;
;   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
2       ; Road movement multiplier
40      ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
3       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
3       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
10      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
1       ; 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.
0       ; 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)
10      ; 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
Federation,         0, 0,  Bro, nil, 0, 3    ; AFl
Romulan,            0, 0,  Bro, nil, 0, 3    ; Alp
Cardassian,         0, 0,  Bro, nil, 0, 3    ; Amp
Dominion,           0, 0,  Bro, nil, 0, 3    ; Ast
K'ra,               0, 0,  Bro, nil, 0, 3    ; Ato
Klingon,            0, 0,  Bro, nil, 0, 3    ; Aut
Borg,               0, 0,  Bro, nil, 0, 3    ; Ban
Energy Streams,     4, 0,  nil, nil, 0, 4    ; Bri
Once Removed,       6,-1,  Plu, nil, 0, 4    ; Bro
Steamrunner-class,  5, 0,  AFl, Che, 0, 2    ; Cer
Akira-class,        5,-1,  AFl, nil, 1, 3    ; Che
Sovereign-class,    4,-2,  Che, NP,  1, 0    ; Chi
Vor'Cha,            4, 1,  Aut, nil, 0, 2    ; CoL
SuQ'Jagh,           5,-1,  Aut, CoL, 3, 0    ; CA
Negh'Var,           5,-1,  Aut, Phi, 2, 4    ; Cmb
Collective,         5, 0,  no,  no,  2, 2    ; Cmn
Griffin-class,      4, 1,  Alp, Lit, 3, 4    ; Cmp
Raptor-class,       7,-1,  Alp, Lit, 2, 0    ; Csc
Pulsar Cannon,      4, 0,  nil, nil, 0, 4    ; Cst
D'Deridex-class,    4, 0,  Alp, Cmp, 2, 1    ; Cor
Hideki-class,       4, 1,  Amp, nil, 0, 1    ; Cur
Federation,         5, 1,  no,  no,  2, 2    ; Dem
Norin-class,        4, 1,  Amp, Cur, 2, 1    ; Eco
Galor-class,        4, 1,  Amp, Eco, 3, 4    ; E1
Klingon Stations,   4, 0,  no,  no,  2, 4    ; E2
Strike Cruiser,     4, 0,  Ast, nil, 0, 4    ; Eng
Battlecruiser,      3, 1,  Ast, Eng, 3, 2    ; Env
K'ra Scouts,        2,-1,  no,  no,  3, 0    ; Esp
K'ra Frigates,      5, 0,  no,  no,  2, 4    ; Exp
K'ra Cruisers,      4,-1,  no,  no,  0, 0    ; Feu
Sphere,             4,-1,  Ban, Uni, 2, 4    ; Fli
Great Link,         3,-2,  no,  no,  2, 2    ; Fun
Containment Field +,3, 0,  nil, nil, 3, 3    ; FP
Cube,               3, 2,  Ban, RR,  3, 3    ; Gen
Emergency Escape,   4, 1,  nil, nil, 3, 0    ; Gue
Training Tactics B, 8,-2,  nil, nil, 1, 0    ; Gun
Assimilator,        4,-1,  Ban, Gen, 0, 0    ; Hor
K'ra Stations,      6, 0,  no,  no,  2, 1    ; Ind
Space Phenomena,    6, 0,  nil, nil, 1, 4    ; Inv
Omega Particle,     5,-1,  Inv, nil, 0, 4    ; Iro
Omega Protocol,     4,-1,  Iro, nil, 3, 2    ; Lab
Omega Control,      4, 0,  Lab, nil, 3, 3    ; Las
Omega Project,      5,-1,  Las, nil, 1, 0    ; Ldr
Quantum Singularity,5, 2,  Inv, nil, 0, 3    ; Lit
Artificial QS,      4,-2,  Lit, nil, 2, 4    ; Too
Gate Generator,     4,-1,  Too, nil, 1, 3    ; Mag
Stellar Cartography,6,-1,  nil, nil, 0, 1    ; Map
