;
;   CIVILIZATION GAME DATA
;   Extended Original
;   Copyright (c) 1999 by MicroProse Software
;
;   -----------------------------------------------------------------------------
;
;   KESTREL EXTENDEDORIGINAL MODPACK VERSION 1.2 - 06 Nov 1999
;
;   Modified by Kestrel17 to add in an extra alien tribe, 2 extra worlds & 3 extra Units
;
;       - Reservists
;       - Feephi
;       - Naval Artillery
;
;         And to customise some of the rules.
;       (Legion now an attack unit & upgrades to Knights)
;       (Alpine Troops renamed Commandoes)
;
;       Two extra worlds added.
;
;       NOTE - DELETE or MOVE or RENAME ExtendedOriginal STATIC.SPR
;
;       See Read-me for further details.
;
;   -----------------------------------------------------------------------------
;
;
;
;
;   You can alter this file 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.
;   All values entered in rules.txt are bounded by +/-127.
;   However, this does not mean that all numbers within this
;   range will work properly, for example, unit costs must
;   not exceed 17.
;
@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 (max 8)
3    ; Communism pays support for all units past this (max 8)
8    ; Fundamentalism pays support for all units past this (max 8)
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%)
1    ; Score value of each citizen
20   ; Score value of each wonder
1    ; Score value of spaceship, 1=# of habitats x prob. of success, 0=0
-10  ; Score value per player-controlled pollution
1    ; Score value (x3) per turn of peace after turn 199
5    ; Score value per Future Technology
-5   ; Score penalty per betrayal
0    ; Score penalty per unit destroyed
00001011 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    ; Helicopters pick up huts 0=no 1=yes

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,     4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,            5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare,  3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,           4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,       4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,          6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,             4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,     4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,      6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,   5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,           5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,            4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,        4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,       5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,          5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,           5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,           4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,        7,-1,  Dem, Met, 2, 0    ; Csc
Construction,        4, 0,  Mas, Cur, 0, 4    ; Cst
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
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
Ultrastring Theory,  8, 0,  NP,  Las, 3, 3    ; 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
Republic,            5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,            5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,            6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,          4, 2,  Med, Eng, 2, 1    ; San
Seafaring,           4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,        4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,             3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,        4,-1,  Phy, Inv, 2, 3    ; SE
Steel,               4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,      4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,             6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,            3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,   4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,               4, 2,  Cur, CoL, 0, 1    ; Tra
University,          5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,        4,-1,  nil, nil, 0, 0    ; War
Wheel,               4,-1,  Hor, nil, 0, 4    ; Whe
Writing,             4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,   1, 0,  Sup, Rec, 3, 3    ; ...
Robotic Warfare,     6,-2,  Plu, Rob, 3, 0    ; U1
Quantum Transport,   8, 0,  Plu, FP,  3, 4    ; U2
Telka Sumara,        5,-1,  Plu, nil, 3, 4    ; U3
Teratogeny,          5,-1,  Gen,  U2, 3, 3    ; X1
Cybernetics,         4,-1,  U1,  Gen, 3, 4    ; X2
Boht Comaree,        4,-2,  U3,   X1, 3, 0    ; X3
Bioplasmas,          4,-2,  X2,   FP, 3, 0    ; X4
Hyperentropics,      7, 0,  U2,   X4, 3, 3    ; X5
Reality Engineering, 7, 0,  X5,   U2, 3, 4    ; X6
Transcendence,       9, 2,  X6,   X5, 3, 2    ; 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,    MP,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2,
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,           6,  2,    Cmn,
Port Facility,            8,  3,    Amp,
Starport,                 16, 3,    Plu,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
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,    40, 0,    MT,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
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,          40, 0,    RR,
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE,
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    Cmn,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; 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
Plu,        ; Michelangelo
X5,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
X6,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
U1,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
X1,        ; United Nations
nil,        ; Apollo
Plu,        ; SETI
nil,        ; Cure for Cancer


