;
;   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
14      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Beast Summoning,    4, 0,  ToG, no,  1, 3    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Ballistics,         3,-2,  War, Mat, 0, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Infernal Theory,    4,-1,  ToG, Phy, 1, 3    ; Ato
Merchant's Guild,   6,-1,  Cor, Mag, 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
Dwarven Alliance,   5,-1,  Eco, AFl, 1, 0    ; CA 
Necromancy,         5,-1,  Gen, Fun, 1, 3    ; Cmb
Absolutism,         5, 0,  The, Esp, 1, 2    ; Cmn
Sorcerer's Guild,   4, 1,  Esp, The, 1, 0    ; Cmp
Mercenary Guild,    7,-1,  Ban, Met, 1, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Mercantilism,       4, 0,  Ind, Eco, 1, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Republic,           5, 1,  Phi, Ind, 1, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 1, 1    ; Eco
Mechanical Artifice,4, 0,  Met, Mag, 1, 4    ; E1 
Hammer Mill,        4, 1,  E1,  Cor, 1, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Sorcery,            2,-1,  Uni, ToG, 1, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 1, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Enchanted Ship,     4,-1,  Mag, ToG, 1, 0    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 1, 2    ; Fun
Battle Drill,       6, 0,  Tac, nil, 1, 0    ; FP 
Ressurection Magic, 3, 2,  Med, Cor, 1, 3    ; Gen
Not Used,           4, 1,  no,  no,  3, 0    ; Gue
Steel Working,      8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrial Guild,   6, 0,  RR,  Ban, 1, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Not Used,           4,-1,  no,  no,  3, 2    ; Lab
Elemental Shield,   4, 0,  NF,  Cor, 1, 3    ; Las
Siege Warfare,      5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Magic Weapons,      4,-2,  Stl, Tac, 1, 4    ; Too
Naval Construction, 4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Sanitation,         5, 0,  San, SE,  1, 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
Whaling,            4, 1,  Mag, AFl, 1, 1    ; Min
Not Used,           8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Pantheism,          5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 0, 1    ; Nav
Infernal Conjuring, 6,-2,  Ato, Ref, 1, 3    ; NF 
Genie Summoning,    3, 0,  Cmp, SE,  1, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Not Used,           4, 1,  no,  no,  3, 4    ; Pla
Not Used,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Teleportation,      5,-1,  Cmp, Ref, 1, 3    ; Rad
Dwarven Road,       6, 0,  CA,  Bri, 1, 4    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Alchemy,            4, 0,  Che, Cor, 2, 4    ; Ref
Crop Rotation,      3, 1,  E1,  San, 1, 1    ; Rfg
Electoral Monarchy, 5, 1,  Uni, Lit, 0, 2    ; Rep
Enchanted Metals,   5,-2,  Cmp, Tac, 1, 3    ; Rob
Not Used,           6,-2,  no,  no,  3, 0    ; Roc
Plumbing,           4, 2,  Med, Eng, 1, 4    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Astral Engine,      4, 1,  Ind, Ref, 1, 3    ; SFl
Not Used,           3,-2,  no,  no,  3, 0    ; Sth
Infernal Engine,    4,-1,  Phy, Inv, 1, 3    ; SE 
Magical Artefact,   4,-1,  E1,  Rob, 1, 4    ; Stl
Not Used,           4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 1, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Thaumatic Studies,  4, 0,  Ast, U2,  1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Lore,        1, 0,  NF,  Cor, 2, 3    ; FT 
Ancient Lore,       3, 0,  nil, nil, 0, 3    ; U1 
Conjuring,          5, 0,  U1,  Alp, 0, 3    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 3    ; U3 
Imperial Lore,      0, 0,  no,  no,  0, 0    ; X1 
Feudal Lore,        0, 0,  no,  no,  0, 0    ; X2 
Tartessian Lore,    0, 0,  no,  no,  0, 0    ; X3 
Elvish Lore,        0, 0,  no,  no,  0, 0    ; X4 
Dwarvish Lore,      0, 0,  no,  no,  0, 0    ; X5 
Orcish Lore,        0, 0,  no,  no,  0, 0    ; X6 
Barbarian Lore,     3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Shrine,                    4, 1,    Cer,
Bazzar,                    8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Market,                   12, 3,    Ban,
Temple Complex,           12, 3,    MT, 
University,               16, 3,    Uni,
Sewer System,             16, 4,    MP, 
Colosseum,                10, 4,    Cst,
Forge,                    20, 4,    Ind,
Foundry,                  32, 6,    E1, 
Elemental Shield,         20, 4,    Las,
Recycling Center,         20, 2,    no, 
Workhouse,                16, 4,    Ref,
Water Mill,               24, 4,    E2, 
Enchanted Workshop,       16, 2,    NP, 
Bank,                     16, 4,    Eco,
Resivoir,                 12, 2,    San,
Grain Silo,                8, 3,    Rfg,
Merchant's Guildhall,     20, 5,    Aut,
Sorcerer's Guildhall,     16, 3,    Cmp,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Whaling Fleet,            16, 3,    Min,
