1, 0    ; AFl
Second Imperium,    2, 2,  Rob, no, 2, 0    ; Alp
Non-Imperials,      2, 2,  Rob, no, 1, 1    ; Amp
Discover Luke,      5, 1,  Rob, nil, 0, 1    ; Ast
CC-7700 Frigate,    6,-1,  Amp, nil, 1, 1    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Z-95 Headhunter,    6,-1,  Amp, nil, 1, 1    ; Ban
Basic TIE Design,   6,-1,  Cmn, nil, 0, 0    ; Bri
Star Destroyer,     6,-1,  Cmn, nil, 0, 0    ; Bro
Holozeotroscope,    7, 2,  nil, nil, 0, 3    ; Cer
Droid Carrier,      5,-1,  Mon, nil, 1, 3    ; Che
Y-Wing,             6,-1,  Ban, Amp, 1, 1    ; Chi
Hvy Assault Tactics,7, 0,  Map, nil, 0, 3    ; CoL
Reverse-Eng Cruiser,6,-1,  Amp, nil, 1, 1    ; CA 
X-Wing,             6,-1,  Chi, nil, 1, 1    ; Cmb
Imperial Powers,    2, 2,  Rob, no, 0, 0    ; Cmn
Corellian Eng Co,   5, 0,  Mys, Cmb, 1, 1    ; Cmp
Freedom,            2, 2,  Rep, nil, 0, 1    ; Csc
Spectrum Jamming,   6,-1,  CoL, Tra, 0, 3    ; Cst
AT-AT Walker,       6,-1,  CoL, Bro, 0, 0    ; Cor
Galactic Economics, 4, 1,  Rfg, Dem, 0, 2    ; Cur
Corporate SA,       2, 2,  Rob, no, 0, 2    ; Dem
Battlegroup Concept,7, 0,  Map, E1,  0, 3    ; Eco
Ion Engines,        6, 0,  Uni, nil, 0, 3    ; E1 
VLS Shielding,      6, 0,  E1,  CoL, 0, 3    ; E2 
Imperial Frigate,   6,-1,  Eco, Bro, 0, 0    ; Eng
Fleet Carrier,      5,-1,  Eco, Bri, 0, 0    ; Env
Escourt Carrier,    5,-1,  Eco, Rep, 0, 1    ; Esp
Gunship,            5,-1,  Eco, Cmp, 1, 1    ; Exp
Imperator Class,    5,-1,  Cmn, CoL, 0, 0    ; Feu
Modular Cruiser,    5,-1,  Mon, Exp, 1, 3    ; Fli
Warlord Feudalism,  5, 2,  Rob, nil, 2, 2    ; Fun
Fusion Power,       6, 1,  no,  no,  0, 3    ; FP 
TIE Interceptor,    5,-1,  Env, AFl, 1, 0    ; Gen
Volunteer Forces,   2, 2,  Rep, nil, 0, 1    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Dimension Calculus, 4, 2,  NP,  Dem, 0, 2    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Compact Fighter,    5,-1,  Esp, Cmb, 0, 1    ; Inv
Ackbar's Frigate,   5,-1,  Esp, Exp, 0, 1    ; Iro
Heavy Bomber,       5,-1,  Esp, Rep, 0, 1    ; Lab
Jedi Subversion,    4,-1,  Feu, Alp, 2, 0    ; Las
Valley of DarkLords,4,-1,  Feu, AFl, 1, 0    ; Ldr
TIE Phantom,        5,-1,  Las, Nav, 2, 0    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
TIE Defender,       5,-1,  Ldr, Phy, 1, 0    ; Mag
Turbo Laser,        6,-1,  nil, nil, 0, 3    ; Map
Modular Btl Cruiser,5,-1,  Fli, NP,  1, 3    ; Mas
Stealth Battleship, 5,-1,  Met, AFl, 1, 0    ; MP 
Advanced Escourt,   5,-1,  Eng, Pla, 0, 0    ; Mat
MC Battle Cruiser,  5,-1,  The, Lab, 0, 1    ; Med
Megascale Shipbldg, 5, 0,  Cmn, Pla, 0, 0    ; Met
Imperial Battleship,5,-1,  Met, Alp, 2, 0    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Minor Powers,       2, 2,  Rob, no, 1, 3    ; Mon
