;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
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
10      ; Fundamentalism pays support for all units past this
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)

;
;   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,  nil, Alp, 3, 0    ; AFl
Monowing Flight,    3,-1,  nil, nil, 3, 0    ; Alp
Global Economy,     5, 2,  Cor, nil, 3, 1    ; Amp
Armour Plating,     4,-2,  nil, nil, 3, 0    ; Ast
Quantum Mechanics,  4, 1,  nil, nil, 3, 3    ; Ato
Automobile,         6,-1,  nil, nil, 3, 4    ; Aut *
Psycho Analysis,    4, 2,  nil, nil, 3, 2    ; Ban
Bridge Building,    4, 0,  nil, nil, 0, 4    ; Bri *
Jet Propulsion,     5,-1,  AFl, nil, 3, 0    ; Bro
Armour Design,      5,-2,  Ast, nil, 3, 0    ; Cer
Television,         4, 2,  Amp, Ato, 3, 4    ; Che
Special Training,   4,-2,  Ban, nil, 3, 0    ; Chi
UK Infantry,        4, 1,  no, no, 3, 0    ; CoL
Combined Arms,      5,-1,  Chi, AFl, 3, 0    ; CA
ANZAC Infantry,     5,-1,  no, no, 3, 0    ; Cmb
Communism,          5, 0,  nil, nil, 2, 2    ; Cmn *
Computers,          4, 1,  Min, nil,  3, 4   ; Cmp
UK Cavalry,         7,-1,  no, no, 2, 0    ; Csc
Siegfried Line,     4,-1,  nil, nil,   3, 0  ; Cst
The Corporation,    4, 0,  nil, nil, 2, 1    ; Cor 
German Infantry,    4, 1,  no, no,   3, 0    ; Cur
Democracy,          5, 1,  nil, nil, 2, 2    ; Dem *
German Cavalry,     4, 1,  no, no,   2, 0    ; Eco
Japanese Infantry,  4, 0,  no, no, 3, 0    ; E1
Russian Infantry,   4, 1,  no, no,   3, 0    ; E2
Engineering,        4, 0,  nil, nil, 0, 4    ; Eng *
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  no, no, 3, 0    ; Esp
Russian Cavalry,    5, 0,  no, no,   2, 0    ; Exp
French Infantry,    4,-1,  no, no,   3, 0    ; Feu
UN Intervention,    4,-1,  CA, nil,  3, 0    ; Fli
Fascism,            3,-2,  Amp, Chi, 3, 2    ; Fun *
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP  *
Genetic Engineering,3, 2,  nil, Cor, 3, 3    ; Gen 
Guerrilla Warfare,  4, 1,  no, no,   3, 0    ; Gue
French Cavalry,     8,-2,  no, no,   2, 0    ; Gun
Cavalry,            4,-1,  no, no,   0, 0    ; Hor
Industrialization,  6, 0,  nil, nil, 2, 1    ; Ind *
Submarine Tech.,    6, 0,  nil, nil, 3, 0    ; Inv
US Infantry,        4, 0,  no, no, 3, 0    ; Iro
Labor Union,        4,-1,  no, no,   3, 2    ; Lab
The Laser,          4, 0,  NP, nil,  3, 3    ; Las
Leadership,         5,-1,  no, no,   1, 0    ; Ldr
Literacy,           5, 2,  no, no,   0, 3    ; Lit
Machine Tools,      4,-2,  no, no,   2, 4    ; Too
Magnetism,          4,-1,  no, no,   1, 3    ; Mag
Map Making,         6,-1,  no, no,   0, 1    ; Map
Masonry,            4, 1,  no, no,   0, 4    ; Mas
Mass Production,    5, 0,  no, no,   3, 4    ; MP
Mathematics,        4,-1,  no, no,   0, 3    ; Mat
Medicine,           4, 0,  no, no,   1, 1    ; Med
Metallurgy,         6,-2,  no, no,   1, 0    ; Met
Miniaturization,    4, 1,  nil, nil, 3, 4    ; Min
Mobile Warfare,     8,-1,  no, no,   3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon *
Monotheism,         5, 1,  no, no,   1, 2    ; MT
Mysticism,          4, 0,  no, no,   0, 2    ; Mys
Navigation,         6,-1,  no, no,   1, 1    ; Nav
Nuclear Fission,    6,-2,  nil, Ato, 3, 3    ; NF
Nuclear Power,      3, 0,  NF,  nil, 3, 3    ; NP
Philosophy,         6, 1,  no, no,   1, 2    ; Phi
Physics,            4,-1,  no, no,   1, 3    ; Phy
Plastics,           4, 1,  nil, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  no, no,   0, 2    ; PT
Pottery,            4, 1,  no, no,   0, 1    ; Pot
Radio,              5,-1,  nil, nil, 3, 4    ; Rad *
Railroad,           6, 0,  nil, nil, 2, 1    ; RR  *
Recycling,          2, 1,  nil, nil, 3, 2    ; Rec
Refining,           4, 0,  no, no,   2, 4    ; Ref
Refrigeration,      3, 1,  Amp,  nil, 3, 1    ; Rfg *
The Republic,       5, 1,  nil, nil, 0, 2    ; Rep *
Robotics,           5,-2,  Cmp, nil, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, nil,  3, 0    ; Roc
Sanitation,         4, 2,  no, no,  2, 1    ; San 
Seafaring,          4, 1,  no, no, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  no, no, 2, 3    ; SE
