;
;   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
2       ; Road movement multiplier
3       ; 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
1       ; Settlers eat (govt <= Monarchy)
2       ; 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
50      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
2       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
8       ; Communism is equivalent of this palace distance.
10      ; 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)
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 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Archery,            3,-1,  War, nil, 0, 0    ; no
Regular Workers,           5, 1,  nil, nil, 0, 3    ; no
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; no
Asian Workers,             4, 1,  nil,  nil,  0, 3    ; no
Atomic Theory,      4,-1,  no,  no,  2, 3    ; no
Automobile,         6,-1,  no,  no,  3, 4    ; no
Banking,            4, 1,  nil,  nil,  1, 1    ; no
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; no
Bronze Working,     6,-1,  nil, nil, 0, 4    ; no
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; no
Chemistry,          5,-1,  no,  no,  1, 3    ; no
Special Technology, 4,-2,  no,  no,  0, 0    ; no
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; no
Combined Arms,      5,-1,  no,  no,  3, 0    ; no
Combustion,         5,-1,  no,  no,  2, 4    ; no
Special Technology, 5, 0,  no,  no,  0, 2    ; no
Computers,          4, 1,  no,  no,  3, 4    ; no
Conscription,       7,-1,  no,  no,  2, 0    ; no
Construction,       4, 0,  Mas, Cur, 0, 4    ; no
The Corporation,    4, 0,  no,  no,  2, 1    ; no
Currency,           4, 1,  Bro, nil, 0, 1    ; no
Democracy,          5, 1,  no,  no,  2, 2    ; no
Economics,          4, 1,  no,  no,  2, 1    ; no
Electricity,        4, 0,  no,  no,  2, 4    ; no
Electronics,        4, 1,  no,  no,  3, 4    ; no
Engineering,        4, 0,  Whe, Cst, 0, 4    ; no
Environmentalism,   3, 1,  no,  no,  3, 2    ; no
Espionage,          2,-1,  no,  no,  3, 0    ; no
Explosives,         5, 0,  no,  no,  2, 4    ; no
Feudalism,          4,-1,  no,  no,  0, 0    ; no
Flight,             4,-1,  no,  no,  2, 4    ; no
Fundamentalism,     3,-2,  no,  no,  2, 2    ; no
Fusion Power,       3, 0,  no,  no,  3, 3    ; no
Genetic Engineering,3, 2,  no,  no,  3, 3    ; no
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; no
Gunpowder,          8,-2,  no,  no,  1, 0    ; no
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; no
Industrialization,  6, 0,  no,  no,  2, 1    ; no
Invention,          4, 1,  no,  no,  1, 4    ; no
Iron Working,       5,-1,  Bro, War, 0, 4    ; no
Labor Union,        4,-1,  no,  no,  3, 2    ; no
The Laser,          4, 0,  no,  no,  3, 3    ; no
Leadership,         5,-1,  no,  no,  1, 0    ; no
Literacy,           5, 2,  Wri, CoL, 0, 3    ; no
Machine Tools,      4,-2,  no,  no,  1, 4    ; no
Magnetism,          4,-1,  no,  no,  1, 3    ; no
Map Making,         6,-1,  Alp, nil, 0, 1    ; no
Masonry,            4, 1,  nil, nil, 0, 4    ; no
Mass Production,    5, 0,  no,  no,  3, 4    ; no
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; no
Water Management,   4, 1,  Eng, Plu, 0, 4    ; no
Metallurgy,         6,-2,  no,  no,  1, 0    ; no
Miniaturization,    4, 1,  no,  no,  3, 4    ; no
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; no
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; no
Monotheism,         5, 1,  Phi, PT,  1, 2    ; no
Mysticism,          4, 0,  Cer, nil, 0, 2    ; no
Navigation,         6,-1,  no,  no,  1, 1    ; no
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; no
Nuclear Power,      3, 0,  no,  no,  3, 3    ; no
Philosophy,         6, 1,  Mys, Lit, 0, 2    ; no
Physics,            4,-1,  no,  no,  1, 3    ; no
Plastics,           4, 1,  no,  no,  3, 4    ; no
Plumbing,           4, 0,  Cst, Pot, 0, 4    ; no
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; no
Pottery,            4, 1,  nil, nil, 0, 1    ; no
Radio,              5,-1,  no,  no,  3, 4    ; no
Railroad,           6, 0,  no,  no,  2, 1    ; no
Recycling,          2, 1,  no,  no,  3, 2    ; no
Refining,           4, 0,  nil,  nil,  2, 4    ; no
Refrigeration,      3, 1,  no,  no,  3, 1    ; no
The Republic,       5, 1,  CoL, Lit, 0, 2    ; no
Robotics,           5,-2,  no,  no,  3, 0    ; no
Rocketry,           6,-2,  no,  no,  3, 0    ; no
Sanitation,         4, 2,  nil,  nil,  2, 1    ; no
Seafaring,          4, 1,  Map, Pot, 0, 1    ; no
Space Flight,       4, 1,  no,  no,  3, 3    ; no
Stealth,            3,-2,  no,  no,  3, 0    ; no
Steam Engine,       4,-1,  no,  no,  2, 3    ; no
