;
;   CIVILIZATION GAME DATA- MONGOLS SCENARIO
;   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)
3       ; # of food each citizen eats per turn
50      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
24      ; 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
20      ; 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
10      ; Fundamentalism pays support for all units past this
20      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
5       ; 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
Safe Roadways,      6, 1,  Fli, Amp, 1, 4    ; AFl   Advanced Flight
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Gunpowder,          8,-2,  Plu, Iro, 1, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Hinduism,           4, 0,  PT,  Ban, 1, 2    ; Ato   Atomic Theory
Asian Architecture, 0, 2,  Exp, U3,  2, 3    ; Aut   Automobile
Banking,            4, 1,  Tra, MP,  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,          4,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Horse Armor,        4,-2,  Mob, Met, 1, 0    ; CA    Combined Arms
Mamluks,            4,-2,  U1,  Eng, 1, 0    ; Cmb   Combustion
**Empire**,         5, 0,  no,  no,  1, 2    ; Cmn
Indian Secrets,     4, 1,  no,  no,  3, 3    ; Cmp   Computers
Seige Expertise,    7,-1,  Ldr, Met, 1, 0    ; Csc   Conscription
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Rec, Eco, 1, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
**Democracy**,      5, 1,  no,  no,  1, 2    ; Dem
Economics,          6, 2,  Uni, Ban, 1, 1    ; Eco
Guns,               7,-1,  Env, Exp, 1, 0    ; E1   Electricity
Chinese Wisdom,     3, 0,  Lit, NF,  1, 3    ; E2   Electronics
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Metal Casting,      6, 0,  Met, Che, 1, 0    ; Env   Environmentalism
Espionage,          3,-1,  Lit, MP,  1, 0    ; Esp
Oriental Despotism, 5, 1,  Amp, Che, 1, 4    ; Exp   Explosives
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Postal System,      6,-1,  U2,  Lit, 1, 4    ; Fli  Flight
**Fundamentalism**, 3,-2,  no,  no,  2, 2    ; Fun
Chinese Secrets,    3, 0,  no,  no,  3, 3    ; FP   Fusion Power
Steppe Secrets,     3,-2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 1, 0    ; Gue
**Gunpowder**,      8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Islamic Architecture,0,0,  U1,  U3,  2, 3    ; Ind   Industrialization
Mongol Appearance,  0, 0,  CA,  U3,  2, 3    ; Inv   Invention
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Ballistics,         7,-1,  Ldr, SE,  1, 0    ; Lab   Labor Union
Mining and Sapping, 6,-1,  Eng, Cst, 1, 0    ; Las   The Laser
Crossbow,           5,-1,  Chi, Eng, 1, 0    ; Ldr   Leadership
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Mongol Secrets,     0,-2,  no,  no,  3, 3    ; Too   Machine Tools
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
Paper Money,        5, 0,  Plu, Lit, 1, 1    ; MP    Mass Production
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Amp, Uni, 1, 0    ; Met   
Christian Secrets,  4, 1,  no,  no,  3, 3    ; Min   Miniaturization
Stirrups,           8,-1,  Tac, Iro, 1, 0    ; Mob   Mobile Warfare
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
Buddhism,           6, 0,  Ato, MT,  1, 2    ; NF   Nuclear Fission
**Nuclear Power**,  3, 0,  no,  no,  1, 3    ; NP  
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Islamic Secrets,    4, 1,  no,  no,  3, 3    ; Pla  Plastics
Invention,          6, 0,  Eng, Lit, 1, 4    ; Plu 
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Age of Exploration, 5,-1,  E1,  Mag, 1, 4    ; Rad
**Railroad**,       6, 0,  no,  no,  2, 1    ; RR
Guilds,             4, 1,  Eco, San, 1, 1    ; Rec   Recycling
Islam,              3, 0,  Che, The, 1, 2    ; Ref   Refining
Intensive Agriculture,5,1, Pot, San, 1, 1    ; Rfg   Refrigeration
**The Republic**,   5, 1,  no,  no,  0, 2    ; Rep
Samurai Code,       5,-2,  Feu, Sth, 1, 0    ; Rob   Robotics
Ballooning,         3, 0,  Eco, ToG, 1, 4    ; Roc   Rocketry
Sanitation,         4, 2,  Med, Eng, 1, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
City Fortifications,6, 0,  Cst, Eng, 1, 0    ; SFl   Space Flight
Japanese Lore,      3,-2,  Exp, E2,  1, 0    ; Sth   Stealth
Explosives,         4,-1,  Exp, Che, 1, 4    ; SE    Steam Engine
Indian Nav Secrets, 4,-1,  no,  no,  3, 3    ; Stl   Steel
Chinese Navigation, 4, 1,  Mag, E2,  1, 4    ; Sup   Superconductor
Compound Bow,       6,-1,  Ldr, U2,  1, 0    ; Tac   Tactics
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
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Sth, ToG, 3, 3    ; ...
