;
;   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)
1       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
3       ; Settlers eat (govt <= Monarchy)
3       ; 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
5       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
60      ; 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
Space Faring,       4,-2,  nil, nil, 3, 4    ; AFl
Lunar Combat,       5, 1,  nil, nil, 3, 0    ; Alp
Lunar Economics,    3,-2,  nil, nil, 3, 0    ; Amp
Lunar Society,      4, 1,  nil, nil, 1, 3    ; Ast
Cold Fusion,        4,-1,  AFl, nil, 2, 3    ; Ato
CITY ADVANCE 1,     6,-1,  no,  no,  3, 4    ; Aut
Magnetic Propulsion,4, 1,  Ato, Alp, 1, 1    ; Ban
Ground Warfare,     4, 0,  Alp, nil, 0, 4    ; Bri
HO Weaponry,        6,-1,  Bri, Ast, 0, 4    ; Bro
Religion Ethics,    5, 0,  nil, nil, 0, 2    ; Cer
Fusion Physics,     5,-1,  Ato, nil, 1, 3    ; Che
Fusion Engines,     4,-2,  Che, AFl, 1, 0    ; Chi
Adv Laser Weaponry, 4, 1,  Alp, Bro, 0, 2    ; CoL
Photon Theory,      5,-1,  Chi, Ast, 3, 0    ; CA 
Photon Engine,      5,-1,  CA,  Ban, 2, 4    ; Cmb
Jacketed Photons,   5, 0,  Cmb, Amp, 2, 2    ; Cmn
Interplanetary War, 4, 1,  AFl, Cmn, 3, 4    ; Cmp
Lunar Armies,       7,-1,  Cmp, Bri, 2, 0    ; Csc
Low Grav Conflict,  4, 0,  Ast, Bri, 0, 4    ; Cst
Low Grav Vehicles,  4, 0,  Cor, nil, 2, 1    ; Cor
Tracked Vehicles,   4, 1,  Cor, Alp, 0, 1    ; Cur
Low Lunar Orbit,    5, 1,  AFl, Cmp, 2, 2    ; Dem
Lunar Bombers,      4, 1,  Dem, Ban, 2, 1    ; Eco
Bomber Defenses,    4, 0,  Eco, CoL, 2, 4    ; E1 
CITY ADVANCE 2,     4, 1,  no,  no,  3, 4    ; E2 
Lunar Fighters,     4, 0,  E1,  Eco, 0, 4    ; Eng
Lunar Tank Systems, 3, 1,  Cur, Alp, 3, 2    ; Env
Political Intrigue, 2,-1,  Ast, nil, 3, 0    ; Esp
Launched Craft,     5, 0,  Eng, Che, 2, 4    ; Exp
Stellar Combat,     4,-1,  AFl, Exp, 0, 0    ; Feu
Lunar Dogfighting,  4,-1,  Eng, nil, 2, 4    ; Fli
Stellar Navy,       3,-2,  Exp, Csc, 2, 2    ; Fun
Large Stellar Craft,3, 0,  Fun, nil, 3, 3    ; FP 
Juggernaut Warfare, 3, 2,  FP,  nil, 3, 3    ; Gen
Cruiser,            4, 1,  Gen, nil, 3, 0    ; Gue
Adv Computer System,8,-2,  Gue, Amp, 1, 0    ; Gun
Adv Weaponry,       4,-1,  CoL, Gun, 0, 0    ; Hor
CITY ADVANCE 3,     6, 0,  no,  no,  2, 1    ; Ind
Adv Cruiser Weapons,6, 0,  Hor, Gue, 1, 4    ; Inv
Adv Navigation,     5,-1,  Gun, Map, 0, 4    ; Iro
Battlecruiser,      4,-1,  Inv, Iro, 3, 2    ; Lab
Cruiser Advancement,4, 0,  Lab, nil, 3, 3    ; Las
Cruiser Design,     5,-1,  Las, nil, 1, 0    ; Ldr
Xeno Technology,    5, 2,  Las, Ldr, 0, 3    ; Lit
Xenocruiser,        4,-2,  Lit, Lab, 2, 4    ; Too
Xenobattlecruiser,  4,-1,  Too, Lit, 1, 3    ; Mag
Lunar Chartography, 6,-1,  nil, nil, 0, 1    ; Map
Stellar Stealth,    4, 1,  Lit, MP,  0, 4    ; Mas
Guerilla Tactics,   5, 0,  Aut, Cor, 3, 4    ; MP 
Stealth Cruiser,    4,-1,  Gue, Mas, 0, 3    ; Mat
Xeno Stealth,       4, 0,  Mas, MP,  1, 1    ; Med
Stealth Battler,    6,-2,  Med, MP,  1, 0    ; Met
War Mechanics,      4, 1,  Env, nil, 3, 4    ; Min
Mechanized Warfare, 8,-1,  Min, nil, 3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  MP,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  no,  Lit, 1, 2    ; Phi
Physics,            4,-1,  no,  Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  Hor, 0, 2    ; PT 
Pottery,            4, 1,  no,  nil, 0, 1    ; Pot
Radio,              5,-1,  no,  E1,  3, 4    ; Rad
Railroad,           6, 0,  no,  Bri, 2, 1    ; RR 
Recycling,          2, 1,  no,  Dem, 3, 2    ; Rec
Refining,           4, 0,  no,  Cor, 2, 4    ; Ref
Lunar Farming,      3, 1,  Rob, nil, 3, 1    ; Rfg
Colonization,       5, 1,  nil, nil, 0, 2    ; Rep
