;
;   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)
0       ; # 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)
10      ; 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.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;     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 leaders 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
WW1 TANK DESIGN,    5, 1,  nil, nil, 3, 0    ; AFl
Nothing,            5, 1,  no,  nil, 3, 0    ; Alp
WW1 BOMBER,         5, 1,  nil, nil, 3, 0    ; Amp
Resistance,         4, 1,  The, nil, 3, 1    ; Ast
TANK DESIGN 2,      5, 0,  AFl, nil, 3, 0    ; Ato
TANK DESIGN 3,      5, 0,  Ato, nil, 3, 0    ; Aut
TANK DESIGN 5,      4, 1,  Cmb, nil, 3, 0    ; Ban
BRIDGE BUILDING,    4, 0,  nil, nil, 3, 2    ; Bri
BOMBER DESIGN 2,    6,-1,  Amp, nil, 3, 0    ; Bro
BATTLESHIP,         5, 0,  Sea, nil, 3, 0    ; Cer
V1 BUZZ BOMB,       5,-1,  SE,  nil, 3, 0    ; Che
STORM TROOPERS,     4,-2,  SE,  nil, 1, 0    ; Chi
DIVE BOMBER,        4, 1,  Amp, nil, 3, 0    ; CoL
CARRIER,            5,-1,  Sea, nil, 3, 0    ; CA
TANK DESIGN 4,      5,-1,  Aut, nil, 3, 0    ; Cmb
Communism,          5, 0,  nil, nil, 2, 2    ; Cmn
NOTHING,            4, 1,  no,  no,  3, 0    ; Cmp
INFANTRY,           6,-1,  nil, nil, 3, 0    ; Csc
COSTAL DEFENCE,     4, 0,  nil, nil, 2, 4    ; Cst
ROCKET ARTILLERY,   4, 0,  E2,  Met, 3, 0    ; Cor
V2 ROCKET BOMB,     4, 1,  Che, nil, 3, 0    ; Cur
Democracy,          5, 1,  nil, nil, 3, 0    ; Dem
ANTITANK,           4, 1,  Ato, nil, 3, 0    ; Eco
MARINE CORE,        4, 0,  Sth, nil, 3, 0    ; E1
ARTILLERY,          4, 1,  nil, nil, 3, 0    ; E2
ZEPPLIN,            4, 0,  SE,  nil, 3, 0    ; Eng
WW1 FIGHTER,        3, 1,  nil, nil, 3, 0    ; Env
AIR DESIGN 5,       4,-1,  Las, nil, 3, 0    ; Esp
Transform,          5, 0,  nil, nil, 3, 0    ; Exp
O.S.S.,             4,-1,  Sth, nil, 3, 0    ; Feu
GESTAPO,            4,-1,  SE,  nil, 3, 0    ; Fli
FACISM,             4,-2,  nil, nil, 1, 2    ; Fun
S.S.,               3, 0,  SE,  nil, 3, 0    ; FP
SPEACIAL FORCES,    3, 2,  Sth, nil, 3, 0    ; Gen
GUERRILLA WARFARE,  4, 1,  nil, nil, 3, 0    ; Gue
AFRICA KORP,        5,-2,  SE,  nil, 3, 0    ; Gun
ALPINE,             4,-1,  Csc, nil, 3, 0    ; Hor
ANTI AIRCRAFT,      6, 0,  Ato, nil, 3, 0    ; Ind
TANK DESIGN 6,      6, 0,  Ban, nil, 3, 0    ; Inv
AIR DESIGN 2,       5,-1,  Env, nil, 3, 0    ; Iro
AIR DESIGN 6,       4,-1,  Esp, nil, 3, 0    ; Lab
AIR DESIGN 4,       4, 0,  Met, nil, 3, 0    ; Las
BOMBER DESIGN 4,    5,-1,  Too, nil, 3, 0    ; Ldr
BOMBER DESIGN 0,    5, 2,  no,  nil, 3, 0    ; Lit
Bomber Design 3,    4,-1,  Bro, nil, 3, 0    ; Too
FIGHTER BOMBER,     4,-1,  Iro, nil, 3, 0    ; Mag
TRADING (LAND),     5,-1,  nil, nil, 3, 0    ; Map
Kamikaze,           5, 1,  Tac, nil, 3, 0    ; Mas
Japanese Infantry,  5, 0,  Tac, nil, 3, 0    ; MP
SURVEYOR,           4,-1,  nil, nil, 0, 3    ; Mat
PARATROOPS,         4, 0,  Csc, nil, 3, 0    ; Med
AIR DESIGN 3,       6,-2,  Iro, nil, 3, 0    ; Met
BOMBER DESIGN 3,    4, 1,  no,  nil, 3, 0    ; Min