;
;    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.
;
;   100000000000000 = Unit can spot submarines
;   010000000000000 = x2 on defense versus air (AEGIS)
;   001000000000000 = Destroyed after attacking (missiles)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000001000000000 = Alpine (treats all squares as road)
;   000000100000000 = Can make paradrops
;   000000010000000 = Can carry air units (carrier)
;   000000001000000 = Negates city walls (howitzer)
;   000000000100000 = Ship must stay near land (trireme)
;   000000000010000 = Can attack air units (fighter)
;   000000000001000 = Submarine advantages/disadvantages
;   000000000000100 = Can make amphibious assaults
;   000000000000010 = Ignore zones of control
;   000000000000001 = Two space visibility
;
;
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,     U2, 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
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Archers,      Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Legion,       Chi, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  0, 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
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Partisans,    Gue, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010 ; 09       Expiry change
Commandos,     X2, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Gue, 000001000000010 ; 10       Name & Abilities Change
Riflemen,      U1, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Marines,       X2, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Paratroopers,  X2, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mech. Inf.,    X6, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Horsemen,     Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Elephant,     MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Crusaders,    Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000
Knights,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Cavalry,      Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Armor,         X5, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, Too, 000000000000000
Howitzer,      X6, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Fighter,      Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Fli, 000000000010001
Bomber,       Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
Helicopter,    U1, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
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,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000
Destroyer,     U1, 2,  6.,0,  5a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Cruiser,      Roc, 2,  5.,0,  7a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, Aut, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Ind, 000000000000000
Cruise Msl.,   X5, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl.,  X5, 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
Chon-ee,       U3, 0,  0.,0,  6a,6d,  3h,1f,  4,0,  1, nil, 000000000000000
Colonist,     nil, 0,  3.,0,  0a,3d,  2h,1f,  4,0,  5, U2,  000000000000000
Mupbu,        nil, 0,  3.,0,  0a,3d,  2h,1f,  4,0,  5, U2,  000000000000010
RA-MARU,      nil, 0,  2.,0, 10a,6d,  3h,2f,  7,0,  1, U1,  110010000000001
Sulka,        nil, 0,  1.,0,  6a,8d,  3h,1f,  5,0,  1, U3,  010010000000000
War Dog,      nil, 0,  2.,0,  8a,7d,  3h,2f,  9,0,  0, U1,  100011000000000
Kestrel,      nil, 1,  7.,0, 10a,5d,  3h,2f,  8,0,  0, U1,  100000000010001
Benthon,      nil, 2,  5.,0, 10a,10d, 4h,3f,  8,0,  2, U1,  110000000000001
Liwyathan,    nil, 2,  6.,0, 12a,12d, 3h,3f,  6,0,  2, X1,  000100000000000
Spithre,      nil, 0,  3.,0, 12a,5d,  2h,2f,  5,0,  0, X1,  000100000000000
Drakon,       nil, 1,  9.,0, 16a,7d,  3h,3f, 13,0,  0, X1,  000000000010000
Teleporter,   nil, 0,  3.,0,  9a,7d,  2h,3f,  7,0,  0, X2,  000000100000010
Cyborg,       nil, 0,  2.,0, 12a,8d,  3h,3f, 10,0,  1, X2,  110011000000101
Plasman,      nil, 0,  3.,0, 14a,9d,  4h,5f, 14,0,  0, X4,  000000001000010
Entrix,       nil, 0,  2.,0, 16a,10d, 4h,5f, 14,0,  0, X5,  100000001000111
Magog,        nil, 0,  2.,0, 18a,11d, 5h,5f, 17,0,  0, X6,  010000001000001
Xaos Missile, nil, 1, 18.,1, 99a,0d,  1h,1f, 17,0,  0, X5,  001000000010001
Dreadnought,  nil, 1, 10.,0, 18a,8d,  4h,3f, 17,0,  0, X4,  110000000010001
Eightball,    nil, 0,  2.,0, 20a,9d,  2h,5f, 15,0,  0, X6,  000000001000010
Reservists,   nil, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Csc, 000000000000000 ; 70 new
Feephi,       nil, 0,  1.,0,  5a,4d,  2h,2f,  3,0,  0, nil, 000001000000010 ; 71 new
Naval Artillery,X6,3,  1.,0, 12a,1d,  2h,2f,  8,0,  0, Stl, 000000000100000 ; 72 new
Hoy Groot,    nil, 0,  3.,0, 12a,7d,  2h,3f,  5,0,  0, X3,  000010000000000
Pronat,       nil, 2,  6.,0,  8a,7d,  2h,2f,  5,0,  2, X3,  000000000000000
Ongshawk,     nil, 1,  5.,0,  5a,2d,  2h,2f,  6,0,  0, nil, 000000000010000
Honata,        X3, 2,  3.,0,  4a,3d,  2h,1f,  4,0,  2, nil, 000000000100000
Jiraki,        X3, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  0, nil, 000000000000000
Denshuk,      nil, 0,  1.,0,  5a,3d,  2h,1f,  3,0,  0, nil, 000000000000000
Wuk Turr,     nil, 0,  2.,0,  7a,4d,  2h,2f,  5,0,  0, nil, 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
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   no, ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   no, ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   no, ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   no, ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    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,  2,0,3,
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,

