;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
1       ; # 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)
1       ; Settlers eat (govt >= Communism)
12      ; City size for first unhappiness at Chieftain level
100     ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
9       ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
40      ; Fundamentalism loses this % of science
66      ; 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
 ,                  4,-2,  no,  no,  3, 4    ; AFl
Fighter Chassis,    5, 1,  nil, nil, 0, 3    ; Alp
Heavy Fighter Upgra,3,-2,  Alp, Bro, 0, 3    ; Amp
F. Engine Upgrade,  4, 1,  Bro, Cer, 0, 3    ; Ast
Heavy Fighter Upgra,4,-1,  Ast, Ban, 0, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Fighter Armour Upgr,4, 1,  Alp, Whe, 0, 3    ; Ban
Frigate Chassis,    4, 0,  Cer, Che, 0, 4    ; Bri
Fighter Engines,    6,-1,  nil, nil, 0, 3    ; Bro
Corvette Drive,     5, 0,  nil, nil, 0, 4    ; Cer
Corvette Chassis,   5,-1,  Cer, nil, 0, 4    ; Che
CHIVALRY,           4,-2,  no,  no,  1, 0    ; Chi
Destroyer Chassis,  4, 1,  Bri, nil, 0, 4    ; CoL
Destroyer Engines,  5,-1,  CoL, nil, 3, 4    ; CA 
D. Hull Upgrade,    5,-1,  CA,  CoL, 0, 4    ; Cmb
Communism,          5, 0,  no,  no,  0, 4    ; Cmn
Ion Cannon,         4, 1,  Cmb, nil, 0, 1    ; Cmp
Cruiser Chassis,    7,-1,  CA,  nil, 0, 4    ; Csc
Cruiser Engines,    4, 0,  CA,  Cur, 0, 4    ; Cst
Cruiser Armour,     4, 0,  no,  Eco, 0, 4    ; Cor
Fighter Plane,      4, 1,  Cmb, no,  0, 4    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Missile Spaceframe, 4, 1,  Whe, Alp, 3, 0    ; Eco
Missile Engines,    4, 0,  Ast, Mas, 3, 0    ; E1 
Electronics,        4, 1,  nil, Alp, 0, 2    ; E2 
M. Warhead Upgrade, 4, 0,  Whe, nil, 3, 0    ; Eng
M. Warhead Upgrade, 3, 1,  E2,  no,  3, 0    ; Env
M. Sensor Upgrade,  2,-1,  E2,  Pot, 3, 0    ; Esp
Torpedo Chassis,    5, 0,  E1,  Env, 2, 0    ; Exp
Torpedo Engines,    4,-1,  Exp, nil, 2, 0    ; Feu
T. Sensor Upgrade,  4,-1,  Esp, Feu, 2, 0    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Hypermatter,        3, 0,  Feu, E2,  0, 2    ; FP 
T. Warhead Upgrade, 3, 2,  FP,  Exp, 2, 0    ; Gen
T. Warhead Upgrade, 4, 1,  Gen, nil, 2, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Tank Chassis,       4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Heavy Tank Upgrade, 6, 0,  Iro, Lab, 0, 0    ; Inv
Tank Engines,       5,-1,  Hor, War, 0, 0    ; Iro
Tank Armour,        4,-1,  E2,  Whe, 0, 0    ; Lab
Plasma Bomb,        4, 0,  Amp, Env, 0, 1    ; Las
Infantry Training,  5,-1,  War, nil, 0, 0    ; Ldr
Infantry Armour,    5, 2,  War, nil, 0, 0    ; Lit
Infantry Upgrade,   4,-2,  Lit, Ldr, 0, 0    ; Too
Battleship Chassis, 4,-1,  Cmb, Las, 0, 4    ; Mag
Battleship Engines, 6,-1,  Mag, nil, 0, 4    ; Map
Missile Chassis,    4, 1,  nil, nil, 3, 0    ; Mas
 ,                  5, 0,  no,  no,  3, 4    ; MP 
 ,                  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,  nil, 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 
Sensor Package,     4, 1,  nil, nil, 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
Infantry Weapons Up,4,-1,  nil, nil, 0, 0    ; War
Missile Tech,       4,-1,  Hor, nil, 3, 0    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  nil, nil, 0, 1    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
Nephilim Decline,   3, 0,  no,  no,  0, 0    ; U3 
Dreadnought Tech,   3, 0,  no,  no,  0, 0    ; X1 
aliens,             3, 0,  no,  no,  0, 0    ; X2 
Selanorans Activate,3, 0,  no,  no,  0, 0    ; X3 
Nephilim Activate,  3, 0,  no,  no,  0, 0    ; X4 
Humans,             3, 0,  no,  no,  0, 0    ; X5 
Selanora,           3, 0,  no,  no,  0, 0    ; X6 
Nephilim,           3, 0,  no,  no,  0, 0    ; 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,                  10, 0,    no, 
Academy,                   4, 1,    nil,
