;
;       CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;       Fantasic Worlds Version
;---------------------------------------------   
;  Desert World Scenario
;
;  RWK Alterations:   
;   see individual sections below also
;   where possible, * shows line changed.
;   units and units.gif altered.
;   major terrain changes 
:   theoracy substituted for fundamentalism
;   many new civs substituted
;   Version date: 04/11/98
;---------------------------------------------
;
;   Cosmic Principles
;
@COSMIC
3       ; Road movement multiplier
1       ; 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)
3       ; 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       ; Water supply needed to exceed this size                     *
12      ; Desalinization 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
5       ; Communism pays support for all units past this              *
5       ; Theocracy pays support for all units past this              *
0       ; Communism is equivalent of this palace distance.
30      ; Theocracy loses this % of science                           *
50      ; Percent shield penalty for production type change
45      ; Max paradrop range                                          *
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
6       ; Max effective science rate in theocracy (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
;
; A number of changes made, advances added, a couple preqs shifted around
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; 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, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, 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
Theocracy,          5,-2,  Cmn, Tac, 3, 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, Plu, 3, 0    ; Gue *
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 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,  Aut, 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
Desert Warfare,     4,-1,  Tac, nil, 2, 0    ; Plu  *new
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,  SE, Bri,  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,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Desalinization,     4, 2,  Med, Eng, 2, 1    ; San  *
Sailing,            4, 1,  Map, Pot, 0, 1    ; Sea  *name only 
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 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    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
Armor Design,       8,-2,  Fun, Mob, 3, 0    ; U3  *
Deep Well,          3, 0,  Cst, nil, 0, 4    ; X1  *
Solar Technology,   3, 0,  no,  no,  0, 0    ; X2  *
Laser Weaponry,     3, 0,  no,  no,  0, 0    ; X3  *future?
Powered Armor,      3, 0,  X5,  NP,  3, 0    ; X4  *
Cybernetics,        4, 0,  Rob, Sup, 3, 0    ; X5  *
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7