Terraforming,       5,-2,  Rep, nil, 3, 0    ; Rob
Rocketry,           6,-2,  no,  E2,  3, 0    ; Roc
Sanitation,         4, 2,  no,  Eng, 2, 1    ; San
Seafaring,          4, 1,  no,  Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  Roc, 3, 3    ; SFl
Stealth,            3,-2,  no,  Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  no,  Inv, 2, 3    ; SE 
Steel,              4,-1,  no,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  no,  Las, 3, 3    ; Sup
Tactics,            6,-1,  no,  Ldr, 2, 0    ; Tac
Theology,           3, 2,  no,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  no,  Uni, 1, 3    ; ToG
Trade,              4, 2,  no,  CoL, 0, 1    ; Tra
University,         5, 1,  no,  Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  no,  nil, 0, 0    ; War
The Wheel,          4,-1,  no,  nil, 0, 4    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Lunar Technology,   1, 0,  Met, nil, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Military HQ,              10, 0,    nil,
Military Academy,          4, 1,    nil,
Food Storage,              6, 1,    nil,
Church,                    4, 1,    Cer,
Virtual Marketplace,       8, 1,    Amp,
Internet Library,          8, 1,    Ast,
Courthouse,                8, 1,    nil,
Ground Defenses,           8, 0,    Bri,
City-Wide Plumbing,        8, 2,    nil,
Virtual Bank,             12, 3,    Amp,
Propaganda Ploy,          12, 3,    Ast,
Lunar Academy,            16, 3,    Ast,
no,                       16, 4,    no, 
no,                       10, 4,    no, 
Factory,                  20, 4,    Esp,
Manufacturing Plant,      32, 6,    Esp,
no,                       20, 4,    no, 
Recycling Ethics,         20, 2,    Ast,
HO Fuel Cells,            16, 4,    Bro,
no,                       24, 4,    no, 
Fusion Plant,             16, 2,    Che,
Global Exchange,          16, 4,    Amp,
Fusion Fuel Cells,        12, 2,    Ato,
Bio Farm,                  8, 3,    Rfg,
no,                       20, 5,    no, 
Laboratory,               16, 3,    Ast,
Air Defenses,             10, 2,    E1, 
Stellar Defenses,          8, 1,    E1, 
Terraforming Plant,       32, 4,    Rob,
Star Base,                 6, 1,    Amp,
no,                       16, 3,    no, 
Airfield,                 16, 3,    Dem,
Police Force,              6, 2,    nil,
Space Port,                8, 3,    nil,
no,                        8, 0,    no, 
no,                       16, 0,    no, 
no,                       32, 0,    no, 
Capitalization,           60, 0,    Amp,
no,                       20, 0,    no, 
no,                       20, 0,    no, 
Research Lab,             20, 0,    no, 
SAM Missile Battery,      20, 0,    no, 
Coastal Fortress,         30, 0,    no, 
Solar Plant,              30, 0,    no, 
Harbor,                   30, 0,    no, 
Offshore Platform,        30, 0,    no, 
Airport,                  30, 0,    no, 
Police Station,           20, 0,    no, 
Port Facility,            40, 0,    no, 
SS Structural,            30, 0,    no, 
SS Component,             40, 0,    no, 
SS Module,                30, 0,    no, 
(Capitalization),         40, 0,    no, 
Pyramids,                 40, 0,    no, 
Hanging Gardens,          40, 0,    no, 
Colossus,                 40, 0,    no, 
Lighthouse,               40, 0,    no, 
Great Library,            40, 0,    no, 
Oracle,                   30, 0,    no, 
Great Wall,               60, 0,    no, 
Sun Tzu's War Academy,    60, 0,    no, 
IPBM Launcher,            60, 0,    Feu,
Marco Polo's Embassy,     60, 0,    no, 
Moon Colonization,        60, 0,    Esp,
Copernicus' Observatory,  60, 0,    no, 
Magellan's Expedition,    60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; no