@TERRAIN1
Wasteland,     3,2,  0,1,0,   yes, 1, 5, 5,  yes, 1, 5, 3,  Pln,   no, ; Drt
Scrubland,     1,2,  1,1,0,   yes, 1, 5, 1,  For, 0,15, 6,  Grs,   no, ; Pln
Grasses,       1,2,  2,1,0,   yes, 1, 5, 1,  Drt, 0,10, 0,  For,   no, ; Grs
Woodlands,     2,3,  1,2,0,   Pln, 0, 5, 5,  no,  0, 5, 0,  Grs,   no, ; For
Eternal Fog,   2,4,  1,0,1,   no,  0, 0, 0,  yes, 2,10, 1,  Pln,   no, ; Hil
Peaks,         4,6,  0,1,0,   no,  1,10, 0,  yes, 1,10, 2,  Swa,   no, ; Mou
Tundra,        1,2,  1,0,0,   yes, 1,10, 1,  no,  0, 0, 0,  Drt,   no, ; Tun
Arctic,        2,2,  0,0,0,   no,  0, 0, 0,  yes, 1,15, 3,  Tun,   no, ; Gla
No-man's Land, 2,3,  0,2,1,   Pln, 0,15, 1,  yes, 1, 5, 2,  Grs,   no, ; Swa
Red Sands,     3,1,  0,1,1,   no,  0, 0, 0,  yes, 2,15, 2,  Drt,   no, ; Jun
Misty Sea,     1,2,  1,0,2,   no,  0, 0, 0,  no,  0, 0, 0,  no,    no, ; Oce
Fossils,       3,2,  0,2,3,
Ruins,         1,3,  1,3,1,
Chatapi,       1,2,  2,2,0,
Shoat Lizards, 2,3,  3,2,0,
Sandstorm,     3,4,  0,4,1,
Dead City,     4,7,  0,2,3,
Flame Stone,   1,2,  1,2,2,
Artifacts,     2,2,  0,1,3,
Lava Pit,      3,1,  0,4,3,
Anomaly,       1,2,  0,0,5,
Seabees,       1,2,  2,1,3,
Monolith,      3,2,  0,1,5,
Regiment Ivy,  1,2,  3,2,1,
Chatapi,       1,2,  2,2,0,
Methane,       2,3,  1,4,1,
Fulminium,     2,4,  1,2,3,
Transmetals,   4,6,  0,3,2,
Menhirs,       1,2,  1,0,3,
Pebble Wash,   2,2,  0,2,1,
War Machine,   3,6,  0,5,1,
Bioplasm,      3,2,  1,1,2,
Sargasso,      3,1,  3,1,1,