ADVANCED RADAR,     8,-1,  MT,  nil, 3, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
NUCLEAR BOMB,       5, 1,  NF,  nil, 3, 0    ; MT
NUCLEAR PLANT,      4, 0,  MT,  nil, 3, 0    ; Mys
CITY COSTAL FORT,   6,-1,  nil, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Lab, Ldr, 3, 0    ; NF
SOLAR POWER,        3, 0,  NF,  nil, 3, 3    ; NP
PORT FACILITY,      6, 1,  nil, nil, 3, 0    ; Phi
SPACE FLIGHT,       4,-1,  no,  nil, 3, 3    ; Phy
WORLD IN TRANSITION,4, 1,  no,  no,  3, 4    ; Pla
SUBMARINE,          4, 0,  Sea, nil, 3, 0    ; Plu
SUPER SUBMARINE,    4, 0,  Plu, nil, 3, 0    ; PT
PREWAR ADVANCES,    4, 1,  nil, nil, 0, 1    ; Pot
AIRBASE CONSTRUCTIO,5,-1,  nil, nil, 3, 0    ; Rad
PT BOAT,            6, 0,  Sth, nil, 3, 0    ; RR
SUPER CRUISER,      2, 1,  SFl, nil, 3, 0    ; Rec
SUPER BATTLESHIP,   4, 0,  Cer, nil, 3, 0    ; Ref
FARMLAND,           3, 1,  nil, nil, 3, 0    ; Rfg
The Republic,       5, 1,  nil, nil, 0, 2    ; Rep
SUPER CARRIER,      5,-2,  CA,  nil, 3, 0    ; Rob
NUCLEAR BOMB,       6,-2,  no,  no,  3, 0    ; Roc
LANDING CRAFT,      4, 2,  Sea, nil, 3, 0    ; San
DREADNAUGHT,        4, 1,  nil, nil, 2, 0    ; Sea
CRUISER,            4, 1,  Sea, nil, 3, 0    ; SFl
Allied Special Unit,3,-2,  Stl, no,  3, 0    ; Sth
Axis Special Units, 4,-1,  Sup, no,  2, 3    ; SE
Allied R&D,         4,-1,  no,  no,  2, 4    ; Stl
Axis R&D,           4, 1,  no,  no,  3, 3    ; Sup
Japanese Special Un,6,-1,  ToG, no,  2, 0    ; Tac
Pro Allied Units,   3, 2,  Tra, no,  1, 2    ; The
Japanese R&D,       4, 0,  no,  nil, 1, 3    ; ToG
Pro Allied R&D,     4, 2,  no,  nil, 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,  0,    nil,
Granary,                  6,  0,    Pot,
Temple,                   4,  0,    Pot,
MarketPlace,              8,  0,    Pot,
Library,                  8,  0,    Pot,
Courthouse,               8,  0,    Pot,
City Walls,               8,  0,    Pot,
Aqueduct,                 8,  0,    Pot,
Bank,                     12, 1,    Pot,
Cathedral,                12, 1,    Pot,
University,               16, 1,    Pot,
Mass Transit,             16, 2,    Pot,
Colosseum,                10, 2,    Pot,
Factory,                  20, 2,    Pot,
Manufacturing Plant,      32, 4,    Pot,
SDI Defense,              20, 2,    Mob,
Recycling Center,         20, 0,    Pot,
Power Plant,              16, 2,    Pot,
Hydro Plant,              24, 2,    Pot,
Nuclear Plant,            16, 0,    Mys,
Stock Exchange,           16, 2,    Pot,
Sewer System,             12, 0,    Pot,
Supermarket,              8,  1,    Pot,
Superhighways,            20, 3,    Pot,
Research Lab,             16, 1,    Pot,
SAM Missile Battery,      10, 0,    Ind,
Coastal Fortress,         8,  0,    Nav,
Solar Plant,              32, 2,    NP,
Harbor,                   6,  0,    Pot,
Offshore Platform,        16, 1,    Pot,
Airport,                  16, 1,    Pot,
Police Station,           6,  0,    Pot,
Port Facility,            8,  1,    Phi,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Pot,
Pyramids,                 20, 0,    Pot,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Pot,