no,         ; no
no,         ; Research Lab
no,         ; SAM Missile Battery
no,         ; Coastal Fortress
no,         ; Solar Plant
no,         ; Harbor
no,         ; Offshore Platform
no,         ; Airport
no,         ; Police Station
no,         ; Port Facility
no,         ; SS Structural
no,         ; SS Component
no,         ; SS Module
no,         ; (Capitalization)
no,         ; Pyramids
no,         ; Hanging Gardens
no,         ; Colossus
no,         ; Lighthouse
no,         ; Great Library
no,         ; Oracle
no,         ; Great Wall
no,         ; Sun Tzu's War Academy
nil,        ; IPBM Launcher
no,         ; Marco Polo's Embassy
nil,        ; Moon Colonization
no,         ; Copernicus' Observatory
no,         ; Magellan's Expedition


;
;    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
Lunar Settler,nil, 0,  1.,0,  0a,0d,  1h,1f,  5,0,  5, nil, 000000000000000
Recon Rover,  nil, 0,  3.,0,  0a,2d,  1h,1f,  4,0,  1, nil, 000000000000000
Soldier,      nil, 0,  1.,0,  2a,3d,  1h,1f,  5,0,  0, nil, 000000000000000
Fast Soldier, nil, 0,  2.,0,  2a,2d,  1h,1f,  5,0,  0, Alp, 000000000000000
Guerillas,    nil, 0,  1.,0,  5a,4d,  1h,1f,  7,0,  0, MP,  000001000000000
Riflemen,     nil, 0,  1.,0,  4a,4d,  1h,1f,  6,0,  1, Bro, 000000000000000
Troopers,     nil, 0,  1.,0,  5a,4d,  2h,1f,  7,0,  0, Csc, 000010000000000
no,           no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Colossus,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Privateers,   nil, 1, 10.,1,  4a,3d,  2h,1f,  6,0,  0, Fun, 000001000000010
no,           nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, no,  000001000000000
Oracle,       nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, no,  000000000000000
Great Wall,   nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  000000000000100
no,           nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
no,           nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  000000000000000
no,           Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  000000000000000
no,           PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000000000000000
no,           MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  000000000000000
no,           Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
no,           Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
no,           Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Warriors,     Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
Phalanx,      nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  000000000000000
Archers,      Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Legion,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Space Defenses,nil, 0,  0.,0,  0a,10d, 2h,2f, 10,0,  1, E1,  000000000000000
Artillery,    nil, 0,  1.,0, 10a,5d,  1h,2f, 10,0,  0, Mob, 000000001000000
Fanatics,     Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Partisans,    Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Alpine Troops,nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Riflemen,     nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Marines,      nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Lunar Shuttle,nil, 2,  3.,0,  2a,2d,  1h,1f,  4,2,  2, nil, 000000000000000
Cruiser,      nil, 2,  6.,0,  5a,4d,  1h,1f,  8,6,  4, Gue, 000000000010001
Battlecruiser,nil, 2,  5.,0,  6a,5d,  2h,1f, 10,0,  2, Lab, 110000000000001
Xenocruiser,  nil, 2,  6.,0,  7a,6d,  2h,2f, 12,0,  2, Too, 110000000010001
Fighter,      nil, 1, 12.,2,  5a,4d,  2h,1f,  6,0,  3, Eng, 010000000010001
Light Fighter,nil, 1, 15.,2,  4a,4d,  2h,1f,  5,0,  3, Eng, 000000000010000