;
;
;
;  City Improvements
;
;  Minor changes to some names
;  Most Wonders are renamed
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
Bazaar,                   8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Water Supply,             8,  2,    X1,
Bank,                     12, 3,    Ban,
Great Temple,             12, 3,    MT,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
Missile Defense,          20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Wind Power,               24, 4,    E2,
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Eco,
Desalinization Plant,     12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Collectors,         32, 4,    Env,
Harbor,                   6,  1,    Sea,
Sea Mining,               16, 3,    Min,
Airport,                  16, 3,    Rad,
Casino,                   6,  2,    Cmn,
Shipyard,                 8,  3,    Amp,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Artesian Acquifer,        20, 0,    Mas,
Great Amphitheater,       20, 0,    Pot,
Golden Bazaar,            20, 0,    Bro,
Lamp of God,              20, 0,    Map,
Great Library,            30, 0,    Lit,
Temple of the Sun,        30, 0,    Mys,
Shield Wall,              30, 0,    Mas,
Hangtu's Academy of War,  30, 0,    Feu,
Vulcan's Forge,           30, 0,    Eng,
Frodo's Journey,          20, 0,    Tra,
Temple of Jupiter,        40, 0,    MT,
Great Dome of the Sky,    30, 0,    Ast,
Magellan's Expedition,    40, 0,    no,
Feast Hall of Demeter,    30, 0,    Med,
Gift of the Gods,         40, 0,    Inv,
The Great Mosque,         40, 0,    The,
Athena's Gift,            40, 0,    ToG,
Treasure of Bordag,       40, 0,    Eco,
Valen's Prophesy,         40, 0,    RR,
Pillar of David,          40, 0,    Dem,
Covenant of Honor,        30, 0,    SE,
Women's Suffrage,         60, 0,    Ind,
Harnessing of the Winds,  60, 0,    E2,
Hades Project,            60, 0,    NF,
United Nations,           60, 0,    Cmn,
Project Luna,             60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Cure for Common Cold,     60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
; No changes
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; 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 drops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse ("horse" is selected table slots)
;   000100000000000 = Free support for theocracy (fanatics)
;   001000000000000 = Destroyed after attacking (example: missiles)
;   010000000000000 = x2 on defense versus air (example: AEGIS)
;   100000000000000 = Unit can spot submarines
;--------------------------------------------------------------------------------
; Note: MAny changes made, units added.  Naval units simplified and many removed.
;--------------------------------------------------------------------------------
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Bowmen,       Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Legion,       Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Pikemen,      Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Infantry,     nil, 0,  2.,0,  7a,5d,  2h,1f,  5,0,  0, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Sand Troops,  nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Riflemen,     nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
CyberWarrior, nil, 0,  4.,6,  7a,7d,  3h,2f,  5,0,  0, X5,  010010001010111
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Explorer,     Gue, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Lancers,      Tac, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Horsemen,     Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Dragoons,     Tac, 0,  2.,0,  6a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
SP Arty,      nil, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Mob, 000000001000001
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Long Boat,    Mag, 2,  4.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000100000
Sail,         Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Galleon,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Gunboat,      nil, 2,  5.,0,  5a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Hydrofoil,    Roc, 2,  6.,0,  7a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
Worm,         nil, 0,  0.,0, 20a,10d, 2h,2f,  4,0,  0, no,  000000000000000
Warship,      nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Special,      nil, 0,  0.,0,  0a,1d,  1h,1f,  3,0,  1, no,  000000000000000
Sand Skimmer, nil, 0,  3.,0,  4a,3d,  1h,1f,  3,0,  0, MP,  000001000000100
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,5,  4, Ind, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Convoy,       nil, 0,  2.,0,  2a,3d,  2h,1f,  5,0,  7, Cor, 000001000000010
Zeppelin,     SFl, 1,  4.,8,  0a,1d,  1h,1f,  4,0,  0, Cmb, 100000000000011
Storm,        nil, 1,  4.,0,  5a,10d, 4h,2f, 14,0,  0, no,  001000000010011
Heavy Armor,  nil, 0,  3.,0, 12a,6d,  4h,2f, 10,0,  0, U3,  000000000000000
MI Scout,     nil, 0,  3.,0,  6a,3d,  2h,1f,  8,0,  0, X4,  000001101000011
Light Armor,  nil, 0,  4.,0,  7a,3d,  2h,1f,  4,0,  0, Mob, 000000000000000
Giant Snake,  nil, 0,  1.,0,  4a,1d,  2h,1f,  4,0,  0, no,  000000000000010
Lizard,       nil, 0,  3.,0,  2a,2d,  2h,1f,  4,0,  0, no,  000000000000010
Armored Knight,Gun, 0,  1.,0,  2a,3d,  2h,1f,  4,0,  1, Chi, 000000000000000
Balloon,      Cmb, 1,  3.,8,  0a,1d,  2h,1f,  3,0,  0, Phy, 100000001000001
MI Trooper,   nil, 0,  2.,0, 10a,5d,  3h,2f, 10,0,  0, X4,  000001101000011
Sand Sailor,  nil, 0,  2.,0,  3a,1d,  2h,1f,  3,0,  0, Nav, 000001000000011
Ruins,        nil, 0,  0.,0,  0a,3d,  2h,1f,  4,0,  1, no,  000000000000000

;
; 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.
;