@TERRAIN2
Cratered,         2,3,  0,0,1,   no,  0, 10, 1,   yes, 1,  5,  1,  Grs, no,  ; Drt
Volcanic Plains,  1,2,  0,0,0,   yes, 1, 15, 1,   yes, 1, 10,  1,  Grs, no,  ; Pln
Channel Deposits, 1,2,  0,0,0,   yes, 1, 15, 1,   yes, 1,  7,  1,  no,  no,  ; Grs
Uplift,           2,3,  0,0,0,   no,  0,  0, 0,   yes, 2, 10,  1,  no,  no,  ; For
Pinnacles,        2,4,  0,0,0,   no,  0, 10, 1,   yes, 1, 10,  1,  Swa, no,  ; Hil
Volcanic,         4,6,  0,1,1,   no,  0,  0, 0,   yes, 2, 10,  1,  no,  no,  ; Mou
Iron Oxides,      1,3,  0,2,2,   no,  0, 10, 1,   Drt, 0, 15,  0,  no,  no,  ; Tun
Ejecta,           1,3,  0,0,0,   no,  0,  0, 0,   Jun, 0, 10,  1,  no,  no,  ; Gla
Boulder Field,    2,3,  0,0,0,   no,  0, 10, 1,   yes, 1, 10,  1,  Grs, no,  ; Swa
Leather-Cacti,    1,2,  1,0,1,   no,  0, 15, 0,   Grs, 0,  5,  0,  no,  no,  ; Jun
Sludge Sea,       6,6,  0,0,0,   no,  0,  0, 0,   no,  0,  0,  0,  no,  yes, ; Oce
Deep Impact Crater, 3,4,  0,2,2
Copper Sulfide,   1,2,  0,2,2
Ores,             1,2,  0,1,1
Mists,            3,3,  0,2,3
Garnet Spikes,    2,4,  0,2,2
Lava Pit,         9,5,  0,3,2
Aquamarines,      1,3,  0,2,2
Crater,           2,4,  0,2,3
Evaporites,       2,3,  0,2,3
Seed-Head,        3,3,  2,1,1
Sludge Sea,       6,6,  0,0,0
Craters,          2,3,  0,2,3
Anthracite,       1,2,  0,2,1
Buried Ice,       1,2,  0,1,2
Strata,           3,3,  0,0,5
Chondrites,       2,2,  0,3,2
Free Iron,        3,5,  0,3,1
Puff Fungus,      1,2,  2,1,3
Gouged Earth,     1,2,  0,2,3
Blast Crater,     2,2,  0,1,1
Greening,         3,3,  3,1,1
Sludge Sea,       6,6,  0,0,0

@TERRAIN3
Salt Flats,    2,1,  0,2,1,   Pln, 0,15, 5,   yes, 1,10, 1,  Grs, no, ; Drt
Prairie,       1,2,  1,1,0,   yes, 1, 5, 1,   Drt, 0, 5, 0,  Grs, no, ; Pln
Graminiae,     1,2,  2,1,0,   yes, 1, 5, 1,   For, 0, 5, 5,  Hil, no, ; Grs
Burning Trees, 2,4,  2,0,2,   Grs, 0,10, 5,   Drt, 0, 5, 0,  Pln, no, ; For
Foothills,     2,3,  1,1,1,   yes, 1,10, 5,   yes, 2,10, 1,  Pln,yes, ; Hil
Crags,         3,6,  0,1,1,   no,  0, 0, 0,   yes, 3,15, 1,  Hil,yes, ; Mou
Rocky Desert,  1,2,  0,0,1,   yes, 1,15, 5,   yes, 1,10, 5,  Drt, no, ; Tun
Polar,         2,2,  0,0,2,   no,  0, 0, 0,   yes, 1,15, 5,  Tun, no, ; Gla
The Willies,   6,3,  0,1,2,   no,  0, 0, 0,   no,  0, 0, 0,  no, yes, ; Swa
Acid Shallows, 6,1,  0,1,1,   no,  0, 0, 0,   no,  0, 0, 0,  no, yes, ; Jun
Blue Deeps,    1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,  no, ; Oce
Artifacts,      2,1,  0,2,3,
Closbeast,      1,2,  2,2,0,
Huisca,         1,2,  2,1,0,
Sparkbags,      3,3,  1,2,2,
Ruins,          2,4,  1,1,3,
Adnausium Ore,  3,6,  0,5,2,
Thalarctos,     1,2,  2,1,1,
Water Ice,      2,2,  1,1,2,
Picus,          3,3,  2,1,2,
Razor Beast,    3,1,  2,2,1,
Fiah,           1,2,  3,1,2,
Interzona,      3,2,  1,2,2,
Vertida,        1,2,  3,1,0,
Huisca,         1,2,  2,1,0,
Quench Fruit,   2,4,  3,0,2,
Rare Earths,    2,3,  1,4,1,
Bauxite,        3,6,  0,6,1,
Pachyloumis,    1,2,  3,0,1,
Ice Worms,      2,2,  0,2,3,
Yellow Willies, 3,2,  0,1,4,
Gracklings,     3,1,  1,2,2,
Algae Mats,     2,1,  3,2,2,


; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for AC game:
; DMF1=No, No, No
; DMF2=No, No, No
; DMF3=No, No, No
;
; In Sci-Fi
; DMF1=Mts, Hil, No
; DMF2=For, Mts, Hil
; DMF3=Hil, No, No
;
; 6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,
; 4, 25,30, 0,0,  0,0,0,0,    12,1,50, 8,1,50,   3,1,50,
; 4, 25,30, 0,0,  0,0,0,2,    12,1,20, 25,1,35,  8,1,30,
;
; 1, 60,15, 12,8,  3,8,6,4,   12,2,45, 18,1,50,   5,1,40,
;
; 4, 60,15, 12,8,  3,8,6,4,   12,2,45, 18,1,50,   5,1,40,
;
; NB. for dead world - 2 no good - 3 no good, - 5 no good
;                    - 1 o.k. but missing terrains  
;                    - 4 & 6 O.K.
;

@SECONDARY_MAPS
6, 0,0, 0,0, 0,0,0,0,    0,0,0,  0,0,0,   0,0,0,
6, 0,0, 0,0, 0,0,0,0,    0,6,0,  12,3,20,   5,0,0,
4, 25,30, 0,0,  0,0,0,2,    12,1,20, 25,1,35,  8,1,30,

@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
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, 1, Romans,        Roman,         0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians,   Babylonian,   -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,       German,        1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,     Egyptian,      0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,     American,     -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Tik ta'Rhee,  Pach pa'Rhee,        1, 6, 2, Ka Rhee, a'Rhee,         0, 1,-1, 1, Lanc Tcha, Lanc Pha,   3, Ta Kech, Pha Chekech
Pichi,        Marendi,             0, 7, 2, Gazpichi,      Gazpichi,      1,  1, -1,     0, Ik, Ek, 3, Kof, Ha'Kof, 4, Walapo, Awalapo, 5, Sinet, Asinet, 6, Joy, Joyid
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, 0, Chinese,       Chinese,       0,  0,  1,     3, Chairman, Chairperson
Jiy Sa Meh,   Lilo Sa Fissa,       1, 6, 2, Jilda, Jildang,          1, 0, 1, 1, Rholl, Ghine,          3, Veshen, Jorri
Lorath,       Fanroff,             1, 7, 2, Brr'til,       Brr'tilian,    0,  0,  0,     0, Olo, Alu, 3, Powa, Poelu, 4, Rurath, Ruoff, 5, Olido, Alidu, 6, Barit, Barit
Cunobelin,    Boadicea,            1, 1, 0, Celts,         Celtic,       -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, 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
Mu Dach,      Ha Torth,            0, 6, 2, Ellecor, Pun Ellec,           0, -1,  1,     3, Menang, Benani,        5, Tacnang, Hipnani
Mux,          Fute,                0, 7, 2, Treg,          Tregin,       -1, -1,  1,     0, Ed, Edi, 3, Ghec, Ghej, 4, Polt, Polti, 5, Kocim, Cimi, 6, Hafin, Hafini

