;
;   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
0       ; Settlers eat (govt <= Monarchy)
0       ; 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)
5       ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Foundation,         5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Geography,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Motorization,       6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Military Arms,      6,-1,  nil, nil, 0, 4    ; Bro
Religion,           5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Vehicles,           4,-2,  Feu, Hor, 1, 0    ; Chi
Regulations,        4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA 
Combustion Engines, 5,-1,  Ref, Exp, 2, 4    ; Cmb
Labor Union,        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
Management,         4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Corporations,       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
Formations,         4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Cobra Command,      3,-2,  FP,  Sth, 3, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP 
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
B.A.T.S.,           4, 1,  Cmn, Tac, 3, 0    ; Gue
Munitions,          8,-2,  Inv, Iro, 1, 0    ; Gun
ATVs,               4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Innovation,         6, 0,  Eng, Lit, 1, 4    ; Inv
Metallury,          5,-1,  Bro, War, 0, 4    ; Iro
Exoskeletons,       4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Re-education,       5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Naval School,       4,-1,  Phy, Iro, 1, 3    ; Mag
Water Operations,   6,-1,  Alp, nil, 0, 1    ; Map
Mason Business,     4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematic Ed.,     4,-1,  Alp, Mas, 0, 3    ; Mat
Medi-vipers,        4, 0,  Phi, Tra, 1, 1    ; Med
Steel works,        6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Const. Monarchy,    5, 1,  Cer, CoL, 0, 2    ; Mon
Snake Worship,      5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
GPS,                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 
Philosophers,       6, 1,  Mys, Lit, 1, 2    ; Phi
Captured Physists,  4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Snake Cult,         4, 0,  Cer, Hor, 0, 2    ; PT 
Textiles,           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
Franchises,         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
Tele-vipers,        4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Shipbuilding,       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
Set!,               3, 2,  MT,  Feu, 1, 2    ; The
Science Ed.,        4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Spirit,     4,-1,  nil, nil, 0, 0    ; War
Gliders,            4,-1,  Hor, nil, 0, 4    ; Whe
Law Degrees,        4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  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
Nothing,                   1, 0,    nil,
Headquarters,             10, 0,    Mas,
Barracks,                  4, 1,    nil,
Recruitment Center,        6, 1,    Pot,
Enforcers,                 4, 1,    Cer,
Stock Option,              8, 1,    Cur,
Research Center,           8, 1,    Wri,
Crimson Guard Office,      8, 1,    CoL,
Terrodrome,                8, 1,    Ind,
Recruiting Expansion,      8, 2,    Cst,
Raptors Financing,        12, 3,    Ban,
CG Internal Affairs,      12, 3,    MT, 
Tele-viper center,        16, 3,    Uni,
Toxo Vipers,              16, 4,    MP, 
Gladiator Ring,           10, 4,    Cst,
M.A.R.S. Factory,         20, 4,    Ind,
M.A.R.S. Improvement,     32, 6,    Rob,
Defense System,           20, 4,    Las,
Sludge Vipers,            20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    NP, 
Headman Deal,             16, 4,    Eco,
Conscription,             12, 2,    Csc,
Enlistment Bonus,          8, 3,    Rfg,
Adv. Fred Program,        20, 5,    Aut,
Techno-Viper Center,      16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Hydro-Viper Security,      8, 1,    Met,
Toxo Vipers ver. 2,       32, 4,    Env,
Eel Sentries,              6, 1,    Sea,
Eel Sentries II,          16, 3,    Min,
Airport,                  16, 3,    Rad,
Immortals,                 6, 2,    Cmn,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Recruitment Program,      20, 0,    War,
Elite Program,            20, 0,    Alp,
Tomax and Xamot,          20, 0,    Ban,
Lamprey Academy,          20, 0,    Map,
Zartan,                   30, 0,    Cst,
Brainwave Scanner,        30, 0,    Mys,
Terrordromes,             30, 0,    Ind,
Big Boa's War Academy,    30, 0,    Mob,
Darklon Contract,         30, 0,    Eng,
Intelligence Network,     20, 0,    Tra,
Security Force,           40, 0,    Rep,
Tele-Viper Academy,       30, 0,    Sea,
Copperhead's Trng Ctr,    40, 0,    Nav,
Propaganda Office,        30, 0,    Phi,
Scrap Iron's Workshop,    40, 0,    Inv,
Commander's Armor,        40, 0,    Sth,
Dr. Mindbender's Lab,     40, 0,    ToG,
Extensive Enterprises,    40, 0,    Eco,
Dr. Venom's Records,      40, 0,    RR, 
Rule by Ironfist,         40, 0,    Dem,
Alliance Plan,            30, 0,    SE, 
Crystal Ball's Hypnotism, 60, 0,    Ind,
Cesspool's Plant,         60, 0,    E2, 
Spore Weapon,             60, 0,    NF, 
Overkill BAT leaders,     60, 0,    Cmn,
Black Star,               60, 0,    SFl,
Techno-Viper Scholarship, 60, 0,    Cmp,
Brain-wave Scanner,       60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Recruitment Program
nil,        ; Pyramid Scheme
nil,        ; Tomax and Xamot
nil,        ; Lamprey Academy
nil,        ; Espionage!
