;
;   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,  no,  no,  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, no,  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,  no,  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, no,  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 
Russian Military,   3, 0,  nil, nil, 3, 0    ; U1 
German Military,    3, 0,  nil, nil, 0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 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
Extra Advance 7,           1, 0,    no, 
Command Center,           10, 0,    no, 
Barracks,                  4, 1,    nil,
Barracks,                  6, 1,    no, 
Granary,                   4, 1,    no, 
Granary,                   8, 1,    no, 
Temple,                    8, 1,    no, 
MarketPlace,               8, 1,    no, 
Concrete Bunker,           8, 0,    nil,
Concrete Bunker,           8, 2,    no, 
Bunker,                   12, 3,    no, 
Aqueduct,                 12, 3,    no, 
Bank,                     16, 3,    no, 
Cathedral,                16, 4,    no, 
University,               10, 4,    no, 
Mass Transit,             20, 4,    no, 
Colosseum,                32, 6,    no, 
Factory,                  20, 4,    no, 
Manufacturing Plant,      20, 2,    no, 
SDI Defense,              16, 4,    no, 
Recycling Center,         24, 4,    no, 
Power Plant,              16, 2,    no, 
Hydro Plant,              16, 4,    no, 
Nuclear Plant,            12, 2,    no, 
Stock Exchange,            8, 3,    no, 
Sewer System,             20, 5,    no, 
Supermarket,              16, 3,    no, 
Communications Post,      10, 2,    nil,
Communications Post,       8, 1,    no, 
Communications Post,      32, 4,    no, 
Coastal Fortress,          6, 1,    no, 
Solar Plant,              16, 3,    no, 
Harbor,                   16, 3,    no, 
Offshore Platform,         6, 2,    no, 
Airport,                   8, 3,    no, 
Police Station,            8, 0,    no, 
Port Facility,            16, 0,    no, 
SS Structural,            32, 0,    no, 
SS Component,             60, 0,    no, 
SS Module,                20, 0,    no, 
(Capitalization),         20, 0,    no, 
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Colossus,                 30, 0,    no, 
Lighthouse,               30, 0,    no, 
Great Library,            30, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    20, 0,    no, 
King Richard's Crusade,   40, 0,    no, 
Marco Polo's Embassy,     30, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    40, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          30, 0,    no, 
Statue of Liberty,        60, 0,    no, 
Eiffel Tower,             60, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; SS Module
no,         ; (Capitalization)
no,         ; Pyramids
no,         ; Hanging Gardens
no,         ; Colossus
no,         ; Lighthouse
no,         ; Great Library
no,         ; Oracle
no,         ; Great Wall
no,         ; Sun Tzu's War Academy
no,         ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
Aut,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program


;
;    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
Chapel,       no,  0,  1.,0,  0a,1d,  2h,1f,  2,0,  5, no,  000000000000000
SU-76,        nil, 0,  9.,0, 12a,9d,  2h,1f, 10,0,  0, U1,  000000000000000
Russian SMG,  nil, 0,  1.,0,  8a,12d, 2h,1f,  5,0,  0, U1,  000001000000000
45mm anti-tank,nil, 0,  1.,0,  7a,3d,  2h,1f,  9,0,  0, U1,  000000010000000
45mm ammo,    nil, 1,  3.,3,  7a,0d,  2h,1f,  3,0,  0, U1,  001000001000010
82mm mortar,  nil, 0,  1.,0,  2a,3d,  2h,1f, 10,0,  0, U1,  000000010000000
82mm ammo,    nil, 1,  6.,6,  2a,0d,  2h,1f,  2,0,  0, U1,  001000001000010
76mm howitzer,nil, 0,  1.,0,  3a,2d,  2h,1f, 10,0,  0, U1,  000000010000000
76mm ammo,    nil, 1,  5.,5,  3a,0d,  2h,1f,  4,0,  0, U1,  001000001000010
T-34c,        nil, 0, 11.,0, 12a,9d,  2h,1f, 10,0,  0, U1,  000000000000000
Security Force,nil, 0,  1.,0,  2a,5d,  2h,1f,  5,0,  1, U2,  000001000000000
German SMG,   nil, 0,  1.,0,  6a,6d,  2h,1f,  6,0,  0, U2,  000001000000000
Barrier,      nil, 0,  0.,0,  7a,15d, 2h,1f,  6,0,  1, U2,  000000000000000
Mine,         nil, 0,  0.,0, 15a,15d, 2h,1f,  6,0,  1, U2,  000000000000000
20mm flak,    nil, 0,  1.,0,  4a,1d,  2h,1f, 10,0,  0, U2,  000000010000000
20mm ammo,    nil, 1, 10.,10,  4a,0d,  2h,1f,  3,0,  0, U2,  001000001000010
88mm anti-tank,nil, 0,  1.,0, 20a,1d,  2h,1f, 10,0,  0, U2,  000000010000000
88mm ammo,    nil, 1, 20.,20, 20a,0d,  2h,1f,  6,0,  0, U2,  001000001000010
Waffen-SS,    nil, 0,  1.,0,  3a,10d, 2h,1f,  7,0,  1, U2,  000001000000000
50mm anti-tank,nil, 0,  1.,0,  8a,3d,  2h,1f, 10,0,  0, U2,  000000000000000
50mm ammo,    nil, 1,  5.,5,  8a,0d,  2h,1f,  4,0,  0, U2,  001000001000010
Cavalry,      nil, 0,  3.,0, 10a,8d,  2h,1f,  5,0,  0, U1,  000000000000000
82mm ammo,    nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
76mm howitzer,Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
76mm ammo,    nil, 0, 11.,0, 12a,9d,  2h,1f,  8,0,  0, no,  000000000000000
T-34c,        Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
Security Force,nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
German SMG,   Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Barrier,      no,  1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Mines,        nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
20mm flak,    nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
20mm ammo,    nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
88mm anti-tank,no,  2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
88mm ammo,    no,  2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Waffen-SS,    no,  2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
50mm anti-tank,no,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
50mm ammo,    no,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Cavalry,      no,  2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Tank,         no,  2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
Not a unit,   no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
76mm howitzer,no,  2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
T-34c,        no,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Partisans,    no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Alpine Troops,no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Riflemen,     no,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Marines,      no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Paratroopers, no,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Mech. Inf.,   no,  0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Horsemen,     no,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Chariot,      no,  0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Elephant,     no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Crusaders,    nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Knights,      nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Dragoons,     nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Cavalry,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Armor,        nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Catapult,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Cannon,       nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Artillery,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Howitzer,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Fighter,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Bomber,       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
Not a unit, 1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
76mm howitzer,1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
T-34c,      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
Mountain,   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
Paratroopers,2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Marshland,  2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Horsemen,   2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Lake,       1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Elephant,   1,2,  3,1,0,
Bison,      1,2,  1,3,0,
Knights,    1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Yak,        1,2,  3,1,0,
Cannon,     2,2,  1,1,4,
Bog,        2,3,  1,4,0,
Diamonds,   2,3,  1,0,4,
Fishies,    1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Helicopter, 1,2,  3,1,0,
Stlth Ftr., 1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Trireme,    2,4,  1,0,4,
Rubies,     3,6,  0,4,0,
Game,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spices,     2,3,  3,0,4,
Destroyer,  2,3,  4,0,1,
Cruiser,    1,2,  2,2,3,