Steel,              4,-1,  no, no, 2, 4    ; Stl
Superconductor,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  no, no, 2, 0    ; Tac
Theology,           3, 2,  no, no, 1, 2    ; The
Theory of Gravity,  4, 0,  no, no, 1, 3    ; ToG
Trade,              4, 2,  no, no, 0, 1    ; Tra
University,         5, 1,  no, no, 1, 3    ; Uni
Warrior Code,       4,-1,  no, no, 0, 0    ; War
The Wheel,          4,-1,  no, no, 0, 4    ; Whe
Writing,            4, 2,  no, no, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3
;
; 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,    nil,
Barracks,                 4,  1,    nil,
Food Storage,             6,  1,    nil,
Church,                   4,  1,    nil,
MarketPlace,              8,  1,    nil,
Library,                  8,  1,    nil,
Courthouse,               8,  1,    nil,
Civilian Defense,         8,  0,    nil,
Water Supply,             8,  2,    nil,
Bank,                     12, 3,    nil,
Cathedral,                12, 3,    nil,
University,               16, 3,    nil,
Mass Transit,             16, 4,    nil,
Cinema,                   10, 4,    Che,
Factory,                  20, 4,    nil,
Concentration Camp,       32, 6,    Fun,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    nil,
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Amp,
Sewer System,             12, 2,    nil,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Amp,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    nil,
Solar Plant,              32, 4,    Env,
Harbour,                  6,  1,    nil,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    nil,
Police Station,           6,  2,    nil,
Port Facility,            8,  3,    nil,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    nil,
Hanging Gardens,          20, 0,    nil,
Colossus,                 20, 0,    nil,
Lighthouse,               20, 0,    nil,
Great Library,            30, 0,    nil,
Oracle,                   30, 0,    nil,
Great Wall,               30, 0,    nil,
Sun Tzu's War Academy,    30, 0,    nil,
King Richard's Crusade,   30, 0,    nil,
Marco Polo's Embassy,     20, 0,    nil,
Michelangelo's Chapel,    40, 0,    nil,
Copernicus' Observatory,  30, 0,    nil,
Magellan's Expedition,    40, 0,    nil,
Shakespeare's Theatre,    30, 0,    nil,
Leonardo's Workshop,      40, 0,    nil,
J. S. Bach's Cathedral,   40, 0,    nil,
Isaac Newton's College,   40, 0,    nil,
Adam Smith's Trading Co., 40, 0,    nil,
Darwin's Voyage,          40, 0,    nil,
Statue of Liberty,        40, 0,    nil,
Eiffel Tower,             30, 0,    nil,
Women's Suffrage,         60, 0,    nil,
Hoover Dam,               60, 0,    nil,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    NF,
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
Dem,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    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, no, 000000000000000
Engineers,    nil, 0,  1.,0,  0a,2d,  2h,1f,  4,0,  5, nil, 000000000000010
Royal Infantry,nil, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, CoL, 000000000000000
ANZAC Troops,  nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Cmb, 000000000000000
R. Cavalry,   Cer, 0,  2.,0,  6a,3d,  2h,1f,  4,0,  0, Exp, 000000000000000
R. Infantry,  nil, 0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, E2, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, nil, 000000000000100
Royal Cavalry, Cer, 0,  2.,0,  7a,3d,  2h,1f,  5,0,  0, Csc, 000000000000000
German Cavalry,Cer, 0,  2.,0,  7a,4d,  2h,1f,  5,0,  0, Eco, 000000000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  0, nil, 000001000000010
French Cavalry,Cer,  0,  2.,0,  6a,3d,  2h,1f,  5,0,  0, Gun, 000000000000000
Cavalry,      Cer, 0,  2.,0,  6a,3d,  2h,1f,  5,0,  0, Hor, 000000000000000
Zapat. Cavalry,Dem, 0,  2.,0,  6a,2d,  2h,1f,  4,0,  0, nil, 000001000000000
Beduin Cav.,  Dem, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, nil,  000001000000001
Warlord Cav., Dem, 0,  2.,0,  6a,3d,  2h,1f,  5,0,  0, nil,  000000000000000
