;
;   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
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
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
No,                 4,-2,  no,  no,  3, 4    ; AFl
Computer Tech,      5, 1,  nil, nil, 0, 3    ; Alp
Special Units,      3,-2,  Nav, Ldr, 3, 0    ; Amp
Star Chart,         4, 1,  Mys, Mat, 1, 3    ; Ast
No,                 4,-1,  no,  no,  2, 3    ; Ato
Comlinks,           6,-1,  Ref, nil, 3, 4    ; Aut
Banking,            4, 1,  Tra, Uni, 1, 1    ; Ban
No,                 4, 0,  no,  no,  0, 4    ; Bri
Blaster Technology, 6,-1,  nil, nil, 0, 4    ; Bro
Force Awareness,    5, 0,  nil, nil, 0, 2    ; Cer
No,                 5,-1,  no,  no,  1, 3    ; Che
Blaster Carbine,    4,-2,  Feu, Hor, 1, 0    ; Chi
No,                 4, 1,  no,  no,  0, 2    ; CoL
No,                 5,-1,  no,  AFl, 3, 0    ; CA 
No,                 5,-1,  no,  no,  2, 4    ; Cmb
Old Republic Values,5, 0,  Phi, Ind, 2, 2    ; Cmn
No,                 4, 1,  no,  no,  3, 4    ; Cmp
No,                 7,-1,  no,  no,  2, 0    ; Csc
City Infrastructure,4, 0,  Mas, Cur, 0, 4    ; Cst
Capital Investment, 4, 0,  Ind, Eco, 2, 1    ; Cor
Credits as Trade,   4, 1,  Bro, nil, 0, 1    ; Cur
No,                 5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
No,                 4, 0,  no,  no,  2, 4    ; E1 
New Labor Tactics,  4, 1,  Met, Cor, 3, 4    ; E2 
Engineering,        4, 0,  Cst, nil, 0, 4    ; Eng
No,                 3, 1,  no,  no,  3, 2    ; Env
No,                 2,-1,  no,  no,  3, 0    ; Esp
No,                 5, 0,  no,  no,  2, 4    ; Exp
Blaster Cannon,     4,-1,  War, Lit, 0, 0    ; Feu
Flight,             4,-1,  Aut, nil, 2, 4    ; Fli
Advanced Flight,    3,-2,  Fli, nil, 2, 4    ; Fun
No,                 3, 0,  no,  no,  3, 3    ; FP 
No,                 3, 2,  no,  no,  3, 3    ; Gen
No,                 4, 1,  no,  no,  3, 0    ; Gue
Troop Commandor,    8,-2,  Inv, Iro, 1, 0    ; Gun
Speeder Bike,       4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  Ban, nil, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Holdout Blaster,    5,-1,  Bro, War, 0, 4    ; Iro
No,                 4,-1,  no,  no,  3, 2    ; Lab
No,                 4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Holographic Image,  5, 2,  Wri, nil, 0, 3    ; Lit
No,                 4,-2,  no,  no,  2, 4    ; Too
Hyper Space,        4,-1,  Iro, nil, 1, 3    ; Mag
Space Ports,        6,-1,  Alp, nil, 0, 1    ; Map
Tatooine Survival,  4, 1,  nil, nil, 0, 4    ; Mas
No,                 5, 0,  no,  no,  3, 4    ; MP 
Bow Caster,         4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, nil, 1, 1    ; Med
Shield Deflector,   6,-2,  Gun, Uni, 1, 0    ; Met
Off Planet Fatories,4, 1,  E2,  nil, 3, 4    ; Min
No,                 8,-1,  no,  no,  3, 0    ; Mob
No,                 5, 1,  no,  no,  0, 2    ; Mon
Shock Troops,       5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Ast, nil, 1, 1    ; Nav
No,                 6,-2,  no,  no,  3, 3    ; NF 
No,                 3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
No,                 4,-1,  no,  no,  1, 3    ; Phy
No,                 4, 1,  no,  no,  3, 4    ; Pla
No,                 4, 0,  no,  no,  1, 4    ; Plu
Mounted Units,      4, 0,  Cer, Hor, 0, 2    ; PT 
Space Theory,       4, 1,  nil, nil, 0, 1    ; Pot
No,                 5,-1,  no,  no,  3, 4    ; Rad
No,                 6, 0,  no,  no,  2, 1    ; RR 
No,                 2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  Cor, nil, 2, 4    ; Ref
No,                 3, 1,  no,  no,  3, 1    ; Rfg
No,                 5, 1,  no,  no,  0, 2    ; Rep
Robot Factories,    5,-2,  Min, nil, 3, 0    ; Rob
No,                 6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
No,                 4, 1,  no,  no,  0, 1    ; Sea
No,                 4, 1,  no,  no,  3, 3    ; SFl
No,                 3,-2,  no,  no,  3, 0    ; Sth
No,                 4,-1,  no,  no,  2, 3    ; SE 
Special Space Unit, 4,-1,  Mag, nil, 2, 4    ; Stl
No,                 4, 1,  no,  no,  3, 3    ; Sup
No,                 6,-1,  no,  no,  2, 0    ; Tac
Jedi Force,         3, 2,  MT,  Feu, 1, 2    ; The
