;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
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
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; 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
Stealth Bmb.,       4,-2,  Mat, nil, 3, 4    ; AFl
Front-line tank,    5, 1,  nil, nil, 0, 3    ; Alp
Death Machine,      3,-2,  Mob, Env, 3, 0    ; Amp
Carrier,            4, 1,  nil, nil, 1, 3    ; Ast
Battleship,         4,-1,  nil, nil, 2, 3    ; Ato
Arcology,           6,-1,  Mys, Las, 3, 4    ; Aut
Orbital Troops,     4, 1,  Bro, nil, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 0    ; Bri
Orbital Bmb.,       6,-1,  CA,  Pla, 0, 4    ; Bro
Spy Balloon,        5, 0,  nil, nil, 0, 2    ; Cer
Robot Inf.,         5,-1,  Env, nil, 1, 3    ; Che
Mobile Cannon,      4,-2,  nil, nil, 1, 0    ; Chi
Missile Lnch,       4, 1,  nil, nil, 0, 2    ; CoL
Advncd Fighter,     5,-1,  Mat, nil, 3, 0    ; CA 
Spy Plane,          5,-1,  nil, nil, 2, 4    ; Cmb
Socialism,          5, 0,  nil, nil, 2, 2    ; Cmn
Induced Fusion,     4, 1,  Stl, Csc, 3, 4    ; Cmp
Q-Radiation,        7,-1,  SE,  Mas, 2, 0    ; Csc
Nuclear Sub,        4, 0,  NP,  nil, 0, 4    ; Cst
Cruise Msl.,        4, 0,  Min, Roc, 2, 1    ; Cor
Killer Sat,         4, 1,  Mas, E2,  0, 1    ; Cur
Democracy,          5, 1,  nil, nil, 2, 2    ; Dem
Crude Laser,        4, 1,  MP,  nil, 2, 1    ; Eco
Launch Codes,       4, 0,  U2,  nil, 3, 0    ; E1 
Spy Sattelite,      4, 1,  SFl, Mat, 3, 4    ; E2 
Killer Virus,       4, 0,  Med, nil, 0, 4    ; Eng
Cybernetic Mind,    3, 1,  Gun, Met, 3, 2    ; Env
Cold Fusion Theory, 2,-1,  Cmn, Dem, 3, 0    ; Esp
Robot Engineers,    5, 0,  Env, Che, 2, 4    ; Exp
Nulity Shield,      4,-1,  Esp, Sea, 0, 0    ; Feu
Automated Factory,  4,-1,  Env, Rob, 2, 4    ; Fli
Fundamentalism,     3,-2,  The, nil, 2, 2    ; Fun
Fusion Power,       3, 0,  Esp, nil, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, MT,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  nil, nil, 3, 0    ; Gue
Cybernetics,        8,-2,  Too, Med, 1, 0    ; Gun
Enhancement Drugs,  4,-1,  Med, nil, 0, 0    ; Hor
New Way of Life,    6, 0,  Ldr, nil, 2, 1    ; Ind
Omniheuristics,     6, 0,  Env, Iro, 1, 4    ; Inv
Gupta Algorithms,   5,-1,  nil, nil, 0, 4    ; Iro
Adv. Social Theory, 4,-1,  nil, Cmn, 3, 2    ; Lab
Adv Behavior Mod,   4, 0,  Lab, Med, 3, 3    ; Las
New Social Contract,5,-1,  Phy, Lab, 1, 0    ; Ldr
Universal Literacy, 5, 2,  Lab, no,  0, 3    ; Lit
Adv. Machine Tools, 4,-2,  Mat, Tac, 2, 4    ; Too
Advanced Naval Unit,4,-1,  nil, Too, 1, 3    ; Mag
Infantry Training,  6,-1,  nil, nil, 0, 1    ; Map
Laser Cannon,       4, 1,  Eco, Too, 0, 4    ; Mas
Portable Reactor,   5, 0,  NP,  Min, 3, 4    ; MP 
Cmptr. Aided Design,4,-1,  nil, Min, 0, 3    ; Mat
Advanced Medicine,  4, 0,  Phi, no,  1, 1    ; Med
Hyper-Linguistics,  6,-2,  Iro, Lab, 1, 0    ; Met
Miniaturization,    4, 1,  nil, nil, 3, 4    ; Min
Advanced Tank,      8,-1,  Alp, Tac, 3, 0    ; Mob
Police State,       5, 1,  nil, nil, 0, 2    ; Mon
Micro-Engineering,  5, 1,  Phi, Too, 1, 2    ; MT 
Macro-Engineering,  4, 0,  Lab, Inv, 0, 2    ; Mys
Basic Essentialism, 6,-1,  nil, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  nil, nil, 3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  nil, 3, 3    ; NP 
Next-Phase Chip,    6, 1,  nil, nil, 1, 2    ; Phi
Rule of Law,        4,-1,  nil, nil, 1, 3    ; Phy
Orbital Structures, 4, 1,  SFl, nil, 3, 4    ; Pla
Motor Cavalry,      4, 0,  nil, nil, 1, 4    ; Plu
