;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   Fascist Patch Release 3.3a 
;   Authored by Steven A. Strayer
;   Revised by Wes Whitaker
;*  Revisions marked by an * at line's end (where remembered)
;   and notations made denoting the changes.
;
;   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
;
;*  Comm. supports 6 units for free, not 10, and Fascism has been put back
;   to losing 50% of science.
;
;   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
18      ; Riot factor based on # cities (higher factor lessens the effect)   *raised from 14
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
6       ; Communism pays support for all units past this *lowered from 10
1       ; Fascism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fascism (x10, so 5 = 50%)
;
;   Civilization Advances
;
;*  Some revisions allow Fascist mod. preqs to be reverted back to the 
;   original settings. Also, they render the special Fascist mod. advances 
;   unnecessary. For advances, Amphibious Warfare takes Mobile Warfare's
;   place in the chart, with Mobile Warfare leading off from Amp. War. 
;   Also, Stealth was renamed Jet Propulsion and given preqs. of Rocketry and
;   Computers. Other changes shouldn't cause confusion, hopefully.
;
;   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,    5,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 6,-1,  Aut, Min, 3, 0    ; Amp *Replaces Mobile Warfare in orig., preq.2 
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      3,-2,  ToG, Phy, 3, 0    ; Ato
Automobile,         6,-1,  Mob, 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,           5,-1,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      6,-2,  Amp, AFl, 3, 0    ; CA
Mobile Warfare,     7,-1,  Amp, Rob, 2, 4    ; Cmb *Replaces Armor Design in Fascist mod., preq. different to ensure Howitzer developed before Hvy. Armor
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Gun, 2, 0    ; Csc *Returned to original preqs
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,  Gun, RR,  2, 4    ; E1  *preq2
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,  Mob, ToG, 2, 4    ; Fli
Fascism,            5,-2,  Cmn, Aut, 3, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Welfare State,      3, 2,  Med, Cor, 3, 3    ; Gen *name
Guerrilla Warfare,  5, 0,  Cmn, Tac, 3, 0    ; Gue *Reverted back to orig.
Firearms,           7,-1,  Met, Uni, 1, 0    ; Gun *Barracks expire with this
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,        7,-1,  Gue, Rob, 3, 2    ; Lab *preq.2 so Howitzers come before Mech. Inf.
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Met, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4, 0,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Nav, Met, 1, 3    ; Mag *preqs. from Fascist mod.
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    7, 0,  Aut, Cmn, 3, 4    ; MP  *preq.2 (Corp. was redundant-Refining)
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-1,  Inv, Iro, 1, 0    ; Met *preqs. from Fascist mod.
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Combustion,         7,-1,  Ref, Too, 3, 0    ; Mob *preq.2 from Fascist mod., switched to here so barracks will expire with this invention.
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,         5,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    4,-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,  Mag, Lit, 1, 3    ; Phy *preq. from Fascist mod.
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           1, 0,  no,   no, 2, 3    ; Plu  
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-2,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           5, 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, Amp, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 0,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Jet Propulsion,     6,-1,  Roc, Cmp, 3, 0    ; Sth *name,preqs
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              5,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            5,-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, 1,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Mounted Warfare,    4,-1,  Hor, War, 0, 4    ; Whe *name,preqs
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
User Def Tech A,    1, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    1, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    1, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;
;*  Most changes make modern improvements cheaper, 
;   or available sooner (Res. Lab), to make them more worthwhile to build. 
;
;   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,             12, 4,    MP,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      18, 6,    Rob,   ;*cost lowered (for all mods., unless noted)
SDI Defense,              20, 4,    Las,
Recycling Center,         10, 2,    Rec,   ;*cost
Power Plant,              10, 4,    Ref,   ;*cost
Hydro Plant,              16, 4,    E2,    ;*cost
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            12, 4,    Aut,   ;*cost
Research Lab,             16, 3,    E1,    ;*preq. (Edison's research factory)
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              18, 4,    Env,   ;*cost
Harbor,                    6, 1,    Sea,
Offshore Platform,        12, 3,    Min,   ;*cost
Airport,                   8, 3,    Rad,   ;*cost
Police Station,            7, 2,    Cmn,
Port Facility,             8, 3,    Phy,   ;*preq. changed for historical accuracy
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 25, 0,    Mas,   ;*cost raised
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Sun Tzu's War Academy,    30, 0,    Feu,
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    60, 0,    MT,    ;*cost raised
Copernicus' Observatory,  20, 0,    Ast,   ;*cost lowered
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      50, 0,    Inv,   ;*cost raised
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,   
Darwin's Voyage,          20, 0,    RR,    ;*cost lowered
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             20, 0,    SE,    ;*cost lowered
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    Fun,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Social Security,          40, 0,    Gen,   ;*cost lowered, name changed