Replicators,               6, 1,    nil,
Hologaming Suite,          4, 1,    nil,
Spaceport,                 8, 1,    Alp,
Data Library,              8, 1,    E2, 
Planetary Command,         8, 1,    E2, 
Marine Garrison,           8, 0,    Too,
Sustaining Biosphere,      8, 2,    Cst,
Bank,                     12, 1,    Cst,
Hologaming Arcadium,      12, 1,    Ast,
University,               16, 1,    nil,
Mass Recycler,            16, 2,    nil,
V-R Network,              10, 2,    Cst,
Asteroid Mines,           20, 1,    Cer,
Automated Miners,         32, 2,    Cer,
Laser Battery,            20, 2,    Cmp,
Atomizer,                 20, 2,    FP, 
Plasma Reactor,           16, 2,    War,
Gravitic Turbine,         24, 2,    E2, 
Antimatter Plant,         16, 2,    no, 
Stock Exchange,           16, 2,    Eco,
Irrigation,               12, 1,    nil,
Weather Control Beacons,   8, 2,    Amp,
Frequency Monitoring,     20, 1,    E2, 
Internet Uplink,          16, 2,    no, 
Defence Array,            10, 2,    Cmp,
Planetary Shield,          8, 0,    Inv,
Quantum Impactor,         32, 2,    Env,
Food Importing,            6, 1,    CoL,
Bussard Collectors,       16, 2,    Cst,
Jump Gate,                16, 2,    CA, 
Propaganda,                6, 1,    X5, 
Shipyard,                  8, 2,    CoL,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    nil,
Nephilim 1,               20, 0,    nil,
United Earth Alliance,    20, 0,    nil,
Lunar Control,            20, 0,    nil,
Nephilim 2,               20, 0,    nil,
Great Library,            30, 0,    no, 
Holovid Network,          30, 0,    X5, 
Great Wall,               30, 0,    no, 
Nephilim 3,               30, 0,    nil,
Asteroidal Mines,         30, 0,    nil,
Marco Polo's Embassy,     20, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Jump Drive,               40, 0,    X5, 
Mars Control,             30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Earth Control,            60, 0,    nil,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Nephilim 1
nil,        ; United Earth Alliance
Fli,        ; Lunar Control
nil,        ; Nephilim 2
E1,         ; Great Library
nil,        ; Holovid Network
Met,        ; Great Wall
nil,        ; Nephilim 3
nil,        ; Asteroidal Mines
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Jump Drive
nil,        ; Mars Control
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Earth Control
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    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
Engineers,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000011
Tylium Msl,   Eco, 1,  4.,1,  5a,0d,  1h,1f,  4,0,  0, Whe, 001000000010000
Mercurium Msl,nil, 1,  4.,1,  5a,1d,  1h,1f,  3,0,  0, Eco, 001000000010000
Infantry,     X2,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, X5,  000000000000001
Plasma Infantr,X2,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
SSS Unit,     X2,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  1, Ldr, 000000000000000
Shield Grid,  nil, 0,  0.,0,  0a,8d,  4h,2f,  4,0,  1, nil, 000010000000000
 ,            nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Fusion Msl,   nil, 1,  6.,1, 12a,1d,  1h,2f,  6,0,  0, Eng, 001000000010000
Mercenaries,  X2,  0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
 ,            nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, no,  000001000000000
Ion Torpedo,  X7,  1,  6.,1, 15a,0d,  1h,2f,  4,0,  0, Fli, 101000000000000
Marines,      X2,  0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Lit, 000000000000100
Alien,        X5,  0,  3.,0,  6a,6d,  2h,1f,  6,0,  1, X7,  000000000000000
Antimatter Tor,nil, 1,  6.,1, 20a,0d,  1h,5f,  5,0,  0, Gen, 101000000000001
Battle Tank,  Inv, 0,  2.,0,  7a,4d,  1h,2f,  2,0,  0, Hor, 000000000000000
Mezon Torpedo,X5,  1,  5.,1, 25a,0d,  1h,6f,  3,0,  0, X3,  001000000010000
