;
;   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
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
3       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
3       ; Aqueduct needed to exceed this size
6       ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
2       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
5       ; Fundamentalism loses this % of science
75      ; 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 = Economy
;             1 = Social
;             2 = Scientific
;             3 = Military and Applied
;
;     Category = Knowledge category
;             0 = Spartan
;             1 = Panhellenic
;             2 = None
;             3 = None
;             4 = None
;
@CIVILIZE
Spartan,            4,-2,  no, no, 1, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 2, 1    ; Alp
Non-Spartan,        3,-2,  no, no, 1, 1    ; Amp
Non-Messenian,      4, 1,  no, no, 1, 1    ; Ast
Atomic Theory,      4,-1,  no,   no, 2, 3    ; Ato
Automobile,         6,-1,  no,   no, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 0, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 3, 1    ; Bri
Bronze Working,     6,-1,  nil, nil, 3, 1    ; Bro
Sacrifice,          5, 0,  PT, nil, 1, 1    ; Cer
Lakedaimonian State,5,-1,  AFl, CoL, 2, 0    ; Che
Ephorate,           4,-2,  Che, Cer, 2, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 1, 1    ; CoL
Spartan Education,  5,-1,  Che, nil, 2, 0    ; CA
Lyrics,             5,-1,  Uni, nil, 2, 1    ; Cmb
Hoplitopoliteia,    5, 0,  AFl, Iro,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Helots,             7,-1,  Ref, nil, 0, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 3, 1    ; Cst
Slavery,            4, 0,  nil, nil, 1, 1    ; Cor
Currency,           4, 1,  Bro, nil, 1, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1
Electronics,        4, 1,  no,  no,  3, 4    ; E2
Engineering,        4, 0,  Csc, Cst, 1, 1    ; Eng
Environmentalism,   3, 1,  no, no, 3, 2    ; Env
Espionage,          2,-1,  no, no, 3, 0    ; Esp
Explosives,         5, 0,  no, no, 2, 4    ; Exp
Feudalism,          4,-1,  no, no, 0, 0    ; Feu
Flight,             4,-1,  no, no, 2, 4    ; Fli
Fundamentalism,     3,-2,  no, no, 2, 2    ; Fun
Fusion Power,       3, 0,  no, no, 3, 3    ; FP
Genetic Engineering,3, 2,  no, no, 3, 3    ; Gen
Messenian,          4, 1,  no,no, 1, 1    ; Gue
Hoplitopoliteia,    8,-2,  Iro,Amp, 3, 1    ; Gun
Horseback Riding,   4,-1,  nil, nil, 3, 1    ; Hor
Spartiate System,   6, 0,  no, no, 1, 0    ; Ind
Invention,          6, 0,  no, no, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 3, 1    ; Iro
Labor Union,        4,-1,  no,  no, 3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no, no, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 2, 1    ; Lit
Machine Tools,      4,-2,  no, no, 2, 4    ; Too
Magnetism,          4,-1,  no, no, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 2, 1    ; Map
Masonry,            4, 1,  nil, nil, 3, 1    ; Mas
Mass Production,    5, 0,  no, no, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 2, 1    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  no, no, 1, 0    ; Met
Miniaturization,    4, 1,  no, no,  3, 4    ; Min
Phalanxed Marching, 8,-1,  AFl, Gun, 3, 1    ; Mob
Monarchy,           5, 1,  Cer, CoL, 1, 1    ; Mon
Temple Building,    5, 1,  Cst, Cer,  1, 1    ; MT
Mysticism,          4, 0,  Cer, nil, 1, 1    ; 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,  Mys, Lit, 1, 1    ; 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  (Cst & Pot)
Polytheism,         4, 0,  nil, nil, 1, 1    ; PT
Pottery,            4, 1,  nil, nil, 1, 1    ; Pot
Radio,              5,-1,  no, no,  3, 4    ; Rad
Railroad,           6, 0,  no, no,  2, 1    ; RR
War Ships,          2, 1,  Sea, War,  3, 1    ; Rec
Fishing,            4, 0,  Sea,nil, 1, 1    ; Ref
Kleroi System,      3, 1,  Cor, AFl, 1, 0    ; 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
Sea Trade,          4, 2,  Sea,Tra, 1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 1, 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,  Cur, CoL, 1, 1    ; Tra
Academics,          5, 1,  Mat, Phi, 2, 1   ; Uni
Warrior Code,       4,-1,  nil, nil, 3, 1    ; War
The Wheel,          4,-1,  Hor, nil, 3, 1    ; Whe
Writing,            4, 2,  Alp, nil, 2, 1    ; Wri
Future Technology,  1, 0,  no,  no, 3, 3    ; ...
