;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
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
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
15      ; 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
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
8       ; 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
Advanced Navigation,5,-1,  Bro, Mas, 1, 1    ; AFl
Land Warfare,       5, 1,  Ldr, Gun, 1, 0    ; Alp
Amphibious Warfare, 5,-2,  E2,  Rad, 3, 0    ; Amp
Astronomy,          4, 1,  PT,  Mat, 1, 3    ; Ast
Alien's Research,   5, 1,  San, SE,  2, 3    ; Ato
Automobile,         6,-1,  Cmb, RR,  3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Colonialism,        4, 0,  Ban, Mag, 1, 1    ; Bro
Adv. Alien Research,6, 1,  Esp, nil, 2, 3    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Iro, 1, 0    ; Chi
Code of Laws,       4, 1,  Wri, nil, 0, 2    ; CoL
Advanced Mech,      7,-1,  Mob, NP,  3, 0    ; CA 
Elerium Engine,     6,-1,  E1,  AFl, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          5, 1,  Min, MP,  3, 4    ; Cmp
Adv. Elerium Engine,7,-1,  Ref, Fli, 2, 4    ; Csc
Construction,       5, 0,  nil, nil, 0, 4    ; Cst
The Syndicates,     5,-1,  Ind, nil, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  San, Rep, 2, 2    ; Dem
Economics,          5, 1,  Ato, Bro, 2, 1    ; Eco
Elerium Working,    6, 0,  Stl, nil, 2, 4    ; E1 
Electronics,        7, 1,  Too, nil, 3, 4    ; E2 
Advanced Alien Tech,7, 0,  ToG, U2,  2, 4    ; Eng
Alien's Device,     8, 0,  Sth, no,  3, 4    ; Env
Espionage,          4,-1,  Eco, Dem, 2, 0    ; Esp
Explosives,         6, 0,  Mas, Ato, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Inv, ToG, 1, 4    ; Fli
Syndicate's Power,  4,-2,  Cor, nil, 2, 2    ; Fun
Elerium FusionPower,4, 0,  Sup, Rec, 3, 3    ; FP 
Genetic Engineering,3, 2,  Cmp, no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, E1,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Military Economy,   5,-2,  Alp, Tra, 1, 0    ; Hor
Industrialization,  6, 0,  RR,  Stl, 2, 1    ; Ind
Invention,          6, 0,  Whe, Phy, 1, 4    ; Inv
Iron Working,       5,-1,  Feu, War, 0, 4    ; Iro
Advanced Flight,    8,-1,  Cmp, CA,  3, 4    ; Lab
The Laser,          4, 0,  FP,  nil, 3, 3    ; Las
Leadership,         6,-1,  Chi, U1,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Electricity,        5, 1,  Csc, Tac, 2, 3    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Wri, nil, 0, 1    ; Map
Chain Reactions,    4, 0,  Gun, U1,  1, 3    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Wri, Cst, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
White Magic,        6, 0,  X1,  Ban, 2, 4    ; Met
Miniaturization,    4, 1,  NF,  E2,  3, 4    ; Min
The Mech,           8,-1,  E2,  NF,  3, 0    ; Mob
Monarchy,           5, 1,  PT,  CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Long Range Warfare, 5,-2,  Mas, Alp, 1, 0    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Long Range Com.,    6,-2,  Mys, Rad, 3, 3    ; NF 
Deuterium Power,    3, 0,  Ref, E2,  3, 3    ; NP 
Philosophy,         6, 1,  PT,  Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Solar System,       6, 1,  Rec, SFl, 3, 3    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  nil, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Csc, Too, 3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
Environementalism,  3, 1,  MP,  Fun, 3, 2    ; Rec
Refining,           4, 0,  Ind, Cmb, 2, 4    ; Ref
Adv. Farmland,      4, 1,  Too, Ind, 3, 1    ; Rfg
The Republic,       5, 1,  Mon, Uni, 1, 2    ; Rep
Adv. Robotics,      6,-1,  Cmp, Mob, 3, 4    ; Rob
Rocketry,           6,-2,  Lab, nil, 3, 0    ; Roc
Sanitation,         4, 2,  Che, U3,  2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Roc, nil, 3, 3    ; SFl
Bio Hazards,        7,-2,  Gen, Las, 3, 0    ; Sth
Engine,             5,-1,  Che, X4,  2, 3    ; SE 
Elerium,            8, 0,  Cer, X5,  2, 3    ; Stl
Superconductor,     5, 0,  NP,  Rob, 3, 3    ; Sup
Adv. City Project,  6, 1,  Cor, Aut, 2, 2    ; 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,  nil, nil, 0, 4    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Sth, Rfg, 3, 3    ; FT 
Alchemy,            6, 0,  Che, Phy, 1, 4    ; U1 
Ancient Alien Life, 7, 0,  no,  nil, 2, 3    ; U2 
Advanced Life Forms,6, 1,  The, U2,  2, 3    ; U3 