;
;  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 Facsism
;        5 Republic
;        6 Democracy
;--------------------------------------------------------------
; Note:  this table has changed dramatically for this scenario.
;--------------------------------------------------------------
@TERRAIN
Desert,     2,2,  0,1,0,   no,  1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  0,1,0,   yes, 2,10, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 2, 6, 2,   For, 0,12,  0,  Hil,   ; Grs
Mixed Forest,2,3,  1,2,1,   no,  0, 5, 5,   Grs, 0, 6,  2,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  For,   ; Hil
Mountains,  4,6,  0,1,0,   no,  1,10, 0,   yes, 2,12,  6,  Hil,   ; Mou
Desert,     2,2,  0,1,0,   no,  1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Oce,   ; Gla
Wetlands,   2,3,  2,1,1,   Grs, 0,12, 3,   For, 0,15,  6,  no,    ; Swa
Conifer Forest,2,3,  1,2,0,   no,  0,15, 6,   Pln, 0,12,  3,  Grs,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   Swa, 0,15,  0,  no,    ; Oce
Dunes,      3,4,  0,2,0,
Game,       1,2,  2,3,2,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,4,0,
Gold,       4,6,  0,1,6,
Oasis,      1,2,  3,1,2,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Furs,       2,3,  1,1,6,
Fish,       1,2,  3,1,2,
Dunes,      2,4,  0,2,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Fruit Trees,2,3,  3,2,3,
Wine,       2,4,  2,0,4,
Volcano,    3,6,  0,4,0,
Oil,        1,2,  0,5,0,
Game,       2,2,  2,2,2,
Waterfowl,  2,3,  3,1,3,
Spring,     2,3,  3,2,2,
Fish,       1,2,  3,1,3,

@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Theocracy,      High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;------------------------------------------------------------------
;  Note: extensive changes including leader names, civ names, etc.
;------------------------------------------------------------------
;   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
;
; XREF Note:  Names supported in City.txt are:
; Sumerians, Green Tree, Laiquendi, Ozwara, Dunmen, Ayat, Hittite,
; Egyptians, Babylonians, Aztecs, Chinese, Celts, Anasazi, Norse, 
; Saxons, Persians, Arabs, Incas, Sioux, Nomads, Mongols
;                                                                     A   E   C
@LEADERS
Latan I,      Katt,                1, 1, 3, Laiquendi,   Laiquendi,   1,  0,  0,     
Ur,           An,                  0, 4, 1, Sumerians,   Sumerian,    0,  1,  1,     
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Merick,       Mati,                0, 3, 3, Hittite,     Hittite,     1,  1,  1,     
Ramesses,     Cleopatra,           1, 7, 0, Egyptians,   Egyptian,    0,  0,  1,   1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Great Bear,   Spring Rain,         0, 5, 1, Anasazi,     Anasazi,    -1,  0,  1,     
Bhar,         Lyta,                1, 6, 1, Arabs,       Arabian,     0,  1, -1,     
Mohan,        Indii,               0, 7, 2, Ozwara,      Ozwaran,     1, -1,  0,     
Flying Sand,  Fair Wind,           1, 1, 3, Nomads,      Nomadic,    -1,  1, -1,
Elandir,      Galadriel,           0, 2, 0, Green Tree,  Green Tree, -1,  0,  0,
Johan,        Jenn,                0, 3, 3, Saxon,       Saxon,       1,  1,  1,     
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Wan Lee,      Shan Wu,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,   3, Chairman, Chairperson
Leto I,       Marin,               1, 6, 3, Dunmen,      Dunmen,      0,  1,  0,     
Genghis Khan, Bortei,              0, 4, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     
Donel,        Amtui,               0, 2, 2, Ayat,        Ayat,        1, -1, -1,     
Canute,       Gunnhild,            1, 3, 3, Norse,       Norse,       1,  1,  0,   1, Warlord, Warlord
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,   2, Shah, Shah,  4, Ayatollah, Ayatollah
Atawallpa,    Atawallpa,           0, 6, 1, Incas,       Inca,       -1,  1,  1,
White Cloud,  Meadowlark,          0, 7, 0, Sioux,       Sioux,       0,  0,  0,   1, Chief, Chief, 2, Great Chief, Great Chief

;
;   Trading Commodities
;   Changed some names, no impact to gameplay
;
@CARAVAN
Furs,
Wool,
Cloth,
Lumber,
Coal,
Copper,
Dye,
Beer,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Medicines,

@ORDERS
Fortify,            F
Fortified,          F
Sentry,             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