Siege Weapons,      3, 0,  Cst, War, 3, 1    ; U1
Beaks,              3, 0,  Bro, Rec, 3, 1    ; U2
Synchronized Rowing,3, 0,  U2,  nil, 3, 1    ; U3
Siege Ships,        3, 0,  U3,  U1,  3, 1    ; X1
Argolian,           3, 0,  no, no, 1, 1    ; X2
Non-Argolian,       3, 0,  no, no, 1, 1    ; X3
Argolian and Spartan,3, 0, no, no, 1, 1    ; X4
Siege Tactics,      3, 0,  U1,  nil, 3, 1    ; X5
Diplomacy,          3, 0,  Wri, nil, 2, 1    ; X6
Extra Advance 7,    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,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Amp,
Altar,                    4,  1,    Cer,
Agora,                    8,  1,    Cur,
Gymnaseion,               8,  1,    Wri,
Gerusia,                  8,  1,    CoL,
Akropolis,                8,  0,    Mas,
Well,                     8,  2,    Mas,
Bank,                     12, 3,    Ban,
Temple,                   12, 3,    MT,
Library,                  16, 3,    Uni,
City Dump,                16, 4,    no,
Theatre,                  10, 4,    Cst,
Smithy,                   20, 4,    Iro,
Artisan's Workshop,       32, 6,    Mas,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Spring House,             12, 2,    Cst,
Supermarket,               8, 3,    no,
Superhighways,            20, 5,    no,
Academy,                  16, 3,    Cmb,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Fishing Harbor,           6,  1,    Ref,
Trade Harbor,             16, 3,    San,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Military Harbor,          8,  3,    Rec,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    no,
Spartiate Education,      20, 0,    Ind,  ;Not Built, Sparta
Olympic Zeus,             20, 0,    nil,  ;Olympia
Tale of Io,               20, 0,    nil,  ;Argos
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Pan Hellenic Amphictionies,30, 0,    nil,  ;Olympia
Cyclopean Walls,          30, 0,    nil, ;Obsolete, Mycenae
Lykurgos' Laws,           30, 0,    nil, ;Sparta
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Michelangelo's Chapel,    40, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
Spartan Pride,            40, 0,    nil, ;Sparta
Adam Smith's Trading Co., 40, 0,    no,
Songs of Tyrtaios,        40, 0,    Cmb, ;Not Built, all
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
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,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
Alp,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
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
Helots,       Amp, 0,  1.,0,  0a,1d,  2h,1f,  7,0,  5, Csc, 000000000000000 ;Spartan!
Settlers,     AFl, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, nil, 000000000000000 ;All others!
Hoplites,     Amp, 0,  1.,0,  7a,4d,  2h,3f,  8,0,  0, Cmn, 000000000000000 ;Spartan!
Phalanx,      Amp, 0,  1.,0,  9a,7d,  4h,3f, 12,0,  1, Mob, 000000000000000 ;Spartan!
Hoplites,     X3,  0,  1.,0,  4a,3d,  2h,2f,  5,0,  0, Gun, 000000000000000 ;Argolian!
Hoplites,     X4,  0,  1.,0,  4a,3d,  1h,1f,  5,0,  0, Gun, 000000000000000 ;All others!
Phalanx,      AFl, 0,  1.,0,  5a,5d,  2h,1f,  7,0,  1, Mob, 000000000000000 ;All others!
Raiders,      nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000 ;Nope
Raiders,      nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000000000000000 ;Nope
Messenians,   Ast, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000000000000000 ;Messenian!
Mothacai,     Amp, 0,  1.,0,  2a,4d,  2h,1f,  4,0,  1, nil, 000000000000000 ;Spartan!
Defenders,    AFl, 0,  1.,0,  2a,4d,  3h,1f,  4,0,  1, nil, 000000000000000 ;All others!
Swordsmen,    nil, 0,  2.,0,  2a,2d,  1h,1f,  3,0,  0, War, 000000000000000 ;All!
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000 ;Nope
Raiders,      nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000 ;Nope
Scouts,       nil, 0,  2.,0,  1a,1d,  1h,1f,  7,0,  0, nil, 000001000000010 ;All!
Horsemen,     nil, 0,  3.,0,  3a,1d,  1h,1f,  9,0,  0, Hor, 000000000000000 ;All!
