;
;   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
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
Fundamentalism,     3,-2,  MT,  Csc, 2, 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, Tac, 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,  Gue, 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
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
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
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
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    ; FT 
Jet Engine,         5, 0,  AFl, MP,  0, 0    ; U1 
Western Tech,       3, 0,  no,  no,  3, 0    ; U2 
OPEC,               3, 0,  no,  no,  3, 1    ; U3 
Warsaw Pact Tech,   3, 0,  no,  no,  3, 0    ; X1 
American Tech,      3, 0,  no,  no,  3, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
e 6,                       1, 0,    nil,
Palace,                   10, 0,    Mas,
Training Grounds,          4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
Bazzar,                    8, 1,    Cur,
Library,                   8, 1,    Wri,
Court House,               8, 1,    CoL,
Fortifications,            8, 0,    Mas,
Aquaduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Grand 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,
SDI Defense,              20, 4,    Las,
Recylcling Centre,        20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydroelectric Plant,      24, 4,    E2, 
Nuclear Power Plant,      16, 2,    NP, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Super Market,              8, 3,    Rfg,
Super Highways,           20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Battery,              10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Power Plant,        32, 4,    Env,
Harbour,                   6, 1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Marine Facility,           8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Suez Canal,               20, 0,    Eng,
Communist Assistance,     20, 0,    Cmn,
Western Influence,        30, 0,    Cmn,
Grand Mosque,             30, 0,    MT, 
Communist Assistance,     30, 0,    Mas,
Spirit of Jerico,         30, 0,    Feu,
Pilgramage to Mecca,      30, 0,    Eng,
Great Wall,               20, 0,    Tra,
Pagan Artifact,           40, 0,    MT, 
King Richard's Crusade,   30, 0,    Ast,
Marco Polo's Embassy,     40, 0,    Nav,
Ark of the Covanent,      30, 0,    Med,
Copernicus' Observatory,  40, 0,    Inv,
Jewish Persecution,       40, 0,    The,
Arch of the Covenant,     40, 0,    ToG,
Leonardo's Workshop,      40, 0,    Eco,
God's Convenent,          40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 30, 0,    SE, 
Equal Combat,             60, 0,    Ind,
Awan High Dam,            60, 0,    E2, 
Eiffel Tower,             60, 0,    NF, 
United Nations,           60, 0,    Cmn,
The Great Escape,         60, 0,    SFl,
Manhattan Project,        60, 0,    Cmp,
UN Aid,                   60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
MT,         ; Hanging Gardens
nil,        ; Suez Canal
nil,        ; Communist Assistance
nil,        ; Western Influence
nil,        ; Grand Mosque
Met,        ; Communist Assistance
Mob,        ; Spirit of Jerico
Ind,        ; Pilgramage to Mecca
Cmn,        ; Great Wall
nil,        ; Pagan Artifact
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Ark of the Covanent
Aut,        ; Copernicus' Observatory
nil,        ; Jewish Persecution
nil,        ; Arch of the Covenant
nil,        ; Leonardo's Workshop
no,         ; God's Convenent
no,         ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Equal Combat
nil,        ; Awan High Dam
nil,        ; Eiffel Tower
nil,        ; United Nations
nil,        ; The Great Escape
nil,        ; Manhattan Project
nil,        ; UN Aid