Islamic Devotion,   3, 0,  Ref, Eco, 1, 2    ; U1
Equestrian Mastery, 5, 0,  Hor, Tra, 1, 0    ; U2
Imperial Majesty,   5, 0,  Fli, Sup, 1, 1    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  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,
Bazaar,                   8,  1,    Cur,   ; Marketplace
Library,                  8,  1,    Wri,
Post House,               6,  1,    Fli,   ; Courthouse
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Monastery,                10, 0,    The,   ; Bank
Pagoda,                   12, 2,    NF,    ; Cathedral
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no,
Mosque,                   10, 2,    Ref,   ; Colosseum
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Bank,                     12, 2,    Ban,   ; Stock Exchange
Sewer System,             12, 2,    San,
Intensive Irrigation,      8, 3,    Rfg,   ; Supermarket
Caravanserai,             10, 0,    AFl,   ; Superhighways
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    Env,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Shipyards,                8,  2,    Nav,   ; Port Facility
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Luxury Goods),           60, 0,    Fli,   ; Capitalization
Pyramids,                 20, 0,    Mas,
Dome of the Rock,         20, 0,    U1,    ; Hanging Gardens
Control of Silk Route,    20, 0,    Tra,   ; Colossus
Gardens of West Lake,     20, 0,    E2,    ; Lighthouse
Great Library,            30, 0,    Lit,   ; lost
Potola Palace,            30, 0,    NF,    ; Oracle
Great Wall,               30, 0,    E2,
Sun Tzu's War Academy,    30, 0,    E2,
Saladin's Citadel,        30, 0,    U1,    ; King Richard's Crusade
Marco Polo's Embassy,     20, 0,    Rec,
The Vatican,              40, 0,    MT,    ; Michelangelo's Chapel
Academy of Wisdom,        30, 0,    Ast,   ; Copernicus' Observatory
Discovery of New World,   40, 0,    Rad,   ; Magellan's Expedition
Teachings of Buddha,      60, 0,    NF,    ; Shakespeare's Theatre
Forbidden City,           40, 0,    U3,    ; Leonardo's Workshop
Stupa of the Wild Goose,  30, 0,    NF,    ; J. S. Bach's Cathedral 
Al-Koran,                 40, 0,    Ref,   ; Isaac Newton's College
Hagia Sophia,             40, 0,    The,   ; Adam Smith's Trading Co.
Mosque of al-Mutawakkil,  40, 0,    U1,    ; Darwin's Voyage
Statue of Liberty,        40, 0,    no,
Angkor Wat,               30, 0,    PT,    ; Eiffel Tower
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Travels of Ibn Battuta,   60, 0,    AFl,   ; Apollo Program
Temple of Heaven,         60, 0,    U3,    ; SETI Program
Ka'ba,                    40, 0,    Ref,   ; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; 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.