French Infantry,nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Feu, 000000000000000
Jap. Infantry,nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, E1, 000000000000000
Afr. Warrior, Dem, 0,  1.,0,  3a,2d,  1h,1f,  2,0,  1, nil, 000001000000000
US Infantry,  nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Iro, 000000000000000
German Infantry,nil, 0,  1.,0,  6a,5d,  2h,1f,  4,0,  1, Cur, 000000000000000
Bi-Plane,     Alp, 1,  8.,1,  3a,2d,  1h,1f,  4,0,  3, nil,  000000000000000
Fighter,      Bro, 1, 10.,1,  5a,3d,  2h,1f,  6,0,  3, Alp, 000000000000000
Tank,       nil, 0,  3.,0, 10a,5d,  3h,2f,  10,0,  0, Cer, 000000000000000
Afr. Cavalry, Dem, 0,  2.,0,  4a,1d,  1h,1f,  3,0,  0, nil, 000001000000001
Artillery,    Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, nil, 000000001000000
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000
Early Tank,     Cer,  0,  1.,0,  5a,5d,  2h,2f,  6,0,  1, Ast,  000000000000000
Jet Fighter,  Sth, 1, 12.,1,  7a,5d,  2h,2f,  8,0,  3, Bro, 000000000010001
Bomber,     Sth, 1,  8.,2,  12a,3d,  2h,2f,  8,0,  0, AFl, 000000000000000
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001
Stlth Ftr.,   nil, 1, 16.,1, 10a,5d,  2h,2f, 10,0,  3, Sth, 000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 16a,3d,  2h,3f, 16,0,  0, Sth, 000000000000001
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  7,0,  1, Cer, 000000000000000
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Warlord,      Dem, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, nil,  000000000000000
Frigate,      nil,  2,  4.,0,  4a,2d,  2h,1f,  4,1,  2, nil, 000000000000000
Dreadnought,  Ast,  2,  4.,0,  5a,4d,  3h,1f,  6,0,  2, nil,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, nil,  100000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, nil, 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, Ast, 000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Inv, 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, nil, 000000000000000
Cruise Msl.,  nil, 1, 12.,1, 20a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
UN Troops,    nil, 0,  1.,0,  2a,8d,  3h,1f,  8,0,  1, Fli, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no, 000000000000011
Rangers,      nil, 0,  1.,0, 12a,8d,  3h,3f, 10,0,  0, no, 000000001000000
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Beduin Inf.,  Dem, 0,  1.,0,  4a,3d,  2h,1f,  3,0,  1, nil, 000000000000001
SAS Forces,     nil, 0,  1.,0,  8a,5d,  2h,1f,  10,0,  0, Chi, 000001101000111
Zapat. Infant.,Dem, 0,  1.,0,  5a,4d,  2h,1f,  3,0,  1, nil, 000001000000000
Rebels,       nil, 0,  2.,0, 24a,16d,  3h,3f, 12,0,  0, no, 000001001000000

;
; 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.
;
; 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,
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,
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,        Regent,      Regentes
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Chairman,    Chairwoman
Fascism,        Führer,      Führer
Republic,       President,   President
Democracy,      Prime Minister,Prime Minister

; This file has been modified by Nylz' Civ2 Tribe Editor v1.01
; on 16-2-98 at 17:12:03
; For more information about the Civ2 Tribe Editor take a look at:
; http://www.universal.nl/users/folmer/software.htm

@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,    0,  0, -1,     
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1,  0,  1,     4, Lord Protector, Lady Protector
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     0,  1,  0,     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,  0,     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,    -1,  1,  1,     4, Lord Protector, Lady Protector
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,   -1,  0,  1,     4, Reverend, Reverend
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0,  1, -1,     1, Shogun, Shoguna, 2, Emperor, Empress, 4, Deity, Deity
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

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


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