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
Mob,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;*   Modifications made to reflect historical abilities and sequence of 
;    development.
; 
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; 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 fascism (Stormtroopers)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Arm. Cruiser, Aut, 2,  4.,0,  6a,6d,  3h,1f,  8,0,  2, E1,  000000000000001
Archers,      Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Legion,       Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Pikemen,      Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Stormtroopers,Lab, 0,  2.,0,  7a,5d,  3h,1f,  6,0,  0, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Gue, 000001000000010
Riflemen,     Mob, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Infantry,     Lab, 0,  1.,0,  6a,5d,  3h,1f,  5,0,  1, Mob, 000000000000000   ;*preq. changed
Marines,      nil, 0,  1.,0,  8a,5d,  3h,1f,  7,0,  0, Amp, 000001000000100   ;*ability from Fascist mod.
Paratroopers, nil, 0,  1.,0,  6a,4d,  3h,1f,  7,0,  1, AFl, 000001100000010   ;*abilities (ign. ZoC, all as road), cost, preq., from Fascist mod.
Mech. Inf.,   nil, 0,  3.,0,  8a,6d,  3h,1f,  7,0,  1, Lab, 000000000000000   ;*att., cost changed
Mounted Arch.,Chi, 0,  2.,0,  3a,2d,  1h,1f,  4,0,  0, Whe, 000000000000000
Horsemen,     PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Hor, 000000000000000
Elephants,    Chi, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Knights,      Ldr, 0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, Chi, 000010000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000   ;*att.-1
Cavalry,      Aut, 0,  2.,0,  7a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000   ;*att.-1
Armor,        nil, 0,  3.,0,  9a,5d,  3h,2f,  9,0,  0, Aut, 000000000000000   ;*att.-1,preq., cost
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,       Stl, 0,  1.,0,  9a,1d,  2h,1f,  5,0,  0, Met, 000000000000000   ;*att., cost
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  6,0,  0, Stl, 000000000000000   ;*preq., cost
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  8,0,  0, Rob, 000000001000000   ;*cost, reverted to orig. preq.
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Heavy Bomber, Sth, 1,  8.,2, 12a,2d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Jet Fighter,  nil, 1, 14.,1,  8a,4d,  3h,2f,  8,0,  3, Sth, 000000000010001   ;*hits,name
Jet Bomber,   nil, 1, 12.,2, 14a,4d,  3h,2f, 16,0,  0, Sth, 000000000000001   ;*hits,name
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Ironclad,     Ref, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000100000   ;*ability(coastal)
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,2f,  6,0,  2, Ref, 100000000000001   ;*preq.
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Aut, 100000000000001   ;*preq.
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
Battleship,   nil, 2,  5.,0, 12a,12d, 4h,2f, 18,0,  2, MP,  000000000000001   ;*preq.
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Mob, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,5d,  4h,2f, 12,0,  2, AFl, 010000010000001   ;*def., cost, ability(x2 vs. air)
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010   ;*Armored Cruisers used in Spanish-American War, replaces Zepplin in Fascist mod.
Dreadnought,  MP,  2,  4.,0,  9a,9d,  4h,2f, 14,0,  2, Cor, 000000000000001   ;*preq.
Heavy Armor,  nil, 0,  2.,0, 11a,6d,  4h,2f, 12,0,  0, Cmb, 000000000000000   ;*att.-1,cost+20, preq. changed to increase the lifespan of (regular) Armor. 
Dive Bomber,  Sth, 1,  9.,1,  8a,1d,  2h,2f,  7,0,  0, Rad, 000000000000001   ;*cost,move

;
; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  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
;  
;*  Hills cannot be irrigated, so building a city on them results in the 
;   city square being mined instead of irrigated. Mining mtns gives 2 extra
;   shields. Mining some terrain types takes less time. Also, changes have
;   been made to many of the special types.
;
;   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 Imperialism
;        2 Monarchy
;        3 Communism
;        4 Fascism
;        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, 0,10, 0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0, 5, 0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0,10, 5,   no,  0, 5, 0,  Grs,   ; For
Hills,      2,4,  1,0,0,   no,  0,10, 0,   yes, 3,10, 1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  0,10, 0,   yes, 2,10, 2,  Hil,   ; Mou   *min= +2shield,ai to 2
Tundra,     1,2,  1,0,0,   yes, 1,10, 5,   no,  0, 0, 0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,10, 5,  Tun,   ; Gla   
Swamp,      2,3,  1,0,0,   Grs, 0,10, 3,   For, 0,10, 3,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,10, 3,   For, 0,10, 3,  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,  2,2,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,6,
Fish,       1,2,  4,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,4,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,1,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,2,
Whales,     1,2,  2,2,2,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Imperialism,    Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        Fuehrer,     Fuehres
Republic,       Consul,      Consul
Democracy,      President,   President

;*  Civs., leaders, colors and leadership traits changed to reflect personal tastes
;   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,      -1,  1,  0,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1,  1,  1,
Frederic,     Maria Teresa,        0, 3, 3, Germans,     German,     -1,  1,  0,     1, Kaiser, Kaiserina, 2, Great Kaiser, Great Kaiserina, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,   -1,  1,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  1,  1,     4, General, General, 5, Speaker, Speaker
Alexander,    Hippolyta,           0, 6, 1, Greeks,      Greek,      -1,  1,  0,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 0, Indians,     Indian,     -1,  1,  0,     2, Maharaja, Maharaja,
Peter,        Catherine,           1, 1, 3, Russians,    Russian,    -1,  1,  0,     2, Czar, Czarina, 3, Comrade, Comrade, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 7, 0, Zulus,       Zulu,       -1,  1, -1,
Louis XIV,    Joan of Arc,         0, 4, 3, French,      French,     -1,  1,  0,     4, Marshall, Marshall, 5, Citizen, Citizen, 6, Premier, Premier
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,      -1,  1, -1,
Mao Tse Tung, Wu Zhao,             0, 3, 2, Chinese,     Chinese,    -1,  1,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,    -1,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 5, 0, Mongols,     Mongol,     -1,  1, -1,
Saladin,      Fatima,              0, 2, 0, Arabs,       Arab,       -1,  1,  0,     2, Sultan, Sultana, 4, Caliph, Caliph 
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,   -1,  1, -1,     2, Shogun, Shogun, 4, General, General, 6, Prime Minister, Prime Minister
Suleiman,     Attaturk,            0, 6, 0, Turks,       Turkish,    -1,  1, -1,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Generalisimo, Generalisimo
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,    -1,  1,  1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 7, 1, Carthaginians, Carthaginian,-1,  1,  0,
Atawallpa,    Sacajawea,           0, 3, 0, Incas,       Inca,       -1,  1,  1,     

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,      A
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