Lunar Bomber, nil, 1, 10.,2, 10a,5d,  2h,2f,  9,0,  3, Eco, 000000000000001
Star Shadow,  nil, 2,  8.,0,  5a,4d,  2h,1f,  7,4,  2, Mat, 110000000000001
Xeno Battler, nil, 2,  4.,0, 12a,10d, 3h,2f, 15,2,  2, Mag, 110000000010011
Stlth Battler,nil, 2,  3.,0, 10a,5d,  3h,2f,  6,0,  2, Met, 110000000001011
Catapult,     nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Cannon,       nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Artillery,    nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
IPBM,         nil, 1, 20.,2, 99a,0d,  1h,1f, 20,0,  0, Hor, 001000000000000
Fighter,      Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Bomber,       nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Helicopter,   Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Stlth Ftr.,   nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
Stlth Bmbr.,  Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Trireme,      nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Caravel,      nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Galleon,      nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Frigate,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Ironclad,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Destroyer,    nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Half-Track,   nil, 0,  3.,0,  3a,7d,  2h,1f,  7,0,  1, Cur, 000000000000000
Lunar Troops, nil, 0,  1.,0,  6a,5d,  2h,2f,  8,0,  0, Csc, 000000000000100
Android,      nil, 0,  2.,0,  7a,7d,  2h,2f,  9,0,  0, Gun, 000000000000000
Fast Tank,    nil, 0,  4.,0,  5a,4d,  2h,1f,  7,0,  0, Mob, 000000000000000
Hover Tank,   nil, 0,  3.,0,  7a,6d,  2h,2f,  8,0,  0, Cor, 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
Earth,      1,2,  20,20,20,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Lava Bed,   1,2,  0,5,5,   yes, 1, 4, 1,   no,  0,15,  0,  no,    ; Pln
Moon,       1,2,  2,2,2,   yes, 2, 5, 2,   no,  0,10,  0,  no,    ; Grs
Caravel,    2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Mountain,   2,4,  1,2,0,   no,  1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Frigate,    3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Frozen Water,1,2,  4,4,4,   yes, 2,10, 1,   no,  0, 0,  0,  no,    ; Tun
Rock Bed,   2,2,  1,3,0,   no,  0, 0, 0,   yes, 2,15,  3,  no,    ; Gla
Half-Track, 2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Lunar Troops,2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Space,      1,2,  2,2,5,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Fast Tank,  1,2,  3,1,0,
Ice,        1,2,  5,2,5,
Earth,      1,2,  2,1,0,
Lava Bed,   2,3,  3,2,0,
Moon,       2,4,  1,2,0,
Moon,       3,6,  0,1,6,
Crater,     2,3,  1,1,1,
Crater,     2,3,  1,1,1,
Frozen Water,2,3,  1,4,0,
Rock Bed,   2,3,  1,0,4,
 ,          1,2,  1,1,5,
Helicopter, 1,2,  0,4,0,
Ice,        1,2,  5,2,5,
Space,      1,2,  2,1,0,
Ice,        2,3,  1,2,3,
Ice,        2,4,  1,0,4,
Galleon,    3,6,  0,4,0,
Crater,     2,3,  1,1,1,
Ice,        1,2,  5,2,5,
Crater,     2,3,  3,0,4,
Crater,     2,3,  4,0,1,
 ,          1,2,  1,1,5,




@GOVERNMENTS
Chaos,          Mr.,         Miss
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Prime Minister,Prime Minister
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
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, -1,  0,     2, Maharaja, Maharaja,
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, 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, -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
HO Feul,
Air,
Water,
Air,
Ice,
Ice,
Bronze,
Silver,
Moon Rock,
Gold,
Moon Rock,
Plutonium,
Uranium,
Munitions,
Moon Fuel,
Moon Fuel,


@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