Magic,              6, 0,  U1,  The, 1, 3    ; X1 
Magic Warfare,      7,-2,  X1,  Hor, 2, 0    ; X2 
Alien Artifacts,    8, 0,  Env, no,  3, 0    ; X3 
Alien Alloys,       6,-1,  Eng, no,  2, 4    ; X4 
Alien Power Source, 7, 0,  Eco, Exp, 2, 3    ; X5 
Aliens,             0, 0,  no,  no,  2, 2    ; 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,    Cst,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    PT, 
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Lit,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Cst,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Porno Shop,               12, 3,    Fun,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Cathedral,                10, 3,    MT, 
Elerium Factory,          20, 3,    Ind,
Robotic Plant,            32, 6,    Rob,
Laser Shield,             20, 4,    Las,
Air Purifier,             20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              26, 4,    E2, 
Deuterium Plant,          14, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Hyperfarm,                 8, 3,    Rfg,
Highways,                 20, 4,    Aut,
Internet Server,          16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Cannons,           8, 1,    X4, 
Solar Wind Plant,         32, 4,    Pla,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
S.W.A.T.,                  6, 2,    Tac,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Cst,
Wheel of Fortune,         20, 0,    Whe,
Philosopher's Stone,      20, 0,    U1, 
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Stonehenge,               30, 0,    PT, 
Heroes's Gathering,       40, 0,    Alp,
Sun Tzu's War Academy,    30, 0,    Feu,
Leonardo's Workshop,      30, 0,    Inv,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT, 
Copernicus' Observatory,  30, 0,    Ast,
Colombo's Expedition,     40, 0,    Nav,
J.S. Bach's Cathedral,    30, 0,    The,
Magic Factory,            40, 0,    Met,
Commonwealth,             40, 0,    Bro,
Isaac Newton's College,   40, 0,    ToG,
Alien Trade Center,       40, 0,    Eco,
Alien's Origins,          40, 0,    Cer,
Statue of Liberty,        40, 0,    Dem,
Area 51,                  30, 0,    Ato,
Work Campaign,            60, 0,    Ind,
Solar Panel MegaPlant,    60, 0,    E2, 
E-Bomb Space Test,        60, 0,    FP, 
Megalopolis,              60, 0,    Tac,
Space Base,               60, 0,    SFl,
Skynet Project,           60, 0,    Cmp,
Artificial DNA,           60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Wheel of Fortune
Cor,        ; Philosopher's Stone
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Stonehenge
Ato,        ; Heroes's Gathering
Mob,        ; Sun Tzu's War Academy
Ind,        ; Leonardo's Workshop
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Colombo's Expedition
nil,        ; J.S. Bach's Cathedral
no,         ; Magic Factory
nil,        ; Commonwealth
nil,        ; Isaac Newton's College
nil,        ; Alien Trade Center
nil,        ; Alien's Origins
nil,        ; Statue of Liberty
nil,        ; Area 51
nil,        ; Work Campaign
nil,        ; Solar Panel MegaPlant
nil,        ; E-Bomb Space Test
nil,        ; Megalopolis
nil,        ; Space Base
nil,        ; Skynet Project
nil,        ; Artificial DNA


;
;    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,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  3h,1f,  5,0,  5, Exp, 000000000000001
Light Infantry,Gun, 0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, nil, 000000000000000
Hero,         E1,  0,  2.,0,  3a,4d,  2h,2f,  6,0,  1, Alp, 000010000000000
Archers,      Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Heavy Infantry,Alp, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, Iro, 000000000000000
Pikeman,      Gun, 0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, Feu, 000010000000000
Musketeers,   Hor, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Terrorists,   nil, 0,  2.,0,  5a,5d,  2h,2f,  3,0,  1, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  6a,5d,  2h,2f,  6,0,  1, Gue, 000001000000010
Hungry Spirit,nil, 0,  5.,0,  7a,7d,  3h,2f, 10,0,  0, no,  010011001000011
Hovercraft,   nil, 0,  2.,0,  9a,3d,  2h,3f,  8,0,  0, Amp, 000001000000100
Mortificator, nil, 0,  3.,0, 12a,6d,  3h,3f,  7,0,  0, CA,  000010000000001
Flying Mech,  nil, 0,  2.,0,  7a,4d,  2h,2f,  7,0,  0, Mob, 000000100000000