;
;   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,  6,0,  5, nil, 000000000000000
Peasants,      nil, 0,  1.,0,  0a,2d,  2h,1f,  8,0,  5, Exp, 000000000000000
China Phalanx, E1,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, FP,  000010000000000
Phalanx,       Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Archers,       Ldr, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 100000000010000
China Infantry,nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, FP,  000000000000000
Pikemen,       E1,  0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Min, 000010000000000
Musketeers,    nil, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, E1,  000010000000000
Khan (2),      nil, 0,  2.,0, 10a,6d,  3h,2f, 30,0,  0, no,  000001000000001
Partisans,     nil, 0,  1.,0,  3a,2d,  2h,2f,  5,0,  1, no,  000001000000010
Horse Archers, nil, 0,  2.,0,  5a,2d,  3h,1f,  6,0,  0, Tac, 100000000010010
General,       nil, 0,  2.,0, 10a,5d,  2h,2f, 16,0,  0, no,  000001000010001
Indian Pikemen,nil, 0,  1.,0,  1a,2d,  3h,1f,  3,0,  1, Cmp, 000010000000000
Indian Cavalry,nil, 0,  2.,0,  6a,3d,  2h,1f,  7,0,  0, Cmp, 000000000000000
Crossbowmen,   nil, 0,  1.,0,  4a,2d,  2h,2f,  5,0,  0, Ldr, 100000000010000
Assassin,      nil, 0,  2.,0, 10a,0d,  2h,3f,  6,0,  0, Pla, 001000000000010
Indian Infantry,nil,0,  1.,0,  5a,2d,  3h,1f,  4,0,  0, Cmp, 000000000000000
Elephant,      nil, 0,  2.,0,  4a,3d,  3h,1f,  6,0,  0, Cmp, 000010000000000
Crusaders,     nil, 0,  2.,0,  5a,1d,  1h,1f,  5,0,  0, Min, 000000000000000
Knights,       nil, 0,  2.,0,  4a,2d,  1h,1f,  5,0,  0, Min, 000000000000000
Cameleers,     nil, 0,  2.,0,  5a,2d,  1h,1f,  6,0,  0, Gen, 000001000000001
Light Cavalry, nil, 0,  4.,0,  5a,2d,  2h,2f,  5,0,  0, Gen, 000000000000000
Heavy Cavalry, nil, 0,  3.,0,  7a,3d,  2h,1f,  9,0,  0, CA,  000000000000001
Catapult,      Env, 0,  1.,0,  8a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,        nil, 0,  2.,0, 10a,1d,  2h,1f,  4,0,  0, Env, 000000000000000
Sappers,       nil, 0,  2.,0,  8a,1d,  2h,3f,  6,0,  0, Las, 001000001000000
Seige Tower,   Csc, 0,  1.,0,  6a,1d,  2h,2f,  6,0,  0, Eng, 000000001000000
Battering Ram, nil, 0,  2.,0,  8a,1d,  2h,1f,  7,0,  0, Csc, 000000001000000
Ballista,      nil, 0,  1.,0, 10a,1d,  2h,2f, 12,0,  0, Lab, 000000101000000
Lancers,       E1,  0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, Pla, 000010000000000
Mamluks,       CA,  0,  2.,0,  7a,3d,  2h,1f,  7,0,  0, Cmb, 000000000000001
Khan (3),      nil, 0,  2.,0, 10a,6d,  3h,2f, 30,0,  0, no,  000001000000001
Samurai,       nil, 0,  1.,0,  4a,3d,  3h,2f,  5,0,  1, Rob, 000010000000000
Caravel,       nil, 2,  5.,0,  2a,1d,  1h,1f,  4,2,  4, Min, 000000000100000
Balloon,       nil, 1,  6.,5,  0a,1d,  1h,1f,  6,0,  0, Roc, 000000000001011
Frigate,       Sup, 2,  6.,0,  4a,2d,  2h,1f,  6,2,  2, Mag, 000000000000000
Dhow,          nil, 2,  8.,0,  2a,1d,  1h,1f,  4,2,  4, Stl, 000000000000000
Dromon,        Mag, 2,  5.,0,  3a,2d,  2h,1f,  5,0,  2, Min, 000000000000001
Junk,          nil, 2,  7.,0,  2a,1d,  1h,1f,  4,2,  4, FP,  000000000000000
Warship,       nil, 2,  6.,0,  5a,2d,  2h,1f,  6,0,  2, Sup, 000000000000001
Wall Defense,  nil, 0,  0.,0,  0a,5d,  4h,1f, 16,0,  1, no,  000000000000001
Huo P'ao,      nil, 0,  1.,0,  9a,0d,  1h,1f,  2,0,  0, FP,  001000000000000