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
Build Transporter,  J
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
0 ; AFl
0 ; Alp
0 ; Amp
0 ; Ast
0 ; Ato
0 ; Aut
0 ; Ban
0 ; Bri
0 ; Bro
0 ; Cer
0 ; Che
0 ; Chi
0 ; CoL
0 ; CA
0 ; Cmb
0 ; Cmn
0 ; Cmp
0 ; Csc
0 ; Cst
0 ; Cor
0 ; Cur
0 ; Dem
0 ; Eco
0 ; E1
0 ; E2
0 ; Eng
0 ; Env
0 ; Esp
0 ; Exp
0 ; Feu
0 ; Fli
0 ; Fun
4 ; FP
0 ; Gen
0 ; Gue
0 ; Gun
0 ; Hor
0 ; Ind
0 ; Inv
0 ; Iro
0 ; Lab
0 ; Las
0 ; Ldr
0 ; Lit
0 ; Too
0 ; Mag
0 ; Map
0 ; Mas
0 ; MP
0 ; Mat
0 ; Med
0 ; Met
0 ; Min
0 ; Mob
0 ; Mon
0 ; MT
0 ; Mys
0 ; Nav
0 ; NF
0 ; NP
0 ; Phi
0 ; Phy
0 ; Pla
5 ; Plu
0 ; PT
0 ; Pot
0 ; Rad
0 ; RR
0 ; Rec
0 ; Ref
0 ; Rfg
0 ; Rep
0 ; Rob
0 ; Roc
0 ; San
0 ; Sea
0 ; SFl
0 ; Sth
0 ; SE
0 ; Stl
0 ; Sup
0 ; Tac
0 ; The
0 ; ToG
0 ; Tra
0 ; Uni
0 ; War
0 ; Whe
0 ; Wri
0 ; ...
2 ; U1
2 ; U2
3 ; U3
2 ; X1
2 ; X2
3 ; X3
2 ; X4
2 ; X5
2 ; X6
2 ; X7

; Above--Group (0-7) for each advance
; 0=basic, 1=event given only, 2=advanced 3=alien only 4=human only
; 5=Aliens can research & own, but Humans can only own.
; Below--Codes determine each tribe's relation to the 8 possible Groups
; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own

@LEADERS2
01020100  ; Romans
01020100  ; Babylonians
01020100  ; Germans
01020100  ; Egyptians
01020100  ; Americans
01002000  ; Ka Rhee
01002000  ; Gazpichi
01020100  ; Russians
01020100  ; Zulus
01020100  ; French
01020100  ; Aztecs
01020100  ; Chinese
01002000  ; Jilda
01002000  ; Brr'til
01020100  ; Celts
01020100  ; Japanese
01020100  ; Vikings
01020100  ; Spanish
01020100  ; Persians
01002000  ; Ellecor
01002000  ; Treg