Raiders,      nil, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  000000000000000 ;Nope
Crusaders,    nil, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000 ;Nope
Knights,      nil, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000 ;Nope
Battering Ram,nil, 0,  1.,0,  6a,1d,  1h,2f,  8,0,  0, U1,  000000000000000 ;All!
Siege Tower,  nil, 0,  1.,0,  8a,1d,  1h,4f, 11,0,  0, X5,  000000001000000 ;All!
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000 ;Nope
Catapult,     nil, 0,  1.,0,  6a,1d,  1h,2f,  8,0,  0, X5,  000000001000000 ;All!
Cannon,       nil, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000 ;Nope
Artillery,    nil, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000 ;Nope
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000 ;Nope
Fighter,      nil, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001 ;Nope
Bomber,       nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001 ;Nope
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001 ;Nope
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001 ;Nope
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001 ;Nope
Sail,         U3,  2,  3.,0,  0a,1d,  1h,1f,  6,1,  4, Map, 000000000100000 ;All!
Transport,    nil, 2,  4.,0,  0a,1d,  1h,1f,  4,3,  4, U3,  000000000000000 ;All!
Galleon,      nil, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000 ;Nope
Frigate,      nil, 2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000 ;Nope
Ironclad,     nil, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000 ;Nope
Galley,       U3,  2,  6.,0,  3a,2d,  3h,1f,  7,0,  2, U2,  000000000101001 ;All!
Trireme,      nil, 2,  8.,0,  6a,3d,  3h,2f,  9,0,  2, U3,  000000000001001 ;All!
Siege Galley, nil, 2,  4.,0, 10a,8d,  3h,2f, 12,0,  2, X1,  110000000000001 ;All!
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001 ;Nope
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001 ;Nope
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001 ;Nope
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000 ;Nope
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000 ;Nope
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000 ;Nope
Leader,       nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010 ;Nope	
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  6,0,  6, X6,  000000000000010 ;All!
Merchant,     nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Tra, 000000000000010 ;All!
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010 ;Nope
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010 ;Nope
Teleklos,     nil, 0,  1.,0,  6a,4d,  3h,4f, 90,0,  0, no,  000000000000000
Aristomedes,  nil, 0,  2.,0,  8a,5d,  3h,2f, 90,0,  0, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

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


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,0,0,   yes, 1, 7, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 1, 7, 1,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,1,0,   no,  0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,16, 4,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Valley,     1,2,  1,1,0,   yes, 2,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  0,1,0,   no,  0,15, 0,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  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,
Sheep,      1,2,  2,2,0,
Grassland,  1,2,  1,1,0,
Deer,       2,3,  2,2,0,
Olives,     2,4,  2,0,1,
Iron,       3,6,  0,4,0,
Farm,       1,2,  2,1,1,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,1,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  2,1,0,
Grassland,  1,2,  1,1,0,
Timber,     2,3,  1,3,3,
Wine,       2,4,  2,0,4,
Forest,     3,6,  1,1,1,
Market,     1,2,  2,1,5,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  1,0,1,
Fruit,      2,3,  4,0,1,
Dolphins,   1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Monarchy,       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
Kleomenes,    Aegistrata,          0, 1, 1, Spartans,    Spartan,     0,  1,  1,     
Aristodemus,  Archidamia,          0, 2, 0, Messenians,  Messenian,  -1, -1,  1,
Inachos,      Io,                  0, 3, 3, Argolians,   Argolian,        1, -1,  1,     
Periandros,   Cleopatra,           1, 4, 0, Corinthians, Corinthian,  0,  0,  1,     
Lykaon,  Kallisto,        0, 5, 1, Arcadians,   Arcadian,   -1,  0,  1,     
Solon,    Agariste,           1, 6, 1, Athenians, Athenian,       0,  1, -1,    
Epeios,       Eurykyda,     0, 7, 2, Other Greeks, Greek,     -1, -1,  1,     
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Bantus,       Bantu,       1,  0,  0,
Louis XVI,    Joan of Arc,         0, 7, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VII, Elizabeth I,     0, 2, 3, English,      English,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Pakal,    Saek-K'uk',            1, 1, 0, Mayas,       Maya,     -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, 5, 3, Vikings,     Viking,     1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,       0, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Emperor, Empress
Darius I,       Atossa,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Atawallpa, Cusi Chimpu,           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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@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