Submarine,          4, 0,  nil, nil, 0, 2    ; PT 
Inner Credo,        4, 1,  Nav, nil, 0, 1    ; Pot
Robot Naval Units,  5,-1,  Env, nil, 3, 4    ; Rad
Bullet Train,       6, 0,  nil, nil, 2, 1    ; RR 
Undersea Colony,    2, 1,  Ref, Lab, 3, 2    ; Rec
Super-Polymers,     4, 0,  nil, nil, 2, 4    ; Ref
Hydroponics,        3, 1,  nil, nil, 3, 1    ; Rfg
Political Coalition,5, 1,  nil, nil, 0, 2    ; Rep
Robotics,           5,-2,  Min, nil, 3, 0    ; Rob
Rocketry,           6,-2,  nil, nil, 3, 0    ; Roc
Sanitation,         4, 2,  nil, nil, 2, 1    ; San
Space-Bending,      4, 1,  Stl, nil, 0, 1    ; Sea
Space Flight,       4, 1,  Roc, nil, 3, 3    ; SFl
New Particles,      3,-2,  Iro, nil, 3, 0    ; Sth
X-Quanta,           4,-1,  Sth, nil, 2, 3    ; SE 
Tachyon Projector,  4,-1,  SE,  Too, 2, 4    ; Stl
Superconductor,     4, 1,  Tac, nil, 3, 3    ; Sup
Advanced Ceramics,  6,-1,  nil, nil, 2, 0    ; Tac
Secret Doctrine,    3, 2,  Pot, nil, 1, 2    ; The
Remote Drone,       4, 0,  nil, nil, 1, 3    ; ToG
Force Shell Theory, 4, 2,  SE,  nil, 0, 1    ; Tra
..f,                5, 1,  no,  nil, 1, 3    ; Uni
..g,                4,-1,  no,  nil, 0, 0    ; War
..h,                4,-1,  no,  nil, 0, 4    ; Whe
Force Shell,        4, 2,  SE,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
Omega Memorandum,   3, 0,  U2,  nil, 0, 0    ; U1 
Military Codes,     3, 0,  U3,  nil, 0, 0    ; U2 
Encryption Theory,  3, 0,  Met, Phi, 0, 0    ; U3 
Utopia,             3, 0,  Mys, Las, 0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Time Machine,       3, 0,  Stl, nil, 0, 0    ; X3 
Antithanatic Drugs, 3, 0,  Gen, nil, 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,
Capitol,                  10, 0,    Phy,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    nil,
House of Worship,          4, 1,    nil,
Mall,                      8, 1,    nil,
College,                   8, 1,    nil,
Police Station,            8, 1,    Phy,
Fortification,             8, 0,    nil,
Water Treatment Plant,     8, 2,    nil,
Bank,                     12, 3,    nil,
Television,               12, 3,    nil,
Free Net Access,          16, 3,    nil,
Mass Transit,             16, 4,    nil,
Stadium,                  10, 4,    nil,
Industrial Complex,       20, 4,    nil,
Automated Factory,        32, 6,    Fli,
Nulity Shield,            20, 4,    Feu,
Self-Contained Ecosystem, 20, 2,    Mys,
Power Plant,              16, 4,    nil,
Fusion Plant,             24, 4,    FP, 
Nuclear Plant,            16, 2,    NP, 
Data Haven,               16, 4,    Min,
Hospital,                 12, 2,    San,
Hydroponics Center,        8, 3,    Rfg,
Megalomall,               20, 5,    Aut,
Research Lab,             16, 3,    nil,
Bomb Shelters,            10, 2,    nil,
Coastal Fortress,          8, 1,    nil,
Orbital Solar Plant,      32, 4,    Pla,
Harbor,                    6, 1,    nil,
Undersea Colony,          16, 3,    Rec,
Airport,                  16, 3,    nil,
Loyalty Center,            6, 2,    Fun,
Port Facility,             8, 3,    nil,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Aut,
(Capitalization),         60, 0,    Cor,
Unlimited Flavors,        20, 0,    nil,
Automobile Museum,        20, 0,    nil,
Hoover Dam,               20, 0,    nil,
GPS Central Computer,     20, 0,    U3, 
Scientists' Network,      30, 0,    Lit,
Divine Interface,         30, 0,    Fun,
Constitutional Mandate,   30, 0,    Phy,
War Simulator,            30, 0,    Las,
Orbital Power Station,    30, 0,    Pla,