;
;    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
T-80,         nil, 0,  5.,0, 10a,7d,  2h,2f,  9,0,  0, X1,  000000000000000
Engineer,     nil, 0,  3.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Desil Sub,    no,  2, 10.,0,  1a,1d,  1h,1f,  1,0,  2, nil, 000000000001000
SA-6 Gainful, nil, 0,  5.,0,  8a,3d,  1h,1f, 10,0,  0, X1,  010100000010000
F-16cJ,       no,  1, 20.,1,  9a,7d,  1h,1f, 13,0,  0, U2,  010000001010000
Scub B,       nil, 0,  5.,0, 20a,2d,  2h,4f, 20,0,  0, X1,  000000000001000
Turkish Guard,nil, 0,  5.,0, 12a,8d,  3h,3f, 30,0,  0, no,  010011101010001
AH-1M Cobra,  nil, 1, 14.,0, 10a,4d,  2h,1f, 12,0,  0, U2,  100000001000011
Fanatics,     nil, 0,  3.,0,  4a,4d,  2h,1f,  7,0,  1, Fun, 000100000000000
Partisans,    nil, 0,  2.,0,  4a,4d,  2h,1f,  7,0,  1, Gue, 000001000000010
F-15d,        nil, 1, 20.,1, 10a,7d,  2h,1f, 15,0,  1, U2,  110000000010000
A Regulars,   nil, 0,  3.,0,  5a,5d,  2h,1f,  9,0,  1, U3,  000100000000000
Marines,      nil, 0,  3.,0,  8a,5d,  2h,1f, 11,0,  0, Amp, 000000100000110
F-4G Phantom 2,nil, 1, 20.,1, 10a,6d,  2h,2f, 13,0,  3, U2,  000000001010011
Armored Car,  nil, 0,  5.,0,  6a,6d,  3h,1f, 10,0,  1, U3,  000000000000000
Leopard 4,    nil, 0,  5.,0, 10a,9d,  1h,1f, 14,0,  0, U2,  000000001000000
M-60,         nil, 0,  4.,0, 10a,8d,  2h,2f, 10,0,  0, U2,  000010000000100
Su-27 Flanker,nil, 1, 18.,0, 11a,8d,  2h,2f, 15,0,  0, X1,  010000001010011
UN Peacekeeper,no,  0,  0.,0,  5a,6d,  3h,1f,  4,0,  6, no,  000000100000010
T-90,         nil, 0,  4.,0, 11a,10d, 2h,3f, 12,0,  0, X1,  000000000010000
Iraqi R Guard,nil, 0,  4.,0,  8a,8d,  2h,1f, 12,0,  0, no,  000100100000010
PLO Cav,      Mob, 0,  7.,0,  7a,3d,  2h,1f,  5,0,  0, Tac, 000100000010000
Merkava Mk3,  nil, 0,  4.,0, 14a,10d, 2h,2f,  6,0,  0, no,  000000001000000
I Home Guard, nil, 0,  3.,0,  8a,8d,  2h,1f, 10,0,  0, no,  000010100000010
SA-8 Gecko,   nil, 0,  4.,0,  8a,5d,  2h,2f, 11,0,  1, X1,  000000001000000
135mm Howitzer,nil, 0,  2.,0, 10a,1d,  2h,2f,  9,0,  0, Too, 000000001000000
155mm Howitzer,nil, 0,  3.,0, 12a,2d,  3h,2f, 13,0,  0, Rob, 000000001000000
Mig-17g Fresco,nil, 1, 10.,1,  4a,3d,  2h,2f,  9,0,  3, X1,  010000000010011
Tu-43,        nil, 1, 14.,2, 16a,4d,  2h,2f, 13,0,  0, X1,  000000011000001
Mi-24e Hind,  nil, 1, 10.,0, 12a,4d,  3h,2f, 13,0,  0, X1,  100000001000011
Slth Fighter, nil, 1, 22.,1, 12a,8d,  2h,2f, 30,0,  3, X2,  010000000010001
Slth Bomber,  nil, 1, 20.,2, 14a,5d,  2h,2f, 40,0,  0, X2,  000000000000001
Armed Troller,nil, 2,  5.,0,  6a,1d,  1h,2f,  4,2,  3, U3,  100100000100010
AA Battery,   nil, 0,  3.,0,  6a,6d,  2h,2f,  6,3,  1, E2,  010000000010000
UH-1 Huey,    nil, 1, 10.,0, 10a,2d,  2h,2f,  8,4,  0, U2,  100000001000000
BTR-70,       nil, 0,  4.,0,  4a,8d,  2h,1f, 10,2,  1, X1,  000000000010000
BMP-3,        nil, 2,  4.,0,  7a,7d,  2h,2f, 15,5,  1, X1,  000000010010000
Frigette,     nil, 2, 10.,0,  8a,4d,  3h,1f, 13,0,  2, E1,  100000000000001
Cruiser,      nil, 2, 12.,0,  6a,6d,  3h,2f, 14,0,  2, Stl, 100000000000001
AEGIS Cruiser,nil, 2, 15.,0,  8a,8d,  3h,2f, 16,0,  2, Roc, 110000000010001
Battleship,   nil, 2, 10.,0, 12a,12d, 4h,2f, 25,0,  2, Aut, 000000000000001
Attack Sub,   nil, 2,  8.,0, 10a,2d,  3h,2f, 20,6,  2, NP,  000000000001001
Super Carrier,nil, 2, 10.,0,  1a,9d,  4h,2f, 30,10,  2, NP,  110000010000001
Transport,    nil, 2, 10.,0,  0a,3d,  3h,1f, 10,4,  4, Ind, 000000000000000
Cruise Msl,   nil, 1, 30.,1, 18a,0d,  1h,3f, 12,0,  0, Roc, 001000000000000
Nuclear Msl,  nil, 1, 42.,1, 99a,0d,  1h,2f, 80,0,  0, Roc, 001000000000000
Nerve Gas,    nil, 1,  2.,1, 20a,1d,  1h,3f, 40,0,  0, X1,  000000000000010
Spy,          nil, 0,  6.,0,  0a,0d,  1h,1f, 80,0,  6, Esp, 000000000000011
Patriot SAM,  no,  0,  0.,0,  4a,10d, 4h,2f, 15,0,  1, no,  010000000010000
Supply Truck, nil, 0,  6.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
AH-64 Apache, nil, 1, 14.,0, 12a,5d,  2h,2f, 14,0,  0, X2,  000000001010011
A-11,         nil, 1, 12.,1, 12a,4d,  3h,3f, 10,0,  0, X2,  000000000000000
SAS Squad,    nil, 0,  4.,0, 15a,4d,  2h,2f, 20,1,  0, U2,  000001100000110
Rafale C,     nil, 1, 12.,1,  8a,8d,  2h,2f, 12,0,  0, U2,  000000001010000
A-8 David'Star,nil, 1, 30.,0, 20a,10d, 3h,3f, 50,0,  0, Sup, 110000101010011
ZSU-23,       nil, 0,  3.,0,  6a,10d, 3h,2f, 12,0,  1, X1,  010000000010000
Scorpian LT,  nil, 0,  5.,0, 10a,5d,  2h,2f, 10,0,  0, U2,  110000000011001
Satilite,     nil, 1, 30.,0,  0a,1d,  2h,1f, 30,0,  3, SFl, 000000000000011
Avenger Sam,  nil, 0,  5.,0,  6a,8d,  3h,2f, 12,0,  0, U2,  010000000010000
Hovercraft,   nil, 2,  8.,0,  6a,4d,  2h,1f, 10,1,  4, U2,  000000000100000
M-113,        nil, 0,  4.,0,  6a,6d,  2h,1f,  9,0,  1, U2,  000000000000000
M1-a2,        nil, 0,  5.,0, 13a,10d, 2h,1f, 14,0,  0, no,  010000001000000