nil,        ; Brainwave Scanner
nil,        ; Terrordromes
nil,        ; Big Boa's War Academy
nil,        ; M.A.R.S. Franchise
nil,        ; Intelligence Network
nil,        ; Stock Benefits
nil,        ; Tele-Viper Academy
nil,        ; Copperhead's Trng Ctr
nil,        ; Propaganda Office
nil,        ; Scrap Iron's Workshop
nil,        ; Immortal Guard
nil,        ; Dr. Mindbender's Lab
nil,        ; Extensive Enterprises
nil,        ; Dr. Venom's Records
nil,        ; Rule by Ironfist
nil,        ; Alliance Plan
nil,        ; Crystal Ball's Hypnotism
nil,        ; Technician Recruitment
nil,        ; Spore Weapon
nil,        ; Cobra Legitimacy
nil,        ; Stilleto Shuttle
nil,        ; Techno-Viper Scholarship
nil,        ; Brain-wave Scanner


;
;    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
Cobra,        Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Technovipers, nil, 0,  2.,0,  4a,4d,  1h,1f,  4,0,  5, Exp, 000000000000000
Follower,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Soldier,      Feu, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Mercenary,    Gun, 0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, Tra, 001000000000000
SNAKE,        Gun, 0,  1.,0,  3a,3d,  1h,1f,  4,0,  1, Iro, 000000000000000
Crimson Guard,nil, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  0, Feu, 010010000000000
Vipers,       nil, 0,  1.,0,  5a,5d,  1h,1f,  4,0,  0, Gun, 000000000000000
Vipers II,    nil, 0,  1.,0,  8a,6d,  2h,2f,  6,0,  1, Fun, 000100000000000
B.A.T.S.,     nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  0, Gue, 000001000000010
Pogo,         nil, 0,  2.,0,  5a,5d,  2h,2f,  5,0,  0, Tac, 000001000000000
Saw Vipers,   nil, 0,  1.,0,  6a,6d,  1h,2f,  6,0,  1, Csc, 000000000000000
Eels,         nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000001000100
Despoiler,    nil, 1,  4.,0,  4a,4d,  2h,1f,  8,0,  5, Pla, 000000100000000
Astro-Vipers, nil, 0,  1.,0,  6a,4d,  2h,1f,  7,0,  1, FP,  000000100000000
Ferret,       Chi, 0,  2.,0,  3a,1d,  1h,2f,  3,0,  0, Hor, 000000000000000
Viper Glider, PT,  0,  1.,0,  3a,1d,  1h,1f,  2,0,  0, Whe, 000001000000000
Claw,         MT,  0,  2.,0,  2a,1d,  1h,1f,  4,0,  0, PT,  000001000000000
Stinger Jeeps,Ldr, 0,  2.,0,  5a,3d,  1h,1f,  5,0,  0, MT,  000000000000000
Hiss Tank,    Aut, 0,  2.,0,  4a,2d,  3h,2f,  8,0,  0, Chi, 000000000000000
STUNs,        Mob, 0,  4.,0,  5a,2d,  2h,2f,  7,0,  0, Ldr, 000000000000000
Hiss Upgrade, Mob, 0,  2.,0,  8a,3d,  3h,2f,  9,0,  0, Aut, 000000000000000
Hiss II,      nil, 0,  3.,0, 10a,5d,  3h,3f, 10,0,  0, Mob, 000000000000000
HEAT-Viper,   nil, 0,  1.,0,  3a,12d, 3h,5f,  6,0,  1, Lab, 000010000000000
Cobra Salesman,Tra, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  7, Cur, 000000000000000
Paralyzer,    Rob, 0,  1.,0, 10a,1d,  3h,2f,  5,0,  0, Too, 010010000010000
MAGGOT,       nil, 0,  2.,0, 12a,2d,  3h,3f,  7,0,  0, Rob, 010010011010001
Rattler,      nil, 1, 10.,1,  4a,3d,  3h,3f, 10,0,  3, Inv, 000010000010000
Night Raven,  nil, 1, 14.,2, 12a,1d,  4h,4f, 12,0,  0, Fli, 110000001000001