Policy Analysis Auton,    20, 0,    Env,
Entertainment Industry,   40, 0,    nil,
Cybernetic Intelligence,  30, 0,    Env,
Magellan's Expedition,    40, 0,    no, 
Smithsonian Institute,    30, 0,    nil,
Cross-Time Communicator,  40, 0,    Stl,
Direct Sense-Stimulation, 40, 0,    Las,
Think Tank,               40, 0,    nil,
Th' Mouse,                40, 0,    nil,
The Xulqu Equations,      40, 0,    Inv,
The Constitution,         40, 0,    Dem,
Utopia,                   30, 0,    X1, 
Statue of Liberty,        60, 0,    nil,
Cold Fusion,              60, 0,    Esp,
Launch Codes,             60, 0,    E1, 
Time Machine,             60, 0,    X3, 
Voyage to Centauri,       60, 0,    Sea,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Unlimited Flavors
nil,        ; Automobile Museum
FP,         ; Hoover Dam
Mag,        ; GPS Central Computer
E1,         ; Scientists' Network
nil,        ; Divine Interface
Ldr,        ; Constitutional Mandate
Che,        ; War Simulator
nil,        ; Orbital Power Station
nil,        ; Policy Analysis Auton
nil,        ; Entertainment Industry
nil,        ; Cybernetic Intelligence
nil,        ; Magellan's Expedition
nil,        ; Smithsonian Institute
nil,        ; Cross-Time Communicator
nil,        ; Direct Sense-Stimulation
nil,        ; Think Tank
nil,        ; Th' Mouse
nil,        ; The Xulqu Equations
X1,         ; The Constitution
nil,        ; Utopia
nil,        ; Statue of Liberty
nil,        ; Cold Fusion
nil,        ; Launch Codes
nil,        ; Time Machine
nil,        ; Voyage to Centauri
nil,        ; SETI Program
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
Cnstrctn. Crew,Exp, 0,  3.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Robot Engineer,nil, 0,  6.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
National Gaurd,Hor, 0,  3.,0,  1a,3d,  1h,1f,  1,0,  1, nil, 000000000000000
Infantry,     Hor, 0,  3.,0,  3a,2d,  1h,1f,  2,0,  1, Map, 000000000000000
Special Police,Gun, 0,  3.,0,  2a,1d,  1h,1f,  3,0,  1, nil, 000000001000011
Paratroopers, Ban, 0,  3.,0,  3a,2d,  1h,1f,  4,0,  1, Map, 000000100000000
Special Forces,Gun, 0,  3.,0,  4a,3d,  1h,1f,  2,0,  1, Map, 000001000000100
Spy Balloon,  E2,  1, 30.,4,  0a,0d,  1h,1f,  4,0,  0, Cer, 100000000000001
Killer Cyborg,nil, 0,  3.,0,  6a,6d,  2h,1f,  8,0,  1, Gun, 000100000000000
Partisans,    nil, 0,  3.,0,  2a,2d,  1h,1f,  5,0,  1, Gue, 000001000000010
Enhanced Inf.,Gun, 0,  3.,1,  4a,5d,  2h,1f,  3,0,  0, Hor, 000001000000000
Mech. Infantry,Gun, 0,  9.,0,  4a,4d,  1h,1f,  5,0,  1, Map, 000000000000000
Death Machine,nil, 0,  3.,0, 12a,7d,  3h,1f,  6,0,  0, Amp, 000000000000100
Citizen Brig.,nil, 0,  3.,0,  4a,4d,  2h,1f,  6,0,  1, Fun, 000100000000000
Robot Infantry,nil, 0,  3.,0,  5a,4d,  2h,1f,  4,0,  0, Che, 000000000000000
Induced Fusion,nil, 0, 15.,0, 19a,3d,  1h,2f,  9,0,  0, Cmp, 000000000000000
Q-Ray,        Cmp, 0,  4.,0, 15a,2d,  1h,2f,  4,0,  0, Csc, 000000000000000
Ad Hoc Cavalry,Hor, 0,  6.,0,  4a,1d,  1h,1f,  4,0,  0, Gue, 000000000000000
Laser Cannon, Csc, 0,  6.,0, 13a,1d,  1h,2f,  4,0,  0, Mas, 000000000000000
Prototype Lsr.,Csc, 0,  6.,0,  8a,1d,  1h,2f,  3,0,  0, Eco, 000000000000000
Older Tank,   Alp, 0,  6.,0,  5a,2d,  2h,1f,  5,0,  0, nil, 000000000000000
Front-Line Tnk,Mob, 0,  6.,0,  8a,3d,  2h,1f,  6,0,  0, Alp, 000000000000000
Advanced Tank,Amp, 0,  6.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Motor Cavalry,Hor, 0, 12.,0,  2a,1d,  1h,1f,  4,0,  0, Plu, 000000000000000
Field Gun,    Chi, 0,  3.,0,  8a,1d,  1h,1f,  4,0,  0, nil, 000000000000000