SpaceTime Continuüm,4, 1,  Inv, nil, 0, 4    ; Mas
Temporal Research,  5, 0,  Mas, nil, 3, 4    ; MP
Time Incidents,     4,-1,  MP,  nil, 0, 3    ; Mat
Time Protocol,      4, 0,  Mat, nil, 1, 1    ; Med
TimeTravelPrincipal,6,-2,  Med, nil, 1, 0    ; Met
Time Travel,        4, 1,  Met, nil, 3, 4    ; Min
Training Tactics C, 8,-1,  nil, nil, 3, 0    ; Mob
Star Empire,        5, 1,  no,  no,  0, 2    ; Mon
Holodeck Technology,5, 1,  nil, nil, 1, 2    ; MT
Dabo Commercials,   4, 0,  nil, nil, 0, 2    ; Mys
Subspace,           6,-1,  Inv, nil, 1, 1    ; Nav
SubspaceTransponder,6,-2,  Nav, nil, 3, 3    ; NF
Subspace Transport, 3, 0,  NF,  nil, 3, 3    ; NP
Star Academy,       6, 1,  Mys, Lit, 1, 2    ; Phi
Sunspace Catapult,  4,-1,  NP,  nil, 1, 3    ; Phy
Spatial Rifts,      4, 1,  Inv, nil, 3, 4    ; Pla
Twice Removed,      4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Rift Research,      4, 0,  Pla, nil, 0, 2    ; PT
Energy Extraction,  4, 1,  PT,  nil, 0, 1    ; Pot
Small Stations,     5,-1,  Fli, nil, 3, 4    ; Rad
Transwarp Conduits, 6, 0,  SE,  Bri, 2, 1    ; RR
Rift Creation,      2, 1,  Pot, nil, 3, 2    ; Rec
Rift Control,       4, 0,  Rec, Met, 2, 4    ; Ref
Quantum Conduits,   3, 1,  nil, San, 3, 1    ; Rfg
Star Republic,      5, 1,  no,  no,  0, 2    ; Rep
Repulsion Wave,     5,-2,  NP,  nil, 3, 0    ; Rob
Shockwave Tech,     6,-2,  Rob, Phy, 3, 0    ; Roc
New Age Medicine,   4, 2,  nil, nil, 2, 1    ; San
Bio-Neural Gelpacks,4, 1,  San, nil, 0, 1    ; Sea
Biogenic Weapon,    4, 1,  Sea, nil, 3, 3    ; SFl
Nano Probes,        3,-2,  Sea, nil, 3, 0    ; Sth
Galaxy Jumping,     4,-1,  Phy, Min, 2, 3    ; SE
Fek'Lhr-class,      4,-1,  Aut, Rfg, 2, 4    ; Stl
Shadow-class,       4, 1,  Alp, Rfg, 3, 3    ; Sup
no,	            4,-1,  no,  no,  0, 4    ; Tac
Holo Emmitter,      3, 2,  MT,  nil, 1, 2    ; The
Intrepid-class,     4, 0,  AFl, War, 1, 3    ; ToG
Space Trade,        4, 2,  nil, nil, 0, 1    ; Tra
Interceptor,        5, 1,  Ban, nil, 1, 3    ; Uni
Galaxy-class,       4,-1,  AFl, nil, 0, 0    ; War
no,	            4,-1,  no,  no,  0, 4    ; Whe
no,   		    4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  SE,  nil, 3, 3    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; 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,
Quadrant Command,         20, 0,    nil,
Station Shipyard,          8, 1,    nil,
Station Hydroponics,      12, 1,    nil,
Dabo Casino,               8, 1,    nil,
Promenade Mall,           16, 1,    nil,
Computer Core,            16, 1,    nil,
Security Office,          16, 1,    nil,
Station Shield,           16, 1,    nil,
Replicator System,        16, 2,    nil,
Latinum Bank,             24, 3,    nil,
Temple,                   24, 3,    nil,
Science Lab,              32, 3,    nil,
Intra-Base Transporters,  32, 4,    no,
Holo-Suites,              20, 4,    MT, 