01000000  ; Arabs
01000000  ; Incas


; Advanced unit fields
; A) 'tribe color may build' mask:      0 - can't; 1 - can
; B) 'not allowed on map' mask:   1 - not allowed on map
; C) minimum bribe amount:        n - minimum bribe; 0 - don't care; -1 - can't bribe
; D) 'build transport site' mask: 1: can; 0: can't for each site type (reverse programmer notation)
; E) 'use transport site' mask:   1: can; 0: can't for each site type (reverse programmer notation)
; F) native transport ability:    1: can; 0: can't for each map relationship type (reverse programmer notation)
; G) General flags
;       00000001        invisible until attack:                 1 = invisible
;       00000010        non-disbandable (human players only):   1 = cannot disband
;       00000100        0-range-air-unit damage override:       1 = override damage
;       00001000        barbarian units can't be bought off:    1 = can't buy off
;       00010000        impassable terrain override:            1 = override impassable terrain
;       00100000        engineer capabilities flag:             1 = has abilities
;       01000000        barbarian unit will not expire:         1 = no expire
;       10000000        Unit Animation switched off             1 = off
;
;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Settlers
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Engineers
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Warriors
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Phalanx
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Archers
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Legion
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Pikemen
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Musketeers
11111111, 00000000,-1, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Fanatics
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Partisans
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 10000000  ;Commandoes
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Riflemen
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Marines
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Paratroopers
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Mech. Inf.
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Horsemen
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Chariot
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Elephant
00111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Crusaders
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Knights
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Dragoons
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Cavalry
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Armor
11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Catapult
11111111, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Cannon
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Artillery
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Howitzer
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Fighter
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Bomber
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Helicopter
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000001  ;Stlth Ftr.
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000001  ;Stlth Bmbr.
11111111, 00000100, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Trireme
11111111, 00000100, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Caravel
11111111, 00000100, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Galleon
11111111, 00000100, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Frigate
11111111, 00000100, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Ironclad
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Destroyer
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Cruiser
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;AEGIS Cruiser
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Battleship
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Submarine
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Carrier
11111111, 00000100, 0, 0000000000000000, 0000000000000001, 0000000000000000, 00000000  ;Transport
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Cruise Msl.
00111111, 00000010, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Nuclear Msl.
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Diplomat
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Spy
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Caravan
11111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Freight
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 00000000  ;Explorer
11000000, 00000000, 0, 0000000000000000, 0000000000000000, 0000000000000000, 00000000  ;Chon-ee
00111110, 00000010, 0, 0000000000000001, 0000100100100111, 0000000000000000, 00100000  ;Colonist
11000000, 00000001, 0, 0000100100100100, 0000100100100111, 0000000000000000, 00100000  ;Mupbu
11111110, 00000000,-1, 0000000000000000, 0000000000001111, 0000000000000000, 00000000  ;RA-MARU
10000000, 00000000, 0, 0000000000000000, 0000000000001110, 0000000000000000, 00000010  ;Sulka
11111110, 00000000,-1, 0000000000000000, 0000000000001111, 0000000000000000, 00000000  ;War Dog
11111110, 00000000, 0, 0000000000000000, 0000000000001111, 0000000000000000, 00000100  ;Kestrel
11111110, 00000100, 0, 0000000000000000, 0000000000001111, 0000000000000000, 00000000  ;Benthon
11111110, 00000100, 0, 0000000000000000, 0000000000001111, 0000000000000000, 01000010  ;Liwyathan
11111110, 00000000, 0, 0000000000000000, 0000000000001111, 0000000000000000, 01000010  ;Spithre
11111110, 00000000, 0, 0000000000000000, 0000000000001111, 0000000000000000, 01000110  ;Drakon
11111110, 00000000, 0, 0000000000000000, 0000000000001111, 0000000000000001, 00000001  ;Teleporter
11111110, 00000000, 0, 0000000000000000, 0000000000001111, 0000000000000000, 00000000  ;Cyborg
11111110, 00000000, 0, 0000000000000000, 0000100100100111, 0000100100100111, 00000000  ;Plasman
11111110, 00000000, 0, 0000000000000000, 0000100100100111, 0000100100100111, 00000010  ;Entrix
11111110, 00000000,-1, 0000000000000000, 0000100100100111, 0000100100100111, 00000000  ;Magog
11111110, 00000000,-1, 0000000000000000, 0000100100100111, 0000100100100111, 00000000  ;Xaos Missile
11111110, 00000000, 0, 0000000000000000, 0000100100100111, 0000100100100111, 00000100  ;Dreadnought
11111110, 00000000,-1, 0000000000000000, 0000100100100111, 0000100100100111, 00000000  ;Eightball
00111111, 00000000, 0, 0000000000000000, 0000100100100101, 0000000000000000, 10000000  ;Spare 1 - Reservists
01000000, 00000000, 0, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Spare 2 - Feephi
00111111, 00000100, 0, 0000000000000000, 0000000000000000, 0000000000000000, 10000000  ;Spare 3 - Naval Artillery
11000000, 00000000, 0, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Hoy Groot
11000000, 00000100, 0, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Pronat
11000000, 00000000,-1, 0000000000000000, 0000100100100110, 0000000000000000, 00000100  ;Ongshawk
11000000, 00000100,-1, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Honata
11000000, 00000000,-1, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Jiraki
10000000, 00000000,-1, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Denshuk
11000000, 00000000,-1, 0000000000000000, 0000100100100110, 0000000000000000, 00000000  ;Wuk Turr

; 0-15 define legal transport possibilities
; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14

@MAP_TRANSPORT_RELATIONSHIPS
0,1  ; 0/1   Human Transporter to Alpha C-1
0,1  ; 1/2   Alien Transporter to Earth
1,2  ; 2/3   Alpha C-1 to Alpha C-2 (Dead World)
0,0  ; 3/1   None
0,0  ; 4/2   None
2,3  ; 5/3   Alpha C-2 to Alpha C-1 
0,0  ; 6/1   None
0,0  ; 7/2   None
2,1  ; 8/3   Alpha C-2 to Beta C-1 (Funestis)
0,0  ; 9/1   None
0,0  ; 10/2   None
3,2  ; 8/3   Beta C-1 (Funestis) to Alpha C-2  
0,0  ; 12/1   None
0,0  ; 13/2   None
0,0  ; 14/3   None
0,0  ; 15/1   None