;
; 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
Extra Oil,  1,2,  3,8,4,   yes, 1, 3, 1,   yes, 4, 3,  0,  Drt,   ; Tun
Tundra,     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,
Ocean,      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,  0,5,1,
Wheat,      1,2,  3,1,0,
Fish,       1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Dates,      2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  1,8,2,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whale,      1,2,  2,2,3,




@GOVERNMENTS
Forest,         Hills,       Mountains
Extra Oil,      Tundra,      Swamp
Jungle,         Ocean,       Oasis
Buffalo,        Ocean,       Pheasant
Coal,           Gold,        Game
Ivory,          Peat,        Gems
Fish,           Oil,         Wheat

;
;   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
Fish,         Silk,                0, 1, 1, Dates,       Iron,        0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Whale,        Anarchy,             0, 2, 0, Fruit,       Whale,      -1, -1,  1,
Despotism,    Buffalo,             0, 3, 3, Grassland,   Monarchy,    1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Peat,         Communism,           1, 4, 0, Fish,        Desert Oil,  0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Iron,         Furs,                0, 5, 0, Glacier Oil, Spice,      -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Imperator,    Imperatrix,          1, 6, 1, Dictator,    Imperator,   0,  1, -1,     6, Prime Minister, Prime Minister
Queen,        Communism,           0, 7, 2, Comrade,     Comrade,    -1, -1,  0,     2, Maharaja, Maharaja,
Chancellor,   Chancellor,          1, 1, 3, Archbishop,  Chancellor,  1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Great Pharaoh,Great Pharaoh,       0, 2, 0, Pharaoh,     Great Pharaoh, 1,  0,  0,
Great Pharaoh,Imperator,           0, 3, 3, Reverend,    Reverend,    1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Speaker,      Germans,             0, 4, 0, Prime Minister,Prime Minister, 0, -1,  1,
Archbishop,   Prime Minister,      0, 5, 2, Prime Minister,Ramesses,    0,  0,  1,     3, Chairman, Chairperson
Egyptian,     Maharaja,            1, 6, 3, Maharaja,    Great Pharaoh, 0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Czarina,      Patriarch,           0, 7, 0, Matriarch,   Speaker,     1,  1, -1,
Speaker,      Alexander,           1, 1, 0, Hippolyta,   Greeks,     -1,  1,  0,     4, Druid, Druid
Premier,      Premier,             0, 2, 2, Archbishop,  Premier,     1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Catherine the Great,Russians,            1, 3, 0, Chairman,    Chairperson, 1,  1,  0,     1, Warlord, Warlord
Chairperson,  Shaka,               1, 4, 3, Lord Protector,Lady Protector,-1,  1, -1,     4, Archbishop, Archbishop
Lady Protector,Prime Minister,      0, 5, 0, Prime Minister,Archbishop,  0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Druid,        Druid,               0, 6, 3, Aztec,       Druid,       0,  0, -1,
Druid,        Chinese,             0, 7, 0, Shogun,      Shogun,      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
Prime Min,
Lord Prot,
Warlord,
Warlord,
Prime Min,
Warlord,
Warlord,
Mongols,
Archbisho,
Archbisho,
Boadicea,
Archbisho,
Archbisho,
Druid,
Shah,
Shah,


@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