Gravitic Dynamo,          20, 4,    nil,
Replication Plant,        50, 6,    nil,
Subspace Shielding,       40, 4,    NP, 
Nanite Recyclers,         40, 2,    no,
Energy Core,              32, 4,    nil,
Hydro Plant,              48, 4,    nil,
Quantum-Singularity Plant,32, 2,    Too,
Stock Exchange,           32, 4,    no, 
Replications Recycler,    24, 2,    nil,
Sick Bay,                 16, 3,    San,
Anti-Matter Factory,      40, 5,    nil,
Science Station,          32, 3,    nil,
Interception Grid,        20, 2,    nil,
Transporters Shields,     36, 1,    nil,
Solar Sattelite Grid,     50, 4,    nil,
Rift Harvestors,          12, 1,    Pot,
Rift Extractors,          32, 3,    Pot,
Subspace Catapult,        32, 3,    Phy,
Security Station,         12, 2,    nil,
Space Dock,               16, 3,    nil,
Jump-class Structural,    16, 0,    SE, 
Jump-class Component,     16, 0,    SE, 
Jump-class Module,        32, 0,    SE, 
(Latinumalization),       60, 0,    nil,
Cloning Facility,         20, 0,    no, 
Ketracel White,           20, 0,    no, 
Ferengi Trade Council,    20, 0,    no, 
Transporter Beacons,      20, 0,    no, 
Tal'Shiar,                30, 0,    no, 
Temple of Kahless,        30, 0,    no, 
Station Shielding Project,30, 0,    no, 
Klingon War Academy,      30, 0,    no, 
Biochip,                  30, 0,    no, 
Obsidian Order,           20, 0,    no, 
The Founders,             40, 0,    no, 
Cardassian Record-Keepers,30, 0,    no, 
Transwarp Conduits,       40, 0,    no, 
Holo Station,             30, 0,    no, 
San Francisco Wharves,    40, 0,    no, 
Ba'ku healing power,      40, 0,    no, 
Daystrome Institute,      40, 0,    no, 
Rules of Acquisition,     40, 0,    no, 
Delta Quadrant Journey,   40, 0,    no, 
Federation Council,       40, 0,    no, 
University of Bajor,      30, 0,    no, 
Dominion Cloning Facility,60, 0,    no, 
Division of Planetary Ops.,60, 0,    no, 
Omega Project,            60, 0,    Ldr,
UFP,                      60, 0,    no, 
Argus Array,              60, 0,    no, 
Starfleet Academy,        60, 0,    no, 
Temple of the Prophets,   60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Cloning Facility
nil,        ; Ketracel White
nil,        ; Ferengi Trade Council
nil,        ; Transporter Beacons
nil,        ; Tal'Shiar
nil,        ; Temple of Kahless
nil,        ; Station Shielding Project
nil,        ; Klingon War Academy
nil,        ; Biochip
nil,        ; Obsidian Order
nil,        ; The Founders
nil,        ; Cardassian Record-Keepers
nil,        ; Transwarp Conduits
nil,        ; Holo Station
nil,        ; San Francisco Wharves
nil,        ; Ba'ku healing power
nil,        ; Daystrome Institute
nil,        ; Rules of Acquisition
nil,        ; Delta Quadrant Journey
nil,        ; Federation Council
nil,        ; University of Bajor
nil,        ; Dominion Cloning Facility
nil,        ; Division of Planetary Ops.