Explosives,    nil, 0,  2.,0,  9a,0d,  1h,4f,  6,0,  0, SE,  001000100000000
Ninja,         Gen, 0,  2.,0, 10a,0d,  1h,4f,  6,0,  0, Sth, 001000000000000
Emperor,       nil, 0,  1.,0,  7a,7d,  3h,1f, 20,0,  1, no,  000001000000001
Nuclear,       nil, 0,  1.,0,  3a,3d,  2h,1f,  5,0,  1, Rob, 000010000000000
Diplomat,      Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,           nil, 0,  2.,0,  0a,0d,  1h,1f,  4,0,  6, Esp, 000000000000011
Caravan,       Rec, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Tra, 000000000000010
Merchants,     nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  7, Rec, 000000000000010
Scouts,        nil, 0,  3.,0,  0a,2d,  1h,1f,  4,0,  0, Too, 000001000001011
City Defense,  nil, 0,  0.,0,  0a,3d,  3h,1f,  8,0,  1, SFl, 000000000000000
King,          nil, 0,  1.,0,  0a,6d,  3h,1f, 20,0,  1, no,  000001000000001
Khan (1),      nil, 0,  2.,0, 10a,6d,  3h,2f, 30,0,  0, no,  000001000000001 


;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  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 Empire
;        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,  2,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  2,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  5,6,  0,2,0,   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
Dunes,      3,3,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Drt,   ; Swa
Jungle,     2,4,  2,1,0,   yes, 1,10, 2,   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,  4,1,0,
Game,       1,2,  2,3,0,  ; Buffalo
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  2,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,  ; not used
Ivory,      2,2,  1,1,4,
Oasis,      3,3,  3,1,0,  ; Peat
Spice,      2,4,  2,1,4,  ; Gems
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,1,
Grain,      1,2,  4,1,1,  ; Wheat
Grassland,  1,2,  2,1,0,
Silk,       2,3,  2,3,8,
Wine,       2,4,  2,1,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,1,3,
Oil,        2,2,  0,4,0,
Ruins,      3,3,  0,1,0,  ; Spice
Fruit,      2,4,  5,1,1,
Whales,     1,2,  3,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Khan,        Khan
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
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 (Mongol)
;           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
Innocent IV,  Celestine IV,        0, 1, 3, Romans,      Roman,       0, -1,  1,     3, Pope, Pope ; White 
Al Nasir Yusuf,al Din Qutuz,       0, 2, 0, Babylonians, Babylonian,  1, -1,  0,     3, Caliph, Caliph, 4, Caliph, Caliph ; Green
Frederick,    Maria Theresa,       0, 3, 2, Germans,     German,      0, -1,  0,     ; D Blue ?
Ghengis,      Ch'e-po-erh,         0, 4, 1, Egyptians,   Egyptian,    1, -1, -1,     2, Khan, Khan, 3, Khan, Khan ; Yellow
Ti-ping,      Ti-ping,             0, 5, 2, Americans,   American,   -1, -1,  1,     ; L Blue
Ala al-Din Muhammad, Jalal al Din, 0, 6, 0, Greeks,      Greek,       1, -1, -1,     4, Khwarazmshah, Khwarazmshah ; Orange
Mohandas Gandhi,Indira Gandhi,     0, 7, 0, Indians,     Indian,      0,  0,  0,     2, Maharaja, Maharaja, 4, Maharaja, Maharaja ; Purple
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongoloids,  Mongoloids,  1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



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

@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