Neural Pleasure,    6, 2,  Phi, nil, 0, 3    ; MT 
Rev-Eng Dreadnaught,6,-1,  CA,  nil, 1, 1    ; Mys
TIE Advanced,       6,-1,  Env, Alp, 2, 0    ; Nav
Megascale Laser,    5,-2,  Met, Rfg, 0, 0    ; NF 
HyperSpc Projection,7, 0,  Eco, RR,  0, 3    ; NP 
Terra-Neuron Net,   6, 1,  Wri, nil, 0, 3    ; Phi
TIE Bomber,         5,-1,  Env, Cmn, 0, 0    ; Phy
Imperator Upgrade,  5,-1,  Feu, NP,  0, 0    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Living Missile,     2, 2,  Rob, no, 3, 3    ; PT 
Invasion Ends,      2, 2,  Rob, nil, 3, 3    ; Pot
Forward Base,       3, 0,  RR,  Cst, 0, 3    ; Rad
Ion Cannon,         5,-1,  Map, E1,  0, 3    ; RR 
A-Grav Fast Attack, 6,-1,  CoL, Ato, 1, 1    ; Rec
Living Asteroid,    2, 2,  Rob, nil, 3, 3    ; Ref
Energy Futures,     5, 1,  Wri, nil, 0, 3    ; Rfg
Republic Ideals,    2, 2,  Rob, no, 0, 1    ; Rep
Never,              2, 2,  no,  nil, 0, 3    ; 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
Liner Upgrade,      5,-1,  Iro, NP,  0, 1    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Tech Droid,         5, 1,  nil, nil, 0, 3    ; Tra
Sleep Learning,     6, 1,  nil, nil, 0, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
Bipedal Droid,      7, 0,  Mon, nil, 1, 3    ; Whe
Energy-Matter Conv, 6, 1,  E1,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  NP,  Rfg, 0, 3    ; FT 
A-Grav Tank,        6,-1,  CoL, CA,  1, 1    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Tarkin Doc Obsolete,3, 0,  Rob, nil, 2, 3    ; X1 
Pal Sactum Obsolete,3, 0,  Rob, nil, 2, 3    ; X2 
KYD Obsolete,       3, 0,  Rob, nil, 2, 3    ; X3 
Gal Center Obsolete,3, 0,  Rob, nil, 2, 3    ; X4 
Rebel HQ Obsolete,  3, 0,  Rob, nil, 2, 3    ; X5 
Mercht Guild Gone,  3, 0,  Rob, nil, 2, 3    ; X6 
Invasion,           5, 0,  Rob, 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,
Capital,                  16, 5,    nil,
Conscription,              5, 1,    nil,
Nano-Recyclers,            4, 1,    nil,
Holo Suites,               4, 1,    Cer,
Global Bank,               8, 1,    nil,
University Network,        8, 1,    nil,
Intel Center,              8, 1,    nil,
Local Shielding,           6, 1,    nil,
Subterranean Cities,       8, 2,    nil,
Energy Exchange,          12, 3,    Rfg,
Pleasure Dome,            12, 3,    MT, 
REM Center,                8, 3,    Uni,
Mass Transit,             16, 4,    no, 
Republic Museum,          10, 2,    Csc,
Industry Level 1,         10, 3,    nil,
Industry Level 2,         16, 4,    nil,
Repulsor Generators,      16, 4,    Met,
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Industry Level 3,         24, 6,    NP, 
Quantum Conduit,          16, 4,    Eco,