Control Tower,      4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Sporting Blaster,   4,-1,  nil, nil, 0, 0    ; War
No,                 4,-1,  no,  no,  0, 4    ; Whe
Protocol Droid,     4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
Anti Empire Tech,   3, 0,  no,  no,  0, 0    ; U1 
Anti Rebel Tech,    3, 0,  no,  no,  0, 0    ; U2 
Anti Alien Tech,    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
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Temple,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    no, 
Improved Trade Route,     20, 5,    Aut,
Research Lab,             16, 3,    Inv,
SAM Missile Battery,      10, 2,    no, 
Planetary Shields,         8, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    no, 
Space Factory,            16, 3,    Min,
Air Base,                 16, 3,    no, 
Trooper Station,           6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
None,                      8, 0,    no, 
None,                     16, 0,    no, 
None,                     32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Vaporator Network,        20, 0,    Mas,
Rebel Underground,        20, 0,    Pot,
Cloud City,               20, 0,    Bro,
Akbar's Space Academy,    20, 0,    Map,
None,                     30, 0,    no, 
Imperial Senate,          30, 0,    Mys,
Defensive Perimeter,      30, 0,    Mas,
Imperial Academy,         30, 0,    Feu,
Ore Refining Station,     30, 0,    Eng,
R2 Spy Droids,            20, 0,    Tra,
Jedi Council,             40, 0,    MT, 
Science Station Alpha,    30, 0,    Ast,
Improved Navigation,      40, 0,    Nav,
Rebel Leadership,         30, 0,    Med,
None,                     40, 0,    no, 
Pod Racing Stadium,       40, 0,    The,
Death Star Plans,         40, 0,    ToG,
Old Republic,             40, 0,    Eco,
Scientific Breakthough,   40, 0,    Aut,
None,                     40, 0,    no, 
None,                     30, 0,    no, 
None,                     60, 0,    no, 
Empire Efficiency,        60, 0,    E2, 
None,                     60, 0,    no, 
None,                     60, 0,    no, 
None,                     60, 0,    no, 
Research Network,         60, 0,    Lit,
Yoda's Hut,               60, 0,    San,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Vaporator Network
nil,        ; Rebel Underground
nil,        ; Cloud City
nil,        ; Akbar's Space Academy
no,         ; None
nil,        ; Imperial Senate
nil,        ; Defensive Perimeter
nil,        ; Imperial Academy
nil,        ; Ore Refining Station
nil,        ; R2 Spy Droids
nil,        ; Jedi Council
nil,        ; Science Station Alpha
nil,        ; Improved Navigation
nil,        ; Rebel Leadership
no,         ; None
nil,        ; Pod Racing Stadium
nil,        ; Death Star Plans
nil,        ; Old Republic
nil,        ; Scientific Breakthough
no,         ; None
no,         ; None
no,         ; None
nil,        ; Empire Efficiency
no,         ; None
no,         ; None
no,         ; None
nil,        ; Research Network
nil,        ; Yoda's Hut


;
;    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
Settlers,     nil, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Tusken Raider,U3,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Rebel Trooper,U2,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Rebel Pilot,  U2,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Rebel Guard,  U2,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Smuggler,     U2,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Ion Cannon,   U2,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Mon Calamari, U2,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Falcon,       no,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, AFl, 000000000000000
Hammer Head,  U3,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Gran Petty,   U3,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Hor, 000000000000000
Bib Fortuna,  U3,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
AT-AT Walker, no,  0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000101
IG-88,        U3,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Gamorean Guard,U3,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Rebel Speeder,U2,  0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