Heavy Tank,   X2,  0,  2.,0, 14a,8d,  2h,2f,  8,0,  0, Inv, 100010000000100
Proton Torpedo,X2,  1,  6.,1, 10a,0d,  1h,2f,  4,0,  0, Feu, 001000000000000
Hypermatter To,nil, 1,  8.,1, 30a,0d,  1h,10f,  4,0,  0, Gue, 101000000000001
 ,            X2,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Invincible Def,nil, 0,  0.,0,  0a,127d,12h,12f,  6,0,  1, no,  110010000000001
 ,            nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
'Hydra',      U3,  2,  6.,0,  6a,3d,  2h,2f,  4,1,  0, X7,  000000000000000
Shipyards,    nil, 2,  0.,0,  0a,2d,  2h,1f,  4,1,  1, no,  010000010000001
Earthshaker Gu,X2,  0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Lab, 000000000010100
Alien Plasma G,X5,  0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, X7,  000010001010100
Eagle,        Amp, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Alp, 000000000010001
Heron,        Amp, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, Ast, 000000000000001
Falcon,       X2,  1,  6.,1, 10a,3d,  2h,2f, 10,0,  0, Amp, 100000000000001
Jay,          X2,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Ban, 000000000010001
Talon,        X2,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Las, 000000000000001
Satellite,    nil, 2,  1.,0,  0a,1d,  1h,1f,  2,1,  1, nil, 100000000101011
Deveraux,     X2,  1,  6.,0,  2a,2d,  1h,1f,  8,1,  0, Cer, 000000000000010
Helicon,      X2,  2,  5.,0,  3a,2d,  2h,1f,  8,2,  0, Bro, 000000000000011
Victory,      X2,  2,  5.,0,  4a,2d,  2h,1f, 10,4,  2, CA,  000000100000010
Victory X,    X2,  2,  4.,0, 10a,1d,  1h,4f, 10,0,  2, Cmp, 000000000000010
Britannia,    X2,  2,  5.,0, 12a,12d, 6h,3f, 16,8,  2, Map, 100000100000011
Majesty,      X2,  2,  4.,0,  6a,6d,  3h,2f, 13,4,  2, Cst, 100000100000011
Lexington,    X2,  2,  5.,0,  8a,8d,  3h,2f, 14,6,  2, Cor, 110000100000011
Annaford,     X2,  2,  4.,0,  5a,7d,  4h,2f, 15,0,  2, Cur, 000000100000011
Norway,       X2,  2,  4.,0,  5a,2d,  2h,2f, 12,4,  2, Csc, 100000100000011
Dreadnought,  X7,  2,  6.,0, 14a,10d, 6h,6f, 10,8,  2, X1,  110000110001011
Freighter,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,12,  4, Bri, 000000000000001
Plasma Torpedo,U3,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, X4,  001000000000000
ASTEROID,     nil, 1,  5.,4, 99a,5d,  2h,8f, 16,0,  0, no,  011010000000010
Diplomat,     X7,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          X7,  0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Cargo Pod,    nil, 0,  1.,0,  0a,1d,  2h,1f,  5,0,  7, nil, 000000000000010
Civilian Liner,X7,  2,  1.,0,  0a,1d,  1h,1f,  5,2,  7, no,  000000000000001
Explorer,     X2,  2, 12.,0,  0a,3d,  2h,2f,  8,2,  0, Pot, 100000000000011
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Alien,        X5,  0,  4.,0,  6a,4d,  2h,1f,  5,1,  0, X7,  000000000000000
Selanoran,    X7,  0,  4.,4,  8a,8d,  2h,2f,  4,0,  0, X6,  010010000000100
Selanoran Ship,X7,  1,  6.,1,  5a,2d,  2h,2f,  8,0,  3, X3,  100000000010010
Selanoran Ship,X7,  2,  4.,0, 12a,12d, 6h,5f, 15,4,  2, X6,  010000010000011
'Sheath',     U3,  1,  6.,1,  8a,5d,  2h,3f,  9,0,  3, X4,  000000000000010
Selanoran Gun,X7,  2,  4.,0, 50a,0d,  1h,10f, 18,2,  0, X6,  100000011000001
'Narwhal',    U3,  2,  1.,0, 20a,2d,  2h,5f, 14,2,  2, X7,  000000000000001
'Tiamat',     U3,  2,  5.,0, 10a,9d,  3h,3f, 16,6,  2, X7,  000000000000010
'Leviathan',  U3,  2,  5.,0, 14a,14d, 6h,6f, 18,8,  2, X7,  000000000000010
'Manta',      U3,  1,  6.,2, 12a,3d,  2h,3f, 10,0,  0, X4,  000000000000011

;
; 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
Mars,       4,2,  6,12,12,   no,  1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Mercury/Moon,4,2,  2,6,6,   no,  1, 5, 1,   no,  0,15,  0,  Grs,   ; Pln
Venus,      4,2,  0,12,6,   no,  1, 5, 2,   no,  0,10,  0,  Hil,   ; Grs