Cloud Cities,             12, 2,    nil,
Hyperspace Harvester,      8, 2,    Pla,
Free Trade Zone,          20, 5,    Cur,
Global AI Network,        16, 3,    Phi,
Interception Grid,         8, 2,    CoL,
Planetary Shielding,       8, 3,    E2, 
Solar Plant,              32, 4,    no, 
Oribtal Farms,             6, 1,    nil,
Orbital Factories,        20, 3,    Rad,
HyperSpace Gate,          16, 3,    NP, 
Recruitment Center,        6, 2,    Esp,
Orbital Shipyard,         16, 5,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
EM Coversion,             60, 0,    Wri,
Cloning Rediscovered,     40, 4,    Gen,
The Tarkin Doctrine,      40, 4,    AFl,
Galactic Center,          40, 4,    Alp,
Imperial Naval Academy,   30, 4,    Cmn,
Great Library,            30, 0,    no, 
Rebel Alliance HQ,        40, 4,    Rep,
Diplomatic Imperative,    30, 4,    Mon,
Imperial MilitaryAcademy, 30, 4,    Cmn,
KDY Shipyards,            30, 4,    AFl,
Yoda's Return,            30, 0,    Ast,
Pod Racing,               40, 2,    MT, 
Calamarian KnowledgeBank, 40, 0,    Rep,
Compact Ion Drive,        40, 0,    Exp,
Pacifist Doctrine,        30, 0,    Mon,
Field Retrofitting,       40, 0,    Esp,
Ace of Sabres Casino,     40, 4,    Fli,
Palpatine's Citadel,      40, 4,    AFl,
Corellian Mercht Guild,   40, 4,    AFl,
Galactic Science Award,   40, 2,    CoL,
Statue of Liberty,        40, 0,    no, 
A Call2Reason Pamphlet,   30, 2,    Csc,
Hyperspace Sink,          40, 4,    RR, 
Shadow Academy,           40, 4,    Las,
Manhattan Project,        60, 0,    no, 
Economic Supremacy,       60, 4,    Cur,
Apollo Program,           60, 0,    no, 
Catalogue of Intelligece, 60, 3,    NP, 
Liberation of Ackbar,     60, 1,    Inv,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Cloning Rediscovered
X1,         ; The Tarkin Doctrine
X4,         ; Galactic Center
nil,        ; Imperial Naval Academy
nil,        ; Great Library
X5,         ; Rebel Alliance HQ
nil,        ; Diplomatic Imperative
nil,        ; Imperial MilitaryAcademy
X3,         ; KDY Shipyards
nil,        ; Yoda's Return
nil,        ; Pod Racing
nil,        ; Calamarian KnowledgeBank
nil,        ; Compact Ion Drive
nil,        ; Pacifist Doctrine
The,        ; Field Retrofitting
nil,        ; Ace of Sabres Casino
X2,         ; Palpatine's Citadel
X6,         ; Corellian Mercht Guild
nil,        ; Galactic Science Award
nil,        ; Statue of Liberty
nil,        ; A Call2Reason Pamphlet
nil,        ; Hyperspace Sink
nil,        ; Shadow Academy
nil,        ; Manhattan Project
nil,        ; Economic Supremacy
nil,        ; Apollo Program
nil,        ; Catalogue of Intelligece
nil,        ; Liberation of Ackbar


;