X-Wing Fighter,U2,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000000000
Sandspeeder,  U2,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Bespin Gambler,U2,  0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000
Alderaan Spy, U2,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Jedi Knight,  U2,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Sail Barge,   nil, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Rodian,       U3,  0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Wookie,       U2,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Bantha Raider,U3,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Ponda Baba,   U3,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Bossk,        U3,  0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000
Boba Fett,    U3,  0,  2.,1,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Hutt Leader,  U3,  0,  1.,2,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
R5D4,         U3,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Executor,     nil, 2,  5.,1,  6a,6d,  3h,2f,  8,1,  0, no,  010000010000001
Alien Fighter,U3,  2,  3.,2,  3a,2d,  1h,1f,  4,3,  4, Nav, 000000000000000
Transport,    Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 010000000000000
B-Wing,       U2,  2,  3.,0,  3a,2d,  1h,1f,  4,3,  4, Nav, 010000000000000
Unit Transport,U2,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Mag, 010000000000000
Rebel Frigate,E1,  2,  6.,0,  6a,6d,  2h,2f,  8,2,  2, Mag, 010000000000000
Unit Transport,U3,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Mag, 010000000000000
AlienFrigate, U3,  2,  6.,0,  6a,6d,  2h,2f,  8,2,  2, Mag, 010000000000000
Empire Trooper,U1,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Empire Pilot, U1,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Empire Speeder,U1,  0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000001
Storm Trooper,U1,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
AT-ST,        U1,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Sand Trooper, U1,  0,  1.,0,  1a,2d,  1h,1f,  2,8,  1, Feu, 000010000000000
Tie Fighter,  U1,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 001000000000000
Empire Admiral,U1,  0,  1.,1,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
R2-D2,        U2,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Dewback Rider,U1,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Battle Droid, U1,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Dark Jedi,    U1,  0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Hover Tank,   U1,  0,  2.,0,  5a,1d,  1h,1f,  4,1,  0, MT,  000000000000000
Crimson Guard,U1,  0,  1.,4,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Probe Droid,  U1,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000000
Cloud Car,    U3,  1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000000100
Tie Bomber,   U1,  2,  3.,0,  3a,2d,  1h,1f,  4,3,  4, Nav, 010000000000000
Unit Transport,U1,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Mag, 010000000000000
Star Destroyer,U1,  2,  6.,0,  6a,6d,  3h,2f,  8,2,  2, Mag, 010000000000000
Rancor,       no,  0,  1.,0,  5a,2d,  2h,1f,  6,0,  0, no,  010000000000000
Sarlac,       no,  0,  0.,0,  1a,4d,  1h,1f,  6,0,  1, no,  010000000000000
Emperor,      no,  0,  1.,0,  8a,3d,  2h,1f,  6,0,  0, no,  010000000000000

;
; 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,  2,2,2,   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,  5,4,4,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




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

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian,  1,  1, -1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1,  1, -1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 3, Egyptians,   Egyptian,    1,  1, -1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 3, Americans,   American,    1,  1, -1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       1,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -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, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