Teleport Node,            16, 3,    Rad,
City Guard,                6, 2,    Cmn,
Port Facility,             8, 3,    Mag,
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Golden Temple of Gaea,    20, 0,    Mas,
Bronze Temple of Bacchus, 20, 0,    Pot,
Bronze Temple of Midas,   20, 0,    Bro,
Colossus of Posideon,     20, 0,    Map,
Bronze Temple of Athena,  30, 0,    Lit,
Bronze Temple of Zeus,    30, 0,    Mys,
Bronze Temple of Ares,    30, 0,    Mas,
Silver Temple of Ares,    30, 0,    Feu,
Bronze Temple of Vulcan,  30, 0,    Eng,
Temple of Mercury,        20, 0,    Tra,
Silver Temple of Zeus,    40, 0,    MT, 
Silver Temple of Athena,  30, 0,    Ast,
Gold Temple of Posideon,  40, 0,    Nav,
Gold Temple of Bacchus,   30, 0,    Med,
Silver Temple of Vulcan,  40, 0,    Inv,
Gold Temple of Zeus,      40, 0,    The,
Gold Temple of Athena,    40, 0,    ToG,
Gold Temple of Midas,     40, 0,    Eco,
Cathedral of Athena,      40, 0,    RR, 
Colossus of Hera,         40, 0,    Dem,
Great Colossus,           30, 0,    SE, 
Gold Temple of Ares,      60, 0,    Ind,
Gold Temple of Vulcan,    60, 0,    E2, 
Infernal Temple of Hades, 60, 0,    NF, 
Gold Cathedral of Zeus,   60, 0,    Cmn,
(Apollo Program),         60, 0,    SFl,
Gold Cathedral of Athena, 60, 0,    Cmp,
Temple of Hera,           60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Golden Temple of Gaea
RR,         ; Bronze Temple of Bacchus
Fli,        ; Bronze Temple of Midas
Mag,        ; Colossus of Posideon
E1,         ; Bronze Temple of Athena
The,        ; Bronze Temple of Zeus
Met,        ; Bronze Temple of Ares
Mob,        ; Silver Temple of Ares
Ind,        ; Bronze Temple of Vulcan
Cmn,        ; Temple of Mercury
nil,        ; Silver Temple of Zeus
nil,        ; Silver Temple of Athena
nil,        ; Gold Temple of Posideon
nil,        ; Gold Temple of Bacchus
Aut,        ; Silver Temple of Vulcan
nil,        ; Gold Temple of Zeus
nil,        ; Gold Temple of Athena
nil,        ; Gold Temple of Midas
nil,        ; Cathedral of Athena
nil,        ; Colossus of Hera
nil,        ; Great Colossus
nil,        ; Gold Temple of Ares
nil,        ; Gold Temple of Vulcan
nil,        ; Infernal Temple of Hades
nil,        ; Gold Cathedral of Zeus
nil,        ; (Apollo Program)
nil,        ; Gold Cathedral of Athena
nil,        ; Temple of Hera


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     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
Militia,      X1,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, nil, 000000000000000
Auxillia,     X1,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Bro, 000000000000000
Levy,         X2,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, nil, 000000000000000
Spearmen,     X3,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Bro, 000000000000000
Elf Warriors, X4,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  0, Bro, 000001000000000
Musketeers,   no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Skeletons,    X6,  0,  1.,0,  5a,4d,  1h,1f,  6,0,  0, Fun, 000101000000010
Cohort,       X1,  0,  1.,0,  4a,4d,  1h,1f,  4,0,  1, Iro, 000000000000000
Elf Legion,   X4,  0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, FP,  000001000000000
Mercenaries,  X2,  0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Iro, 000000000000000
Zombies,      X6,  0,  1.,0,  4a,3d,  2h,1f,  3,0,  0, Cmb, 000101000000010
Wraith Legion,X6,  0,  1.,0,  6a,5d,  2h,1f, 40,0,  0, Cmb, 000101000000010
Wraith Lord,  X6,  0,  1.,0, 10a,8d,  1h,1f, 50,0,  0, Cmb, 000001001000011
Lt. Cavalry,  X2,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Hor, 000000000000001
Turcopoles,   X3,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Hor, 000000000000001
Elephant,     X3,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Knights,      X2,  0,  2.,0,  5a,3d,  1h,1f,  5,0,  0, Hor, 000000000000000
Cataphracts,  X1,  0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Elf Cavalry,  X4,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Hor, 010000000010001
Mdt. Archer,  X1,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Hor, 010000000010001
Trebuchet,    nil, 0,  1.,0, 10a,2d,  2h,2f,  8,0,  0, Met, 000000001000000
Minotaur,     nil, 0,  1.,0,  6a,2d,  1h,2f,  4,0,  0, AFl, 000000000000010
Ballista,     Mat, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  0, Amp, 010000001010000
Catapult,     Met, 0,  1.,0,  6a,1d,  2h,1f,  4,0,  0, Ldr, 000000001000000
Siege Tower,  nil, 0,  1.,0,  8a,1d,  2h,2f,  5,0,  0, Tac, 000000001000001
Goblins,      X6,  0,  1.,1,  1a,2d,  1h,1f,  2,0,  1, nil, 000000000000010
Elf Cohort,   X4,  0,  1.,2,  4a,3d,  1h,1f,  4,0,  1, Iro, 000001000000000
Skirmishers,  X3,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  0, nil, 000000000000000
Orcs,         X6,  0,  1.,1,  3a,2d,  1h,1f,  3,0,  1, Bro, 000000000000010