nil,        ; Omega Project
nil,        ; UFP
nil,        ; Argus Array
nil,        ; Starfleet Academy
nil,        ; Temple of the Prophets


;
;    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
Constr. Ship, Ban, 0,  1.,0,  0a,2d,  2h,1f,  6,0,  5, nil, 000000000000000
Assembler,    nil, 0,  1.,0,  0a,2d,  2h,1f,  6,0,  5, Ban, 000000000000000
F Security,   nil, 0,  0.,0,  1a,3d,  1h,1f,  2,0,  1, AFl, 000000100000010
K Warriors,   nil, 0,  0.,0,  1a,3d,  1h,1f,  2,0,  0, Aut, 000000100000010
R Security,   nil, 0,  0.,0,  1a,3d,  1h,1f,  2,0,  1, Alp, 000000100000010
C Defenders,  nil, 0,  0.,0,  1a,3d,  1h,1f,  2,0,  1, Amp, 000000100000010
JH Team,      nil, 0,  0.,0,  2a,3d,  1h,1f,  2,0,  0, Ast, 000000100000010
Fighter,      nil, 0,  0.,0,  2a,2d,  1h,1f,  5,0,  1, Esp, 100000000000000
Steamrunner,  nil, 0,  3.,0,  2a,7d,  2h,1f,  5,0,  0, Cer, 000001000000000
Escape Pod,   Ban, 0,  1.,0,  0a,1d,  2h,1f,  1,0,  4, Gue, 000000000000010
Akira-class,  nil, 0,  4.,0,  6a,4d,  2h,2f,  5,0,  0, Che, 000000000010000
Nebula-class, Cer, 0,  2.,0,  2a,5d,  2h,1f,  5,0,  1, AFl, 000000000000000
Vor'Cha-class,nil, 0,  3.,0,  4a,4d,  1h,2f,  5,0,  1, CoL, 000000000000000
SuQ'Jagh,     nil, 0,  4.,0,  6a,3d,  1h,2f,  5,0,  0, CA,  000000010000000
Fek'Lhr-class,nil, 0,  2.,0,  3a,6d,  1h,2f,  5,0,  1, Stl, 000001000000000
Raptor-class, nil, 0,  3.,0,  8a,1d,  1h,2f,  5,0,  0, Csc, 000000000000000
Griffin-class,nil, 0,  4.,0,  5a,5d,  1h,2f,  5,0,  1, Cmp, 000000000000000
Tentacle Crsr,nil, 0,  4.,0,  6a,4d,  1h,2f,  6,0,  0, Feu, 000000000010000
Shadow-class, nil, 0,  2.,0,  2a,7d,  1h,2f,  6,0,  1, Sup, 000001000000000
Assimilator,  nil, 0,  3.,0,  9a,1d,  1h,2f,  6,0,  0, Hor, 000000000000010
B Drones,     nil, 0,  0.,0,  2a,3d,  1h,1f,  2,0,  1, Ban, 000000100000010
Warriors,     nil, 0,  0.,0,  1a,2d,  1h,1f,  2,0,  0, Ato, 010010100000010
Phoenix-class,nil, 0,  1.,0, 99a,2d,  1h,3f, 16,0,  1, Rec, 001000000000000
Jach'Eng,     nil, 0,  1.,0, 99a,2d,  1h,3f, 16,0,  0, Roc, 001000000000000
Negh'Var,     nil, 0,  4.,0, 10a,5d,  2h,2f, 12,0,  0, Cmb, 000000010000001
D'Deridex,    nil, 0,  4.,0, 10a,6d,  2h,2f, 12,0,  0, Cor, 000000010000001
K'tinga-class,Cmb, 0,  2.,0,  5a,5d,  1h,2f,  6,0,  0, Aut, 000000000000000
Sphere,       nil, 0,  2.,0,  6a,4d,  1h,3f,  6,0,  0, Fli, 000000000000000
Norin-class,  nil, 0,  3.,0,  3a,6d,  2h,1f,  5,0,  0, Eco, 100000000000000
Strike Cruiser,nil, 0,  2.,0, 10a,5d,  2h,2f,  8,0,  1, Eng, 000000010000000
Class 4 Probe,nil, 0,  6.,0,  0a,1d,  1h,1f,  3,0,  0, nil, 110011100000010
