;
;   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
3       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # 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)
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
10      ; 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
3       ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
75      ; 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)
8       ; 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
Bad News,           0, 0,  no,  no,  3, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, Rad, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Slavery,            5, 0,  Phi, Ban, 2, 2    ; Cmn
Bad News,           0, 0,  no,  no,  3, 0    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ban, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1 
Electronics,        4, 1,  E1,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Special Forces,     4, 0,  Plu, Plu, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Min, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  Rad, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Min, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Hydro Power,        4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  SE,  2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
Not English,        0, 0,  no,  no,  2, 0    ; U1 
Not French,         0, 0,  no,  no,  2, 0    ; U2 
Not Dutch/Danish,   0, 0,  no,  no,  2, 0    ; U3 
Not Spanish,        0, 0,  no,  no,  2, 0    ; X1 
English Only,       0, 0,  no,  no,  2, 0    ; X2 
Spanish Only,       0, 0,  no,  no,  2, 0    ; X3 
Special Projects,   0, 0,  X4,  X4,  2, 0    ; X4 
Bad News,           0, 0,  no,  no,  2, 0    ; X5 
Bad News,           0, 0,  no,  no,  3, 0    ; X6 
Bad News,           0, 0,  no,  no,  3, 0    ; X7 

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Governor's Mansion,       12, 0,    Mas,
Blockhouse,                6, 1,    Csc,
Granary,                   6, 1,    no, 
Church,                    4, 1,    Mys,
Plantation,                6, 1,    Tra,
School House,              4, 1,    X4,
Courthouse,                6, 1,    CoL,
Fort,                      8, 0,    Cst,
Grist Mill,                8, 2,    Cst,
Slave Market,              8, 2,    Ban,
Cathedral,                12, 3,    The, 
College,                   8, 3,    X4,
Mass Transit,             16, 4,    no, 
Tavern,                    8, 4,    Che,
Mill,                      8, 3,    Inv,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              12, 3,    no, 
Dam,                      12, 3,    SE, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Trading Post,              8, 3,    Cor,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Shore Battery,            10, 2,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Warehouse,                 6, 3,    Eco,
Airport,                  16, 3,    no, 
Town Hall,                 6, 2,    X4, 
Shipyard,                 12, 3,    Nav,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Willemstad Harbor,        20, 0,    Tra,
British Admiralty,        20, 0,    Nav,
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Morro Castle,             30, 0,    Met,
Dutch West India Company, 30, 0,    Rep,
Marco Polo's Embassy,     20, 0,    no, 
Cathedral of Santa Maria, 40, 0,    The,
Aquinas University,       30, 0,    Mys, 
French Admiralty,         40, 0,    Nav,
Poor Richard's Almanac,   30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J.S. Bach,                40, 0,    no, 
Dominican University,     30, 0,    Mys,
William Pitt's Ministry,  40, 0,    Eco,
Columbus' Voyage,         40, 0,    no,
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, 
Cathedral S.J. Bautista,  40, 0,    The, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
nil,        ; Willemstad Harbor
AFl,        ; British Admiralty
E1,         ; Great Library
nil,        ; The Great Awakening
Met,        ; Great Wall
X6,         ; Morro Castle
Cor,        ; Dutch West India Company
Cmn,        ; Marco Polo's Embassy
X7,         ; Cathedral of Santa Maria
nil,        ; Aquinas University
Cmp,        ; French Admiralty
nil,        ; Poor Richard's Almanac
Aut,        ; Leonardo's Workshop
nil,        ; J.S. Bach
nil,        ; Franklin's Laboratory
AFl,        ; William Pitt's Ministry
nil,        ; Columbus' Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
X5,         ; Cathedral S.J. Bautista