Asgeir Warrior,nil, 0,  1.,2,  5a,2d,  1h,1f,  3,0,  0, Csc, 000000000000100
Bireme,       Nav, 2,  4.,0,  2a,1d,  1h,1f,  4,2,  2, Map, 000000000100000
Trireme,      Nav, 2,  4.,0,  3a,2d,  1h,1f,  5,2,  2, Sea, 000000000100000
Quinqireme,   nil, 2,  4.,0,  4a,3d,  2h,1f,  7,2,  4, Nav, 000000000100000
Gallease,     nil, 2,  4.,0,  6a,5d,  2h,1f,  6,1,  2, SE,  000000000100000
Dwarves,      nil, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, CA,  000001000000000
Janissaries,  X3,  0,  1.,0,  3a,3d,  1h,1f,  4,0,  1, Iro, 000000000000000
Uruk-hai,     X6,  0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Iro, 000000000000010
Great Eagles, nil, 1, 12.,1,  1a,2d,  1h,1f,  4,0,  3, AFl, 100000000000011
Infernal Fleet,X3,  2,  4.,0,  7a,3d,  2h,1f, 40,4,  0, Rob, 100000000000001
Cog,          nil, 2,  3.,0,  0a,2d,  1h,1f,  4,3,  4, Nav, 000000000000000
Caravel,      nil, 2,  4.,0,  0a,2d,  2h,1f,  5,5,  4, Mag, 000000000000000
War Junk,     X3,  2,  4.,0,  6a,5d,  2h,1f,  6,5,  4, Gun, 000000000000000
Corsair,      nil, 2,  6.,1,  1a,2d,  2h,1f,  4,1,  4, Fli, 000000000001001
Fire Elemental,nil, 1, 15.,15, 99a,1d,  1h,1f,  9,0,  0, NF,  000000000000000
Wizard,       Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, U2,  000000000000010
Sorcerer,     nil, 0,  3.,0,  1a,2d,  1h,1f,  5,0,  6, Esp, 100000000000011
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
King Saloth,  nil, 0,  0.,0,  0a,0d,  1h,0f,  4,0,  0, Gen, 000000000000000
Elf Archer,   X4,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, nil, 010001000010000
Imperial Guard,X1,  0,  1.,0,  8a,7d,  2h,1f, 40,4,  1, Too, 000000000000101
Elven Guard,  X4,  0,  2.,4,  7a,6d,  2h,1f, 40,0,  0, Too, 000000000000011
Royal Guard,  X2,  0,  2.,80,  7a,6d,  2h,1f,  8,0,  0, Too, 000000000000011
Undead Cavalry,X6,  0,  2.,0,  6a,2d,  2h,1f, 40,0,  0, Cmb, 000101000000010
Trolls,       X6,  0,  1.,0,  6a,5d,  2h,1f,  6,0,  0, Gun, 000001000000000
Wolves,       X6,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Hor, 000000000000010
Elf Nobles,   X4,  0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
Archers,      X2,  0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, Bro, 010000000010000
Halberdiers,  X2,  0,  1.,15,  6a,5d,  2h,1f,  6,0,  1, FP,  000010000000000
Legion,       X1,  0,  1.,15,  6a,6d,  2h,1f,  6,0,  1, FP,  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,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  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,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Tyrant,      Tyrant
Monarchy,       King,        Queen
Absolutism,     King,        Queen
Fundamentalism, Dark Lord,   High Priestess
Electoral Impe, Emperor,     Empress
Republic,       Consul,      Consul

;
;   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, Thurian,     Thurian,    -1, -1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Feamor,       Luthial,             0, 2, 2, Barbarians,  Barbarian,  -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Valgorians,  Valgorian,   0,  1,  0,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Barbarians,  Barbarian,   0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Thulgar,      Harwen,              0, 5, 3, Barbarians,  Barbarian,  -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 3, Barbarians,  Barbarian,   0,  0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Barbarians,  Barbarian,  -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Barbarians,  Barbarian,   1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Fingonar,     Gaiwen,              0, 2, 2, Barbarians,  Barbarian,   1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, Barbarians,  Barbarian,   1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 3, Barbarians,  Barbarian,   0, -1,  1,
Balimar,      Sacha,               0, 5, 3, Barbarians,  Barbarian,   0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, Barbarians,  Barbarian,   0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Tartessians, Tartessian,  1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, Barbarians,  Barbarian,  -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Ilvani,      Ilvani,     -1, -1,  1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Barbarians,  Barbarian,   1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Pathurians,  Pathurian,   0,  0,  0,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 3, Kheldanian,  Kheldanian,  1,  1, -1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Adumar,       Varya,               0, 6, 3, Barbarians,  Barbarian,   0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Barbarians,  Barbarian,   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,
Slaves,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Weapons,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Armour,


@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