War Machine,  nil, 0,  2.,0,  8a,6d,  3h,3f,  9,0,  1, Aut, 000001000000001
Horseman,     MT,  0,  3.,0,  2a,2d,  1h,1f,  3,0,  0, nil, 000000000000001
Chariot,      Chi, 0,  2.,0,  3a,2d,  2h,1f,  4,0,  0, Whe, 000000000000000
Elephant,     Chi, 0,  2.,0,  4a,1d,  1h,1f,  3,0,  0, PT,  000000000000000
Crusaders,    Hor, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, MT,  000000000000010
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Warlord,      X2,  0,  2.,0,  5a,3d,  2h,2f,  6,0,  1, Ldr, 000000000000001
Chaos Warrior,E1,  0,  3.,0,  7a,3d,  2h,2f,  8,0,  0, X2,  000010000000001
MechWarrior,  nil, 0,  4.,0, 23a,16d, 5h,3f, 14,0,  0, X3,  000011001010111
Catapult,     Mys, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Light Cannon, Too, 0,  1.,0,  9a,1d,  2h,2f,  5,0,  0, Mys, 000000000000000
Sorcerer,     Aut, 0,  2.,0,  6a,4d,  2h,2f,  9,0,  0, X2,  000001000000011
Heavy Cannon, X3,  0,  2.,0, 10a,3d,  2h,3f,  8,0,  0, X4,  000010000010000
Air Infantry, X6,  1,  8.,1,  2a,4d,  2h,1f,  5,0,  3, Fli, 000000100010001
Maverick,     Sth, 1, 10.,2,  8a,3d,  2h,2f, 12,0,  0, Csc, 000000000010001
SkyWalker,    nil, 1,  6.,0, 12a,5d,  2h,3f, 10,0,  0, Lab, 100000000000001
DemiGod,      nil, 1, 20.,0, 50a,40d, 6h,5f, 22,0,  0, Env, 110010001010011
Devastator,   nil, 1, 20.,3, 30a,10d, 3h,5f, 16,0,  0, X3,  010000001010011
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  3,2,  4, Map, 000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
Galleon,      SE,  2,  4.,0,  2a,2d,  2h,1f,  5,4,  4, Mag, 000000000000000
Frigate,      AFl, 2,  4.,0,  4a,2d,  2h,1f,  6,2,  2, Mag, 000000000000000
Heavy Galleon,Cmb, 2,  6.,0,  6a,4d,  2h,1f,  7,2,  2, AFl, 000000000000001
Voyager,      Lab, 2,  4.,0,  4a,5d,  3h,1f,  6,4,  4, SE,  100000000000001
Elerium UZI,  CA,  0,  3.,0,  8a,4d,  2h,3f,  5,0,  0, E1,  000010000000000
Battleship,   X3,  2,  6.,0, 14a,8d,  3h,3f, 10,0,  2, Roc, 100000000000001
Juggernaut,   nil, 2,  8.,0, 20a,15d, 4h,4f, 15,0,  2, X3,  100000001000001
Submarine,    nil, 2,  4.,0, 10a,3d,  3h,2f,  8,0,  2, Cmb, 100000000001001
Heavy Carrier,nil, 2,  6.,0,  4a,10d, 4h,2f, 18,8,  4, Lab, 110000010000001
Evil,         nil, 0,  4.,0, 18a,14d, 4h,3f, 10,8,  0, Sth, 000011001010001
Homing Missile,nil, 1, 18.,1, 22a,0d,  1h,4f,  7,0,  0, Roc, 001000000000010
E-Bomb,       nil, 1, 24.,1, 99a,0d,  1h,4f, 20,0,  0, SFl, 001000001000011
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,1d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Traveller,    nil, 0,  3.,0,  0a,2d,  2h,1f,  5,0,  7, Cor, 000000000000011
Explorers,    Bro, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Alchemist,    X2,  0,  1.,0,  3a,3d,  2h,2f,  6,0,  1, U1,  000000000000010
Three Caravels,no,  2,  4.,0,  2a,2d,  3h,1f, 18,4,  4, no,  000000000000001
Exp. Mercenary,E1,  0,  2.,4,  6a,2d,  2h,2f,  5,0,  0, Hor, 000000000000000
Conquistadores,nil, 0,  2.,0,  2a,1d,  1h,2f,  4,0,  0, Bro, 000001000000010
Plasma Cannon,no,  0,  4.,1, 27a,8d,  3h,5f, 12,0,  0, X3,  000000001010001
Ice City,     no,  2,  0.,0,  0a,7d,  4h,0f,  4,0,  2, no,  010000000001000
Water Hydra,  no,  2,  0.,0,  6a,7d,  4h,2f,  1,0,  2, no,  010000000001001
Demi_God,     no,  0,  0.,0, 20a,14d, 4h,2f,  4,0,  1, no,  010010000000001
Ethereal,     no,  0,  3.,0, 15a,10d, 3h,2f, 10,0,  0, no,  000000000000011
Pyramids,     nil, 0,  0.,0,  2a,6d,  3h,2f, 12,0,  1, no,  000000000000000
El Dorado,    nil, 0,  0.,0,  0a,0d,  1h,1f,  4,0,  1, 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,  1,1,0,   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,
Desert 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,
Glacier 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,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Syndicate,      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
Caesar,       Livia,               0, 1, 3, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,   -1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 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 VIII,   Elizabeth I,         1, 6, 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,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1,  0,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           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