@GOVERNMENTS
Communism,      Comrade,     Stlth Ftr.
Nazism,         Commander,   Caravel
Galleon,        Frigate,     Ironclad
Destroyer,      Cruiser,     AEGIS Cruiser
Battleship,     Submarine,   Carrier
Transport,      Cruise Msl., Cruiser
AEGIS Cruiser,  Battleship,  Forest

;
;   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
Hill,         Mountain,            0, 1, 1, Tundra,      Trireme,     0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Bison,        Tundra,              0, 2, 0, Pheasant,    Coal,       -1, -1,  1,
Gold,         Yak,                 0, 3, 3, Transport,   Bog,         1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Yak,          Silk,                1, 4, 0, Bog,         Rubies,      0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Silk,         Nazism,              0, 5, 1, Commander,   Yak,        -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Oil,          Wheat,               1, 6, 1, Forest,      Silk,        0,  1, -1,     6, Prime Minister, Prime Minister
Game,         Oil,                 0, 7, 0, Spices,      Bananas,    -1, -1,  0,     2, Maharaja, Maharaja,
Commander,    Commmander,          1, 1, 3, Anarchy,     Commander,   1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Imperator,    Imperatrix,          0, 2, 0, Comrade,     Test Unit 5, 1,  0,  0,
Swamp,        Diamonds,            0, 3, 3, Pheasant,    Oil,         1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Chancellor,   Chancellor,          0, 4, 0, Oil,         Spices,      0, -1,  1,
Dictator,     Dictator,            0, 5, 2, Pharaoh,     Pharaoh,     0,  0,  1,     3, Chairman, Chairperson
Emperor,      Empress,             1, 6, 0, Monarchy,    King,        0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Chancellor,   Chancellor,          0, 7, 0, High Priestess,Republic,    1,  1, -1,
Prime Minister,Prime Minister,      1, 1, 0, Pharaoh,     Pharaoh,    -1,  1,  0,     4, Druid, Druid
Maharaja,     Maharaja,            0, 2, 2, Roman,       Dictator,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Patriarch,    Matriarch,           1, 3, 3, Babylonian,  Frederick,   1,  1, -1,     1, Warlord, Warlord
German,       Archbishop,          1, 4, 0, Archbishop,  Chancellor, -1,  1, -1,     4, Archbishop, Archbishop
Premier,      Premier,             0, 5, 0, Egyptian,    Pharaoh,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
E. Roosevelt, Americans,           0, 6, 1, Chairman,    Chairperson, 0,  0, -1,
Reverend,     Speaker,             0, 7, 0, Speaker,     Alexander,   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,
Mohandas ,
Indira Ga,
Indians,
Indian,
Maharaja,
Maharaja,
Lenin,
Druid,
Druid,
Russian,
Czar,
Czarina,
Patriarch,
Shogun,
Shogun,


@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