Steel,              4,-1,  no,  no,  2, 4    ; no
Superconductor,     4, 1,  no,  no,  3, 4    ; no
BARBARIANS,         2,-1,  no,  no,  0, 0    ; no
Theology,           3, 2,  no,  no,  1, 2    ; no
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; no
Trade,              4, 2,  Cur, CoL, 0, 1    ; no
University,         5, 1,  no,  no,  1, 3    ; no
Warrior Code,       4,-1,  nil, nil, 0, 0    ; no
The Wheel,          4,-1,  Hor, nil, 0, 4    ; no
Writing,            4, 2,  Alp, nil, 0, 3    ; no
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
Legion Reform,      5, 0,  MT,  Cmn, 0, 0    ; U1
Something,       4,-2,  U3,  MT,  0, 0    ; U2
Nothing Special,           4,-2,  Hor, Iro, 0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; 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,    nil
Peace Misnistry,                 4,  1,    nil,
Food Rationing,                  6,  1,    nil
Love Ministry,                   4,  1,    nil
Wealth Ministry,              8,  1,    nil
Library,                  8,  1,    no
Courthouse,               8,  1,    no
City Walls,               8,  0,    nil
Water Supply,                 8,  2,    nil
Free Market,                     12, 3,    Ban
Halls of Glory,                12, 3,    nil
University,               16, 3,    no
Mass Transit,             16, 4,    nil
Cinema,                10, 4,    no
Factory,               20, 4,    nil
Manufacturing Plant,      32, 6,    no
SDI Defense,              20, 4,    no
Recycling Center,         20, 2,    no
Power Plant,              16, 4,    Ref
Tuberdog,                 24, 3,    no
Nuclear Plant,            16, 2,    no
Stock Exchange,           16, 4,    no
Sewer System,             12, 2,    San
Supermarket,               8, 3,    no
Superhighways,            20, 5,    no
Research Lab,             16, 3,    no
AA Guns,      10, 2,    nil
Coastal Fortress,          8, 1,    nil
Solar Plant,              32, 4,    no
Harbor,                   6,  1,    nil
Offshore Platform,        16, 3,    nil
Airport,                  16, 3,    nil
Police Station,           6,  2,    no
Port Facility,            8,  3,    nil
SS Structural,            8,  0,    no
SS Component,             16, 0,    no
SS Module,                32, 0,    no
(Capitalization),         60, 0,    no,
Pyramids,                 20, 0,    no
Hanging Gardens,          20, 0,    no
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no
Oracle,                   30, 0,    no
Hadrian's Wall,           30, 0,    no
Trajan's Column,          30, 0,    no
King Richard's Crusade,   30, 0,    no
Roman 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
Shrine at Mecca,          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
Universal Citizenship,    40, 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,
Circus Maximus,           40, 0,    no

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; 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
Aut,        ; 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
Workers,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Alp,  000000000000000
Workers,        nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Ast,  000000000000000
Militia,      nil, 0,  2.,0,  1a,1d,  1h,1f,  1,0,  1, no, 000000000000000
Light Infantry,nil, 0, 2.,0,  3a,2d,  1h,1f,  2,0,  1, no, 000000000000000
Bowmen,       nil, 0,  2.,0,  3a,2d,  1h,1f,  3,0,  1, no, 000000000000100
Legion,       U1,  0,  2.,0,  5a,3d,  2h,2f,  4,0,  0, no, 000000000000000
Heavy Infantry,nil, 0, 2.,0,  4a,3d,  2h,2f,  4,0,  1, no, 000000000000000
Rebels,nil, 0, 1.,0,  4a,3d,  1h,1f,  2,0,  1, no,  000001000000000
Rebels,     nil, 0,  1.,0,  4a,3d,  2h,1f,  2,0,  1, no,  000001000000000
Rebels,    nil, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  1, no,  000001000000010
Snow Fighters, nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, nil,  000001000000000
 Light Infantry,nil,0, 2.,0,  5a,5d,  2h,1f,  4,0,  1, nil, 000000000000100
Heavy Infantry,      nil, 0,  2.,0,  7a,5d,  2h,1f,  6,0,  1, nil, 000000000000100
Paratroopers,nil, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, nil,  000000100000000
Jeep,nil,0, 4.,0,  6a,4d,  2h,1f,  6,0,  1, nil,  000000000000000
Light Cavalry,nil, 0,  4.,0,  3a,1d,  2h,1f,  4,0,  0, no, 000000000000000
Heavy Cavalry,nil, 0,  4.,0,  7a,3d,  2h,3f,  6,0,  0, no,  000000000000000
Light Infantry,nil, 0, 2.,0,  3a,2d,  1h,1f,  2,0,  1, no, 000000000000000
Crusaders,    U1,  0,  3.,0,  5a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Knights,      San, 0,  3.,0,  4a,2d,  2h,2f,  4,0,  0, no,  000000000000000
Ascaris,      Pla, 0,  3.,0,  4a,3d,  2h,2f,  4,0,  0, no,  000001000000000