;    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
Terraformer,  nil, 0,  2.,0,  0a,5d,  1h,3f,  6,0,  5, nil, 000001000000000
Y-Wing (B),   Lab, 1,  4.,2, 22a,5d,  1h,3f,  4,0,  0, Chi, 000100000000000
Imperial Troop,nil, 0,  1.,0,  6a,10d, 1h,3f,  2,0,  1, Cmn, 000000000000010
A-Wing,       nil, 1,  6.,2, 19a,18d, 1h,3f,  5,0,  3, Inv, 000100000011001
Storm Troop,  nil, 0,  1.,0, 15a,11d, 1h,3f,  5,0,  0, Cmn, 000000001000110
M Falcon,     nil, 1,  7.,4, 23a,22d, 2h,3f,  6,0,  3, Rob, 010100000011001
X-Wing,       Inv, 1,  5.,2, 15a,14d, 1h,3f,  4,0,  3, Cmb, 100100000010000
Attack Bug,   Pot, 1,  5.,0, 30a,5d,  1h,3f,  2,0,  0, PT,  001000000000000
Energy Module,nil, 2,  3.,0, 20a,15d, 3h,3f, 20,0,  1, Rob, 000000000001000
Republic Troop,nil, 0,  1.,0,  6a,10d, 1h,3f,  2,0,  1, Gue, 000000000000010
B-Wing (B),   nil, 1,  5.,2, 30a,13d, 1h,3f,  6,0,  0, Lab, 000100000000001
Naboo Fighter,Ban, 1,  4.,2,  9a,8d,  1h,3f,  3,0,  0, Amp, 000100000011000
Security Droid,nil, 0,  1.,0,  6a,10d, 1h,3f,  2,0,  1, Mon, 000010000000000
R2 Droid,     nil, 0,  2.,0,  0a,5d,  1h,3f,  5,0,  6, Tra, 000000000000010
War Droid,    Cmn, 0,  1.,0, 13a,9d,  1h,3f,  4,0,  0, Whe, 000000001000110
Laser Turret, nil, 0,  1.,0,  0a,13d, 1h,3f,  5,0,  1, nil, 010000000000000
Turbo Laser,  nil, 0,  1.,0,  0a,16d, 1h,3f,  7,0,  1, Map, 000010000000000
Ion Cannon,   nil, 0,  0.,0, 35a,30d, 1h,3f, 10,0,  0, RR,  000000000000001
ATT Battletank,nil, 0,  3.,0, 30a,21d, 1h,3f,  8,0,  0, U1,  000000000000100
Coral Skipper,Pot, 1,  5.,4, 12a,13d, 1h,9f,  3,0,  2, X7,  000100000010001
AT-ST Walker, nil, 0,  2.,0, 18a,14d, 1h,3f,  6,0,  0, Bro, 000001000000110
AT-AT Walker, nil, 0,  2.,0, 30a,26d, 1h,3f,  9,0,  0, Cor, 000001000000100
AssaultShuttle,nil, 1,  3.,0, 11a,7d,  1h,3f,  6,0,  0, Eco, 000000000000000
AssaultSpeeder,nil, 0,  4.,0, 18a,13d, 1h,3f,  6,0,  0, Rec, 000000000000010
Bulk Crusier, Mys, 2,  3.,0, 14a,9d,  1h,3f,  7,2,  4, CA,  100100000000000
Dreadnaught,  Cmp, 2,  3.,0, 16a,11d, 1h,3f,  7,2,  4, Mys, 100100000000000
Dauntless (Cr),The, 2,  4.,0, 26a,17d, 1h,3f, 11,0,  2, Fli, 100000000000001
Headhunter,   Cmb, 1,  4.,2, 11a,10d, 1h,3f,  4,0,  3, Ban, 000100000011000
Shipyard,     nil, 2,  1.,0,  0a,20d, 1h,3f, 10,0,  3, Rob, 000000010000001
EscourtCarrier,nil, 2,  3.,0,  0a,18d, 2h,3f,  9,0,  4, Esp, 110000010000001
MC-80 (Cr),   nil, 2,  5.,0, 32a,21d, 1h,3f, 12,0,  2, The, 100000000000001
CR-90 Corvette,nil, 2,  4.,0, 20a,13d, 1h,3f,  7,2,  4, Cmp, 100100000000000
Droid Carrier,Esp, 2,  3.,0,  0a,14d, 2h,3f,  6,0,  4, Che, 110000010000001
Fleet Carrier,nil, 2,  3.,0,  0a,16d, 2h,3f,  8,0,  4, Env, 110000010000001
Victory II,   nil, 2,  3.,0, 18a,12d, 1h,3f,  7,2,  4, Bro, 100000000000000