Earth,      4,3,  16,16,16,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Asteroids,  4,4,  2,4,4,   yes, 3, 5, 1,   yes, 6, 5,  1,  Pln,   ; Hil
Sol,        127,6,  0,0,0,   no,  1,10, 0,   no,  1,10,  6,  Hil,   ; Mou
Jupiter,    6,2,  4,16,16,   no,  1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Uranus,     6,2,  4,12,12,   no,  0, 0, 0,   no,  1,15,  3,  Tun,   ; Gla
Pluto,      3,3,  2,4,4,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Swa
Persephone, 4,3,  2,6,4,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Open Space, 1,2,  1,1,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Water Ice,  2,4,  12,4,4,
Gold,       3,6,  0,1,6,
Saturn,     1,2,  4,14,14,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Background Neb,1,2,  1,1,2,
Titan,      1,2,  0,4,0,
 ,          1,2,  6,6,6,
Grassland,  1,2,  2,1,0,
Europa,     2,3,  7,14,14,
Crystals,   2,4,  2,8,8,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Neptune,    2,2,  2,14,14,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Dust,       3,2,  1,2,3,




@GOVERNMENTS
Anarchy,        Sir,         Neptune
Despotism,      Fruit,       Dust
Monarchy,       Mr.,         Ms.
Communism,      Emperor,     Empress
Fundamentalism, King,        Queen
Republic,       President,   Comrade
Democracy,      High Priest, High Priestess

;
;   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
Republic,     Consul,              0, 1, 0, Consul,      Democracy,   0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Romans,       Roman,               0, 2, 0, Dictator,    Dictator,   -1, -1,  1,
Imperator,    Imperatrix,          0, 3, 0, Hammurabi,   Ishtari,     1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Germans,      German,              1, 4, 0, Archbishop,  Archbishop,  0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Egyptians,    Egyptian,            0, 5, 1, Pharaoh,     Pharaoh,    -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Americans,    American,            1, 6, 1, Reverend,    Reverend,    0,  1, -1,     6, Prime Minister, Prime Minister
Alexander,    Hippolyta,           0, 7, 2, Greeks,      Greek,      -1, -1,  0,     2, Maharaja, Maharaja,
Mohandas Gandhi,Indira Gandhi,       1, 1, 0, Indians,     Indian,      1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Russians,     Russian,             0, 2, 0, Czar,        Czarina,     1,  1, -1,
Patriarch,    Matriarch,           0, 3, 3, Shaka,       Shakala,     1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
French,       French,              0, 4, 0, Archbishop,  Archbishop,  0, -1,  1,
Premier,      Premier,             0, 5, 2, Montezuma,   Nazca,       0,  0,  1,     3, Chairman, Chairperson
Mao Tse Tung, Wu Zhao,             1, 6, 0, Chinese,     Chinese,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
English,      English,             0, 7, 0, Lord Protector,Lady Protector, 1,  1, -1,
Prime Minister,Prime Minister,      1, 1, 0, Genghis Khan,Bortei,     -1,  1,  0,     4, Druid, Druid
Cunobelin,    Boadicea,            0, 2, 2, Celts,       Celtic,      1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Japanese,     Japanese,            1, 3, 3, Shogun,      Shogun,      1,  1,  0,     1, Warlord, Warlord
Canute,       Gunnhild,            1, 4, 0, Vikings,     Viking,     -1,  1, -1,     4, Archbishop, Archbishop
Philip II,    Isabella,            0, 5, 0, Spanish,     Spanish,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Persians,     Persian,             0, 6, 1, Shah,        Shah,        0,  0, -1,
Ayatollah,    Ayatollah,           0, 7, 0, Hannibal,    Dido,        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
News,
Ore,
Oil,
Luxuries,
Plating,
Weapons,
Parts,
Jumpdrive,
Crystals,
Neptunium,
Uranium,
Plutonium,
Air,
Water,
Plasma,
Co Omega,


@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