Attack Fighter,nil, 0,  3.,1,  5a,2d,  1h,2f,  5,0,  0, Ast, 100000000000010
Galaxy-class, Chi, 0,  4.,0,  8a,5d,  2h,2f,  8,0,  0, War, 000000010000001
Sovereign,    nil, 0,  4.,0, 10a,6d,  2h,2f, 12,0,  0, Chi, 000000010000001
Small Cruiser,nil, 0,  4.,0,  4a,4d,  1h,1f,  6,0,  3, Ato, 000001000000000
Intrepid-class,nil, 0,  4.,0,  4a,5d,  2h,2f,  6,0,  0, ToG, 010010000000010
Premonition,  nil, 0,  5.,0, 25a,10d, 3h,3f, 16,0,  0, Min, 110010010010011
Escort-class, nil, 0,  2.,0,  3a,4d,  2h,1f,  5,0,  1, AFl, 100000000000000
B'rel-class,  nil, 0,  2.,0,  3a,4d,  1h,2f,  5,0,  0, Aut, 100000000000000
Shrike-class, nil, 0,  2.,0,  3a,4d,  1h,2f,  5,0,  0, Alp, 100000000000000
Detector,     Uni, 0,  2.,0,  3a,1d,  1h,2f,  5,0,  1, Ban, 100000000000000
Interceptor,  nil, 0,  3.,0,  4a,3d,  1h,3f,  6,0,  2, Uni, 000001000010000
Hideki-class, nil, 0,  4.,0,  6a,4d,  1h,1f,  6,0,  1, Cur, 000001000000000
Freighter,    nil, 0,  2.,0,  0a,4d,  3h,1f,  6,0,  7, Tra, 010010000000000
Tricobalt Bomb,nil, 1,  6.,1, 20a,0d,  1h,1f,  5,0,  0, nil, 001000000000000
Omega Weapon, nil, 1, 16.,1, 99a,0d,  1h,3f, 12,0,  0, Ldr, 001000000000000
Forcefield,   nil, 0,  0.,0,  0a,12d, 1h,1f, 10,0,  1, nil, 000000000000011
Ambassador,   nil, 0,  2.,0,  0a,4d,  2h,1f,  5,0,  6, nil, 000000000000010
Nano-Bio Virus,nil, 1, 14.,1, 15a,2d,  1h,1f,  8,0,  0, SFl, 001000000000000
BiogenicWeapon,nil, 1,  6.,1, 20a,0d,  1h,1f,  9,0,  0, SFl, 001000000000000
QuantumTorpedo,nil, 1,  6.,1, 10a,0d,  1h,1f,  5,0,  0, nil, 001000000000000
Cube,         nil, 0,  5.,0, 12a,9d,  1h,3f, 12,0,  0, Gen, 000000010000001
Galor-class,  nil, 0,  4.,0, 10a,6d,  2h,2f, 12,0,  0, E1,  000000010000001
Warship,      nil, 0,  4.,4,  6a,4d,  1h,2f,  6,0,  0, Feu, 000000010000010
Battlecruiser,nil, 0,  4.,0, 10a,6d,  2h,2f,  8,0,  0, Env, 000000010000001
Clk. Escort,  nil, 0,  2.,0,  5a,5d,  2h,1f,  6,0,  3, Cer, 000000000001010
Clk. D'Deridex,nil, 0,  4.,0, 13a,8d,  1h,3f, 13,0,  3, Cmp, 000000000001010
Clk. Vor'Cha, nil, 0,  3.,0,  6a,6d,  1h,2f,  9,0,  3, CA,  000000000001010
Clk. B'rel,   nil, 0,  2.,0,  5a,5d,  1h,2f,  6,0,  3, CoL, 000000000001010
Clk. Shadow,  nil, 0,  2.,0,  5a,8d,  1h,2f,  8,0,  3, Csc, 000000000001010
Clk. Griffin, nil, 0,  3.,0,  7a,5d,  2h,2f,  6,0,  3, Csc, 000000000001010
Clk. K'tinga, nil, 0,  2.,0, 10a,7d,  1h,2f,  8,0,  3, Cmb, 000000000001010

;
; 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
Space,      1,2,  2,1,2,   yes, 2, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Nebula,     1,6,  0,2,1,   no,  1, 5, 1,   Oce, 0,10,  0,  Grs,   ; Pln