Mobile Cannon,Mas, 0,  5.,0, 10a,1d,  1h,1f,  5,0,  0, Chi, 000000000000000
Missile Lnch, Mas, 0,  5.,0, 12a,1d,  1h,2f,  7,0,  0, CoL, 000000001000000
Fighter,      CA,  1, 30.,1,  9a,3d,  2h,2f,  6,0,  3, nil, 000000000010001
Stealth Bmbr.,Bro, 1, 24.,2, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1, 18.,0, 10a,3d,  2h,2f, 10,0,  0, nil, 100000000000001
Advncd Fighter,nil, 1, 32.,1, 12a,4d,  1h,2f,  8,0,  3, CA,  000000000010001
Jet Bomber,   AFl, 1, 30.,2, 14a,5d,  2h,2f, 16,0,  0, nil, 000000000000001
Attack Boat,  Ato, 2,  9.,0,  2a,1d,  1h,1f,  4,2,  2, nil, 000000000100000
Orbital Bmbr.,Cur, 1, 42.,3, 18a,1d,  2h,2f,  4,3,  3, Bro, 000000000000000
Attack Cyborg,nil, 2, 12.,0, 18a,12d, 2h,2f,  4,4,  2, Gun, 000000000000000
Advanced Naval,Rad, 2, 24.,0,  9a,4d,  2h,2f,  5,10,  2, Mag, 000000000000000
Robot Naval,  nil, 2, 30.,0, 12a,4d,  3h,2f,  6,12,  4, Rad, 000000000000000
Cutter,       Ato, 2, 18.,0,  4a,4d,  3h,1f,  6,0,  2, nil, 100000000000001
Spy Plane,    E2,  1, 42.,5,  0a,2d,  2h,0f,  8,0,  0, Cmb, 110000000000001
Carrier,      nil, 2, 15.,0,  8a,8d,  3h,2f, 10,5,  2, Ast, 000000010000000
Battleship,   nil, 2, 12.,0, 12a,12d, 4h,2f, 16,0,  2, Ato, 000000000000001
Submarine,    Cst, 2,  9.,0, 10a,2d,  3h,2f,  6,0,  2, PT,  000000000001001
Nuclear Sub,  nil, 2, 21.,0, 15a,2d,  3h,3f,  8,0,  2, Cst, 100000010001001
Freighter,    Mag, 2, 15.,0,  0a,3d,  3h,1f,  5,8,  7, nil, 000000000000000
Cruise Msl.,  nil, 1, 36.,1, 18a,0d,  1h,3f,  6,0,  0, Cor, 001000000000000
Nuclear Msl., nil, 1, 42.,1, 99a,0d,  1h,1f, 16,0,  0, E1,  001000000000000
Spy,          Gun, 0,  6.,0,  0a,0d,  1h,1f,  3,0,  6, nil, 000000000000010
Cybernetic Op,nil, 0,  9.,0,  0a,0d,  1h,1f,  3,0,  6, Gun, 000000000000011
Remote Drone, nil, 1, 30.,0, 18a,1d,  1h,3f,  5,0,  7, ToG, 000000000000010
Freight,      nil, 0, 20.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Spy Sattelite,Cur, 1, 30.,0,  0a,1d,  1h,1f,  3,0,  0, E2,  000001000000010
Suicide Bomber,nil, 0,  9.,0, 10a,1d,  1h,2f,  5,0,  0, Fun, 001100001000010
Killer Sat,   nil, 2, 36.,0,  4a,2d,  2h,1f,  5,1,  2, Cur, 000000000000000
Killer Virus, nil, 1, 18.,1, 99a,1d,  1h,99f, 10,0,  0, Eng, 001000001000000
Letter Bomb,  Eng, 1, 20.,5, 25a,1d,  1h,2f,  4,0,  0, nil, 001000001000000
Orbital Troops,nil, 0,  3.,0,  5a,5d,  1h,1f,  4,0,  5, Ban, 000000100000000
Suicide Plane,nil, 1, 15.,0, 10a,1d,  1h,3f,  4,0,  3, Fun, 001100000000000
Gnrl. Gryzbek,nil, 0,  9.,0,  1a,1d,  2h,1f,  4,0,  5, no,  000000100000000
Refugees,     nil, 0,  6.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Force Shell,  nil, 0,  0.,0,  0a,25d, 5h,1f,  4,0,  5, Wri, 000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, 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.
Junta,          Commander,   Madame General
Police State,   Leader,      Supreme Leader
Socialism,      First Speaker,First Speaker
Fundamentalism, Elder,       Reverend
Coalition,      Acting Chair,Acting Chair
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,  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,    1,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 2, 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, 1, Zulus,       Zulu,       -1, -1,  1,
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, 3, Mongols,     Mongol,      0,  0,  0,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     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, 0, 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