;
;    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
Slaves,       Exp, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  5, Plu, 000000000000010
Engineers,    nil, 0,  2.,0,  0a,3d,  3h,1f,  5,0,  5, Plu, 000000000000000
_Settler,     no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  5, no,  000000000000000
Braves,       Gun, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  1, War, 000000000000000
_Archer,      no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_Legion,      no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_Pikemen,     no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_Musketeer,   no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
RunawaySlaves,nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Plu, 000001000000010
Maroons,      nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Plu, 000001000000010
Lt.Infantry,  U1,  0,  1.,0,  6a,4d,  2h,2f,  5,0,  1, Tac, 000001000000000
Lt.Infantry,  U3,  0,  1.,0,  6a,4d,  2h,2f,  5,0,  1, Tac, 000001000000000
Marines,      nil, 0,  1.,0,  7a,3d,  2h,2f,  5,0,  0, Amp, 000000000000100
Grenadiers,   U2,  0,  1.,0,  6a,4d,  2h,2f,  4,0,  1, Tac, 000000000000000
Grenadiers,   X1,  0,  1.,0,  6a,4d,  2h,2f,  4,0,  1, Tac, 000000000000000
_horsemen,    no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_chariot,     no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_Elephant,    no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_crusader,    no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_knight,      no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
Dragoons,     nil, 0,  2.,0,  6a,4d,  2h,2f,  5,0,  0, Plu, 000000000000000
Dragoons,     nil, 0,  2.,0,  6a,4d,  2h,2f,  5,0,  0, Plu, 000000000000000
_armor,       no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_catapult,    no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
Cannoniers,   X2,  0,  1.,0,  8a,2d,  2h,2f,  5,0,  0, Met, 000000001000000
Artillery,    U1,  0,  1.,0,  8a,2d,  2h,2f,  5,0,  0, Met, 000000001000000
_howitzer,    no,  0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_fighter,     no,  1,  1.,0,  1a,1d,  1h,1f,  3,0,  3, no,  000000000000000
_bomber,      no,  1,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_helicopter,  no,  1,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_fighter,     no,  1,  1.,0,  1a,1d,  1h,1f,  3,0,  3, no,  000000000000000
_bomber,      no,  1,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
_Canoe,       no,  2,  6.,0,  0a,1d,  1h,1f,  2,1,  4, no,  000000000100000
Sloop,        Mag, 2, 12.,0,  5a,5d,  2h,2f,  5,0,  2, Nav, 100000000001001
Transport,    nil, 2, 10.,0,  0a,4d,  3h,1f,  3,4,  4, Nav, 100000000000000
Frigate,      nil, 2, 10.,0,  7a,7d,  3h,2f,  7,0,  2, Mag, 100000000000001
Bomb Ketch,   nil, 2,  8.,0, 11a,2d,  3h,1f,  7,0,  2, Plu, 100000000000000
Man-o’-War,   X3,  2,  8.,0,  9a,9d,  3h,3f, 10,0,  2, Mag, 100000000000000
Man-o’-War,   X1,  2,  8.,0,  9a,9d,  3h,2f, 10,0,  2, Mag, 100000000000000
_Flagship,    no,  2,  9.,0,  9a,9d,  4h,3f, 10,0,  2, no,  100000000000001
_Bompar,      no,  2,  9.,0,  9a,9d,  4h,3f, 10,0,  2, no,  100000000000001
Fire Ship,    no,  2,  4.,0, 11a,2d,  2h,2f,  3,0,  2, no,  101000000001000
_Carrier,     no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
_Transport,   no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
_Cruise Msl., nil, 1,  8.,0, 12a,1d,  2h,2f,  3,0,  2, no,  101000000001000
_Shipwreck,   no,  1,  0.,2,  0a,1d,  1h,1f,  1,0,  3, no,  000000000000000
Envoy,        no,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
_Spy,         no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000001000000010
_IndianTrader,no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000001000000010
Trade Rep.,   nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Eco, 000000000000010
_Scout,       nil, 0,  2.,0,  0a,1d,  1h,1f,  2,0,  0, no,  000001000000001
Fusiliers,    U2,  0,  1.,0,  4a,4d,  3h,1f,  3,0,  1, Gun, 000000000000000
Fusiliers,    U3,  0,  1.,0,  4a,4d,  3h,1f,  3,0,  1, Gun, 000000000000000
Redcoats,     U1,  0,  1.,0,  4a,4d,  3h,1f,  3,0,  1, Gun, 000000000000000
Fusiliers,    X1,  0,  1.,0,  4a,4d,  3h,1f,  3,0,  1, Gun, 000000000000000
Unit 56,      no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Unit 57,      no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Unit 58,      no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Unit 59,      no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Unit 60,      no,  0,  0.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Unit 61,      no,  1,  0.,0,  0a,1d,  1h,1f,  1,0,  3, no,  000000000000000
Extra Air,    no,  1, 42.,9,  0a,1d,  1h,1f,  5,1,  3, no,  000000000000001