Horse Bowmen, nil, 0,  4.,0,  3a,2d,  1h,2f,  4,0,  0, no,  000000000000000
Light Tank,nil,0,  3.,0,  6a,6d,  2h,2f,  7,0,  0, nil,  000000000000000
Heavy Tank,  nil, 0,  3.,0,  8a,7d,  3h,2f,  9,0,  0, nil, 000000000000000
Rocket Troops,     nil, 0,  1.,0,  7a,1d,  1h,2f,  4,0,  0, nil, 000000000000000
MLRS,      nil, 0,  3.,0,  10a,2d,  2h,2f,  8,0,  0, nil, 000000000000000
Artillery,     nil, 0,  2.,0,  14a,1d,  1h,3f,  7,0,  0, nil,  000000001000000
BLANK,        Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000000
Bomber,        nil, 1,  8.,2, 14a,1d,  2h,2f, 12,0,  0, nil,  000000000000001
Helicopter,   nil, 1,  7.,0, 9a,3d,  2h,2f, 10,0,  0, nil,  100000000000001
Fighter,   nil, 1,  14.,1,  7a,3d,  1h,2f,  8,0,  3, nil,  100000000010001
Fighter/Bomber,    nil, 1, 10.,2, 7a,3d,  2h,1f, 10,0,  3, nil,  100000000010001
Trireme,      nil, 2,  6.,0,  1a,1d,  1h,1f,  4,2,  4, no, 000000000100000
New Ship 3,   Mag, 2,  7.,0,  2a,1d,  1h,1f,  4,3,  5, no,  000000000000000
New Ship 4,   Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
New Ship 5,   E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
BLANK,        nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Light Ship,        nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, nil,  100000000000001
BLANK,        Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
Medium Ship,        nil, 2,  5.,0,  7a,7d,  3h,2f, 9,0,  2, nil,  100000000000001
Heavy Ship,        nil, 2,  4.,0, 10a,10d, 4h,2f, 14,0,  2, nil,  000000000000001
Submarine,        nil, 2,  4.,0, 10a,2d,  3h,2f,  6,0,  2, nil,  000000000001001
Sailing Fortress,        nil, 2,  5.,0,  1a,9d,  4h,2f, 14,0,  2, nil,  000000010000001
Transport,        nil, 2,  6.,0,  0a,3d,  3h,1f,  5,8,  4, nil,  000000000000000
Missile,        nil, 1, 14.,1, 18a,0d,  1h,3f,  6,0,  0, nil,  001000000000000
BLANK,        nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Envoy,        nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no, 000000000000010
BLANK,        nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no, 000000000000010
BLANK,        nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
BLANK,        Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Assassin,     nil, 0, 12.,0, 10a,0d,  1h,5f,  5,0,  0, no,  001001000000000
Knights Templar,San,0, 3.,0,  5a,2d,  2h,2f,  5,0,  0, no,  000000000000000
Knights Hosp.,San, 0,  3.,0,  4a,3d,  2h,2f,  5,0,  0, no,  000000000000000

;
; 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,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 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,  1,0,0,   Grs, 0,15, 6,   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,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      King,        Queen
Monarchy,       Govenor,     Govenor
Imperium,       Imperator,   Imperatrix
Advanced Communism,      Big Brother, Big Sister
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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  0,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      0,  1,  0,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 1, Egyptians,   Egyptian,    0,  1,  0,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Oceanians,   Oceanian,    1,  0,  0,      5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     2, Emperor, Empress, 6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 1, Indians,     Indian,      0,  1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Euroasians,    Euroasian,     1,  0, -1,     2, Czar, Czarina, 
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      0,  1,  0,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 1, Aztecs,      Aztec,       0,  1,  0,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     0,  1,  0,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 1, Eastasians,     Eastasian,     0,  1, -1,      6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      0,  1,  0,     2, Caliph, Caliph
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,      1,  0, -1,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 1, Japanese,    Japanese,    0,  1,  0,     6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 1, Vikings,     Viking,      0,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 1, Spanish,     Spanish,     0,  1,  0,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  1, -1,     2, Sultan, Sultaness,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  1, -1,
Sitting Bull, Sacajawea,           0, 7, 1, Sioux,       Sioux,       0,  1,  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