Firebat,      nil, 1, 18.,1,  4a,4d,  2h,2f,  8,0,  3, AFl, 000000000010000
Hurricane,    nil, 1, 12.,1, 18a,4d,  3h,3f, 12,0,  3, Sth, 010000000010001
Condor Z28,   nil, 1, 20.,2, 20a,1d,  3h,6f, 16,0,  0, Sth, 000000001000000
Night Lander, Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Mocassin,     Mag, 2,  3.,0,  2a,1d,  1h,2f,  8,0,  4, Nav, 000000000000000
APC,          Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,5,  4, Nav, 000000000000000
Cobra Eel,    E1,  2,  4.,0,  4a,2d,  2h,2f,  9,0,  2, Mag, 000000000000000
Pirhana,      E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Sea Ray,      nil, 1,  5.,3,  4a,4d,  3h,3f,  6,0,  2, E1,  100000000000001
Rat,          Roc, 1,  3.,0,  6a,6d,  3h,1f,  8,0,  2, Stl, 100000000000001
Hammerhead,   nil, 2,  4.,0, 12a,12d, 5h,6f, 16,2,  2, Roc, 110000000010001
Moray,        nil, 2,  6.,0,  8a,8d,  4h,5f, 12,2,  2, Aut, 000000000000001
Bugg,         nil, 2,  3.,0, 10a,2d,  2h,3f,  6,0,  2, Cmb, 000000000011001
Carrier,      nil, 2,  5.,0,  1a,9d,  6h,2f, 16,0,  2, AFl, 010000010000001
Transport,    nil, 2,  8.,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
N. Enforcer,  nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Officer,      Sea, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Saboteur,     nil, 0,  3.,0,  0a,0d,  1h,1f,  8,0,  6, Fun, 000100100000111
C.G.,         Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Immortal,     nil, 0,  1.,0,  5a,5d,  2h,2f,  5,0,  7, Cor, 000001101000010
Tele-vipers,  Fun, 0,  1.,0,  3a,3d,  1h,1f,  3,0,  6, Sea, 000001000000010
Fang,         Min, 1,  6.,1,  5a,3d,  1h,2f,  5,0,  0, Eng, 000000000000000
Fang II,      nil, 1,  8.,1,  4a,2d,  2h,2f,  5,1,  2, Min, 000000000000000
Mamba,        nil, 1,  8.,4,  8a,10d, 4h,4f, 10,0,  1, Fli, 010010001010011
X-19,         nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Night Creeper,nil, 0,  1.,0,  8a,8d,  3h,3f, 10,0,  0, Sup, 011111101000111
Range-Viper,  nil, 0,  1.,0,  5a,6d,  2h,2f,  8,0,  0, Env, 000001000000000
Hydro-Vipers, nil, 2,  1.,0, 12a,1d,  2h,4f, 10,0,  2, Min, 111000001000000
ASP,          Too, 0,  1.,0,  8a,1d,  2h,3f,  6,0,  0, Met, 000000000010000
Astro-Vipers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, CA,  000000100000000
Night Viper,  nil, 0,  1.,0,  6a,5d,  2h,2f,  8,0,  0, FP,  000000001010011
Flight Pod,   Met, 0,  1.,3,  4a,2d,  1h,1f,  6,0,  0, Sea, 100001000000001

;
; 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 Organization
;        2 Const. Monarchy
;        3 Labor Union
;        4 Cobra Command
;        5 Franchise
;        6 Corporation
;
@TERRAIN
Desert,     2,1,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,1,  1,1,0,   yes, 1, 5, 1,   yes, 2,15,  0,  Grs,   ; Pln
Grassland,  1,1,  2,1,0,   yes, 1, 5, 2,   yes, 2,10,  6,  Tun,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   Hil, 0, 5,  0,  Grs,   ; For
Urbanized,  3,6,  0,5,5,   Tun, 1,10, 0,   yes, 3,10,  1,  Oce,   ; Hil
Mountains,  6,6,  1,1,0,   yes, 1,10, 0,   yes, 5,10,  3,  Hil,   ; Mou