Imperator I,  Pla, 2,  4.,0, 24a,16d, 1h,3f, 10,0,  2, Feu, 100000000000001
Imperator II, nil, 2,  5.,0, 28a,19d, 1h,3f, 10,0,  2, Pla, 100000000000001
Executor,     nil, 2,  4.,0, 36a,33d, 1h,3f, 16,6,  4, Min, 100000000000001
Eclipse,      nil, 2,  4.,0, 55a,37d, 1h,3f, 19,6,  4, MP,  100000000000001
MC-90,        nil, 2,  4.,0, 40a,27d, 1h,3f, 14,4,  4, Med, 100000000000001
Bulwark,      Med, 2,  3.,0, 36a,24d, 1h,3f, 15,6,  2, Mas, 100000000000001
TIE-Fighter,  nil, 1,  5.,2, 13a,12d, 1h,3f,  4,0,  3, Bri, 000100000011000
TIE-Advanced, Lit, 1,  6.,2, 17a,16d, 1h,3f,  5,0,  3, Nav, 000100000011001
TIE-Intercept,nil, 1,  7.,2, 21a,20d, 1h,3f,  5,0,  3, Gen, 000100000011001
TIE-Phantom,  nil, 1,  7.,2, 23a,22d, 1h,3f,  5,0,  3, Lit, 000100000011001
Minefield,    nil, 2,  0.,0,  0a,25d, 1h,3f, 12,0,  0, Rob, 000000000000001
TIE-Bomber,   Mag, 1,  4.,2, 26a,9d,  1h,3f,  5,0,  0, Phy, 000100000000000
Lamda-Shuttle,nil, 2,  4.,0,  0a,10d, 1h,3f,  4,1,  4, Rob, 000000000000000
TIE-Defender, nil, 1,  5.,2, 34a,17d, 1h,3f,  6,0,  0, Mag, 000100000000010
Cargo Pod,    nil, 0,  3.,0,  0a,5d,  1h,3f,  6,0,  7, Rfg, 000000000000000
Recon Pro-bot,nil, 1,  8.,4,  0a,3d,  1h,3f,  3,0,  2, Tra, 110000000001001
Jedi Knight,  nil, 0,  3.,0, 22a,15d, 1h,3f,  8,0,  3, Ast, 010011100000010
Sith Lord,    nil, 0,  3.,0, 22a,15d, 1h,3f,  8,0,  3, Ldr, 010011100000010
Dark Jedi,    nil, 0,  3.,0, 22a,15d, 1h,3f,  8,0,  3, Las, 010011100000010
Nebulon-B (Fg),nil, 2,  5.,0, 25a,17d, 1h,3f,  9,0,  3, Iro, 110100010010001
Lancer (Fg),  nil, 2,  5.,0, 22a,15d, 1h,3f,  8,0,  3, Mat, 110100010010001
Carrack (Fg), Mat, 2,  4.,0, 16a,11d, 1h,3f,  6,0,  3, Eng, 110100010010000
CR-Gunship(Fg),Iro, 2,  5.,0, 19a,13d, 1h,3f,  7,0,  3, Exp, 100100010010000
CC-7700 (Fg), Exp, 2,  4.,0, 13a,9d,  1h,3f,  5,0,  3, Ato, 110100010010000
Ctr Pt Station,nil, 2,  1.,0, 55a,35d, 3h,3f, 20,0,  2, Rob, 100000010000001
Worldship,    Pot, 2,  2.,0, 55a,40d, 2h,3f, 20,9,  4, Rob, 100000000010001
Deathstar,    nil, 2,  1.,0, 55a,35d, 3h,3f, 20,0,  2, Rob, 100000010000001

;
; 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 Planet,1,2,  0,1,2,   yes, 1, 5, 1,   yes, 2,10,  1,  no,    ; Drt
Hot Planet, 2,3,  0,1,2,   yes, 1, 5, 1,   yes, 2,15,  1,  no,    ; Pln
Atmosph Planet,1,2,  2,0,1,   yes, 1, 5, 1,   For, 0,10,  1,  no,    ; Grs
ResourcePlanet,1,2,  1,3,1,   no,  0, 5, 2,   yes, 2, 5,  1,  no,    ; For
BarrenPlanet,1,2,  0,1,1,   yes, 1,10, 1,   yes, 1,10,  1,  no,    ; Hil
Miscellaneous,1,2,  0,0,3,   no,  1,10, 0,   no,  1,10,  6,  no,    ; Mou
Gas Giant,  2,4,  1,1,2,   no,  1,10, 1,   yes, 2,15,  0,  no,    ; Tun
Sub-0 Planet,2,3,  0,2,0,   yes, 1,15, 1,   no,  1,15,  2,  no,    ; Gla