Space,      1,2,  2,1,2,   yes, 3, 5, 2,   yes, 2,10,  0,  For,   ; Grs
Space,      1,2,  2,1,1,   yes, 2, 5, 5,   yes, 2,10,  0,  Pln,   ; For
Space,      1,2,  2,1,1,   yes, 1,10, 0,   yes, 3,10,  1,  Mou,   ; Hil
Space,      1,2,  2,1,1,   yes, 2,10, 0,   yes, 1,10,  6,  Tun,   ; Mou
Space,      1,2,  2,1,2,   yes, 3,10, 1,   yes, 1,15,  0,  Gla,   ; Tun
Nebula,     1,6,  0,2,1,   Grs, 1,10, 1,   Oce, 3,15,  3,  Swa,   ; Gla
Nebula,     3,1,  0,1,1,   Drt, 0,15, 0,   Oce, 2,15,  0,  Drt,   ; Swa
Wormhole,   0,0,  0,0,10,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Spatial Rift,1,2,  0,2,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Planet,     2,3,  2,3,1,
-,          2,2,  0,4,0,
Deep Space, 1,2,  1,3,1,
Star,       1,2,  2,3,1,
M Planet,   2,3,  4,2,1,
Planet,     2,4,  1,3,1,
Asteroids,  1,6,  1,4,0,
-,          1,6,  1,2,0,
-,          3,1,  0,1,0,
-,          3,1,  0,1,0,
Subspace Rift,2,4,  0,4,0,
Planet,     1,2,  1,4,1,
-,          0,2,  0,0,8,
Asteroids,  1,4,  1,3,1,
Latinum,    1,2,  0,1,8,
M Planet,   2,3,  4,2,1,
White Dwarve,2,3,  0,4,1,
Supernova,  1,6,  1,2,1,
-,          1,6,  1,2,0,
-,          3,1,  0,1,0,
 ,          3,1,  0,1,0,
Time Rift,  1,2,  0,3,1,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Clan,           Chairman,    Chairman
Star Empire,    Gul,         Gul
Collective,     King,        Queen
Great Link,     Founder,     Founder
Star Republic,  Consul,      Consul
Federation,     Admiral,     Admiral

;
;   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
Chakotay,     Kathrin Janeway,     1, 1, 2, Federation,  Federation, -1,  1,  1,
Martok,       Sirella,             0, 2, 1, Klingon,     Klingon,     1,  1, -1,
Veral,        Sela,                1, 3, 3, Romulan,     Romulan,    -1,  1,  1,
Foorstar,     Kira,                1, 4, 0, K'ra,        K'ra,       -1, -1, -1,
 ,             ,                   1, 5, 0, Borg,        Borg,        1,  1, -1,
Dukat,        Damar,               0, 6, 1, Cardassian,  Cardassian,  1,  1, -1,
Odo,          Maluk,               1, 7, 1, Dominion,    Dominion,    1,  1,  1,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

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,
Duranium,
Oxygin,
Rom. Ale,
Dilithium,
Bloodwine,
Silk,
Titan,
Energy Co,
Medicines,
Latinum,
Dilithium,
Dilithium,


@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
Ensign
Cadet
Lieutenant
Commander
Captain
Admiral

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