;
; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  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,  1,0,2,   no,  1,10, 5,   no,  1, 5,  3,  no,   ; Drt
Savannah,   1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 0,   no,  0, 5,  0,  no,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  5,  no,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,   ; Mou
Pines,      2,3,  1,1,0,   no,  1,10, 1,   no,  0, 0,  0,  no,   ; Tun
Coral Reef, 2,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,   ; Gla
Swamp,      2,3,  1,0,0,   no,  0,15, 6,   For, 0,15,  0,  no,   ; Swa
Jungle,     2,3,  1,1,0,   Pln, 0,15, 6,   For, 0,15,  0,  no,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   ; Oce
Wild Rice,  1,2,  2,1,3,
Tobacco,    1,2,  2,1,3,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,4,2,
Coal,       2,4,  1,3,0,
Gold,       3,6,  0,1,6,
Bear,       1,3,  2,2,3,
Polar Bear, 1,2,  2,2,1,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,1,4,
Fish,       1,2,  3,0,3,
Water Fowl, 2,3,  2,0,4,
Cattle,     1,2,  2,3,1,
Grassland,  1,2,  2,1,0,
Beaver,     2,3,  2,2,4,
Coffee,     2,4,  2,0,4,
Iron,       3,6,  0,4,0,
Moose,      1,3,  2,3,2,
Musk Ox,    1,2,  2,2,1,
Water Fowl, 2,3,  2,0,4,
Fruit,      2,3,  4,1,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      King,        Queen
Monarchy,       King,        Queen
Communism,      Chief,       Chief
Fundamentalism, Shaman,      Shaman
Republic,       King,        Queen
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
George II,    Caroline,            0, 1, 3, English,     Englishmen, -1,  0,  0,
Frederick V,  Frederick V,         0, 2, 1, Danish,      Danes,      -1, -1,  1,  
Louis XV,     Madame Pompadour,    0, 3, 0, French,      Frenchmen,   0,  0, -1, 
Nobody,       Nobody,              0, 4, 0, Carib,       Caribs,      0, -1, -1,  
Charles II,   Charles II,          0, 5, 2, Spanish,     Spaniards,   1,  1, -1, 1,King,King
Nobody,       Nobody,              0, 6, 0, Miskit,      Miskits,     0, -1, -1,
William V,    Anne,                1, 7, 1, Dutch,       Dutchmen,   -1, -1,  1, 5,Stadtholder,Regent
George II,    Caroline,            0, 1, 3, English,     Englishmen,  1, -1, -1,
Frederick V,  Frederick V,         0, 2, 1, Danish,      Danes,      -1, -1,  1,    
Louis XV,     Madame Pompadour,    0, 3, 0, French,      Frenchmen,   0, -1, -1, 
Nobody,       Nobody,              0, 4, 0, Carib,       Caribs,      0, -1, -1,  
Charles II,   Charles II,          0, 5, 2, Spanish,     Spaniards,   1, -1, -1, 1,King,King
Nobody,       Nobody,              0, 6, 0, Miskit,      Miskits,     0, -1, -1,
William V,    Anne,                1, 7, 1, Dutch,       Dutchmen,    1, -1, -1, 5,Stadtholder,Regent
George II,    Caroline,            0, 1, 3, English,     Englishmen,  1, -1, -1,
Frederick V,  Frederick V,         0, 2, 1, Danish,      Danes,      -1, -1,  1,    
Louis XV,     Madame Pompadour,    0, 3, 0, French,      Frenchmen,   0, -1, -1,
Nobody,       Nobody,              0, 4, 0, Carib,       Caribs,      0, -1, -1,  
Charles II,   Charles II,          0, 5, 2, Spanish,     Spaniards,   1, -1, -1, 1,King,King
Nobody,       Nobody,              0, 6, 0, Miskit,      Miskits,     0, -1, -1,
William V,    Anne,                1, 7, 1, Dutch,       Dutchmen,    1, -1, -1, 5,Stadtholder,Regent
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,
Bananas,
Ginger,
Coffee,
Fish,
Coal,
Cochineal,
Sugar,
Rum,
Slaves,
Timber,
Tobacco,
Cocoa Beans,
Muskets,
Gold,
Silver,


@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
Sergeant
Captain
Colonel
Brigadier
Major General
Field Marshall

@ATTITUDES
Fawning
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