@INITIAL_SETTINGS
0,0,3 ; Romans
0,0,3 ; Babylonians
0,0,3 ; Germans
0,0,3 ; Egyptians
0,0,3 ; Americans
3,0,51 ; Ka Rhee
1,0,51 ; Gazpichi
0,0,3 ; Russians
0,0,3 ; Zulus
0,0,3 ; French
0,0,3 ; Aztecs
0,0,3 ; Chinese
3,0,51 ; Jilda
1,0,51 ; Brr'til
0,0,3 ; Celts
0,0,3 ; Japanese
0,0,3 ; Vikings
0,0,3 ; Spanish
0,0,3 ; Persians
3,0,51 ; Ellecor
1,0,51 ; Treg

; Combat sounds

@SOUNDS
<none>          ; Settlers
<none>          ; Engineers
Warrior.wav     ; Warriors
<none>          ; Phalanx
Archers.wav     ; Archers
<none>          ; Legion
Warrior.wav     ; Pikemen
<none>          ; Musketeers
Fanatics.wav    ; Fanatics
Partisans.wav   ; Partisans
Marines.wav     ; Alpine Troops
Riflemen.wav    ; Riflemen
Marines.wav     ; Marines
<none>          ; Paratroopers
<none>          ; Mech. Inf.
<none>          ; Horsemen
Chariot.wav     ; Chariot
Elephant.wav    ; Elephant
<none>          ; Crusaders
<none>          ; Knights
<none>          ; Dragoons
<none>          ; Cavalry
Newarmor.wav    ; Armor
<none>          ; Catapult
Oldcannons.wav  ; Cannon
<none>                  ; Artillery
<none>                  ; Howitzer
<none>                  ; Fighter
<none>                  ; Bomber
<none>                  ; Helicopter
<none>                  ; Stlth Ftr.
<none>                  ; Stlth Bmbr.
Trireme.wav     ; Trireme
<none>          ; Caravel
<none>          ; Galleon
<none>          ; Frigate
<none>          ; Ironclad
<none>          ; Destroyer
<none>          ; Cruiser
<none>          ; AEGIS Cruiser
<none>          ; Battleship
<none>          ; Submarine
<none>          ; Carrier
Transport.wav   ; Transport
<none>          ; Cruise Msl.
<none>          ; Nuclear Msl.
<none>                  ; Diplomat
Spysilencer.wav         ; Spy
<none>                  ; Caravan
<none>          ; Freight
<none>          ; Explorer
Flytrap.wav     ; Chon-ee
<None>          ; Colonist
<None>          ; Mupbu
Excelsior.wav   ; RA-MARU
Plasm.wav       ; Sulka
Havoc.wav       ; War Dog
Gyrfalcon.wav   ; Kestrel
Dreadnought.wav ; Benthon
Unspeakable.wav ; Liwyathan
Spider.wav      ; Spithre
Typhoeus.wav    ; Drakon
Bolter.wav      ; Teleporter
Pasticcio.wav   ; Cyborg
Repeller.wav    ; Plasman
Singulon.wav    ; Entrix
Adamastor.wav   ; Magog
Stinger.wav     ; Xaos Missile
Bulldog.wav     ; Dreadnought
NePlusUltra.wav ; Eightball
Riflemen.wav    ; Spare 1 - Reservists
Feephi.wav      ; Spare 2 - Feephi
BoomBoom.wav    ; Spare 3 - Naval Artillery
Pedipalpi.wav   ; Hoy Groot
Raia.wav        ; Pronat
Keeing.wav      ; Ongshawk
Porpoise.wav    ; Honata
Otterine.wav    ; Jiraki
Tree.wav        ; Denshuk
Wolves.wav      ; Wuk Turr

@RIVERS
River,          ; map 1
Waterway,       ; map 2
Dust Channel,   ; map 3
Creek,          ; map 4

; please do not remove this line