Cloudy Planet,1,2,  3,1,2,   yes, 1,10, 1,   no,  0,15,  0,  no,    ; Swa
MetallicPlanet,2,2,  0,3,1,   no,  0,15, 1,   yes, 1,15,  1,  no,    ; Jun
Space,      1,2,  1,0,1,   yes, 1, 5, 1,   no,  0, 0,  0,  no,    ; Oce
Bonus,      1,2,  3,1,0,
Bonus,      1,2,  1,3,0,
Bonus,      1,2,  2,1,0,
Bonus,      2,3,  3,2,0,
Bonus,      2,4,  1,2,0,
Bonus,      3,6,  0,1,6,
Bonus,      1,2,  3,1,0,
Bonus,      2,2,  1,1,4,
Bonus,      2,3,  1,4,0,
Bonus,      2,3,  1,0,4,
Asteroids,  1,2,  0,3,1,
Bonus,      1,2,  0,4,0,
Bonus,      1,2,  3,1,0,
Bonus,      1,2,  2,1,0,
Bonus,      2,3,  1,2,3,
Bonus,      2,4,  1,0,4,
Bonus,      3,6,  0,4,0,
Bonus,      1,2,  2,0,3,
Bonus,      2,2,  0,4,0,
Bonus,      2,3,  3,0,4,
Bonus,      2,3,  4,0,1,
Sun,        1,2,  2,1,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism(Ds),  Warlord,     Warlord
Federation(M),  Chancellor,  Chancellor
Imperialism(C), Emperor,     Empress
Feudalism(F),   King,        Queen
Republic(R),    President,   Mdm President
Syndicate(Dm),  CEO,         CEO

;
;   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)
;
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     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
Borsk Feylya,  Kaiya Andrimetrum,  0, 1, 0, Unalligned,  Unalligned, -1,  0,  1,     
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, French,      French,     -1, -1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Jabba,      Roget Jiriss,          0, 4, 0, Pirate Union,  Pirate,   1,  0, -1,     
Bail Organa,     Mon Mothma,       0, 5, 3, Rebel Alliance,  New Republic,   0,  1,  0,     1, President, Mdm President
Palpatine,       Thrawn,           0, 6, 1, Galactic Empire, Imperial,    1,  1, -1,     
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Zaarin,       Daala,               0, 2, 2, 2nd Imperium, Imperium,   1,  1, -1,     3, Admiral, Admiral
William,       Hillary,            1, 3, 3, Pacifists, Pacifist,      1,  1,  0,    
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, 
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Niles Ferrier,  Tura Raftican,     0, 7, 0, Corporate SA, CSA Espos, -1,  1, -1,   6, ExO, ExO

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
Drgn Pearls,
Carbonite,
Water,
Illum Fabric,
Glitterstim,
Cortheum,
Corel'n Ale,
Bacta,
Durindfire,
Neutronium,
Armorply,
Scrap,
DuraSteel,
Energy,
Beam Gems,
Avabush,

@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Beacon,       R
Build Conduit,      I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Forward Base, E
Go to,              G


@DIFFICULTY
Commander
Commodore
Admiral
Fleet Admiral
Grand Admiral
Emperor / President

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