Agricultural,2,2,  6,0,0,   yes, 4,10, 1,   Oce, 0, 0,  0,  Grs,   ; 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,   Swa, 0, 0,  6,  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,  1,6,8,
Ivory,      2,2,  1,6,8,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Islands,    1,2,  4,2,2,
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,  4,5,6,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Volcanos,   1,2,  2,2,5,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Organization,   Leader,      Leader
Const. Monarch, Emperor,     Empress
Labor Union,    Representative,Representative
Cobra Command,  Commander,   Commander
Franchise,      Manager,     Manager
Corporation,    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
Serpentor,    Serpenta,            0, 1, 0, Imperials,   Imperial,    0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Cobra Commander,Cobra Commander,   0, 2, 0, Cobra Command,Cobra,      -1, -1,  1,
Fred VII,     Maria,               0, 3, 0, Cobra II,    Cobra II,    1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Cobra Kahn,   Cobra Queen,         1, 4, 0, Cobra Horde, Horde,       0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Darklon,      Darklona,            0, 5, 1, Darklons,    Darklon,    -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Set,          Aspasia,             1, 6, 0, Cobra Cult,  Cult,        0,  1, -1,     6, Prime Minister, Prime Minister
Headman,      Mongoose,            0, 7, 2, Headhunters, Headhunter, -1, -1,  0,     2, Maharaja, Maharaja,
Golobulus,    Pythona,             0, 1, 3, Cobra La,    Cobra La,    1,  1, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Cobra Commander,Cobra Commander,   0, 2, 0, Vipers,      Viper,       1,  0,  0,
Overlord,     WarQueen,            0, 3, 3, Crimson Guard, Crimson,   1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Major Bludd,  Anastasia deCobray,  1, 4, 0, Cobra Legion,Legion,      0, -1,  1,
James Destro, Anastasia deCobray,  0, 5, 0, I.Grenadiers,Iron,    0,  0,  1,     3, Laird, Baroness
Usurper,      Malice,              0, 6, 3, Immortals,   Immortal,    0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Voltar,       Lady Death,          0, 7, 0, Mercenaries, Mercenary,   1,  1, -1,
Serpentor,    Serpenta,            0, 1, 0, Cobra Empire,Serpentor's,-1,  1,  0,     4, Druid, Druid
Cobra Commander,Cobra Commander,   0, 2, 0, Cobra Corp., Corporate,   1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Cesspool,     Pollutia,            0, 3, 3, Toxovipers,  Toxoviper,   1,  1,  0,     1, Warlord, Warlord
Sidewinder,   Diamonddback,        0, 4, 3, Serpent Syndicate,Syndicate,  -1,  1, -1,     4, Archbishop, Archbishop
Sauron,       Saura,               0, 5, 0, Dragonwing,  Dragon,      0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Copperhead,   Diamondback,         0, 6, 1, Python Patrol,Python,      0,  0, -1,
Raptor,       Sparrow,             0, 7, 0, Condor Republic,Condor,      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