Lighthouse,               20, 0,    Pot,
Great Library,            30, 0,    Pot,
Oracle,                   30, 0,    Pot,
Great Wall,               30, 0,    Pot,
Sun Tzu's War Academy,    30, 0,    Pot,
King Richard's Crusade,   30, 0,    Pot,
Marco Polo's Embassy,     20, 0,    Pot,
Michelangelo's Chapel,    40, 0,    Pot,
Copernicus' Observatory,  30, 0,    Pot,
Magellan's Expedition,    40, 0,    Pot,
Shakespeare's Theatre,    30, 0,    Pot,
Leonardo's Workshop,      40, 0,    Pot,
J. S. Bach's Cathedral,   40, 0,    Pot,
Isaac Newton's College,   40, 0,    Pot,
Adam Smith's Trading Co., 40, 0,    Pot,
Darwin's Voyage,          40, 0,    Pot,
Statue of Liberty,        40, 0,    Pot,
Eiffel Tower,             30, 0,    Pot,
Women's Suffrage,         60, 0,    Pot,
Hoover Dam,               60, 0,    Pot,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    Pot,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    Phy,
Cure for Cancer,          60, 0,    NF,
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
Pot,        ; Lighthouse
Pot,        ; Great Library
nil,        ; Oracle
Pot,        ; Great Wall
Pot,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
Pot,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
Pot,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Pot,        ; Leonardo's Workshop
nil,        ; J.S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
Pot,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
Pot,        ; United Nations
nil,        ; Apollo Program
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
WW1 TANK,     Aut, 0, 1.,0, 10a,5d,   3h,2f,  8,0,  0, AFl, 000000000000000
SUBMARINE,    nil, 2, 5.,0, 10a,2d,   3h,2f,  6,0,  2, Plu, 100000000001001
WW1 BOMBER,   Too, 1, 3.,2,  8a,1d,   2h,2f,  4,0,  3, Amp, 000000001000011
Resistance,   nil, 0, 4.,0,  6a,4d,   2h,2f,  5,0,  0, Ast, 000001000000011
TANK DESIGN 2,Cmb, 0, 2.,0, 12a,6d,   3h,1f,  9,0,  0, Ato, 000000000000000
TANK DESIGN 3,Ban, 0, 2.,0, 14a,8d,   3h,2f, 10,0,  0, Aut, 000000000000000
TANK DESIGN 5,nil, 0, 1.,0, 18a,12d,  4h,3f, 14,0,  0, Ban, 000000000000000
AIR DESIGN 3, Esp, 1, 5.,2,  8a,6d,   3h,3f,  6,0,  3, Met, 000000001010011
BOMBER 4,     nil, 1,10.,2, 18a,4d,   4h,3f, 10,0,  3, Ldr, 000000001000011
Partisans,    nil, 0, 1.,0,  4a,4d,   2h,1f,  5,0,  1, Gue, 000001000000010
BATTLESHIP,   nil, 2, 4.,0, 12a,12d,  4h,2f, 16,0,  2, Cer, 000000000000001
V1 BUZZ BOMB, nil, 1, 6.,0,  8a,0d,   1h,2f,  6,0,  0, Che, 001000001000011
STORM TROOPER,nil, 0, 1.,0,  8a,5d,   2h,1f,  6,0,  0, Chi, 000000000000000
DIVE BOMBER,  nil, 1, 5.,2, 12a,4d,   2h,1f,  8,0,  3, CoL, 000000001000011
CARRIER,      nil, 2, 5.,0,  1a,9d,   4h,2f, 16,5,  2, CA,  010000010000001
TANK DESIGN 4,nil, 0, 2.,0, 16a,10d,  3h,2f, 12,0,  0, Cmb, 000000000000000
SUPER SUB,    nil, 2, 7.,0, 14a,6d,   3h,3f, 10,0,  2, PT,  100000000001001
INFANTRY,     nil, 0, 1.,0,  5a,4d,   2h,1f,  4,0,  1, Csc, 000000000000000
PARATROOPS,   nil, 0, 1.,0,  6a,4d,   2h,1f,  6,0,  0, Med, 000000100000010
ROCKET ARTILL,nil, 0, 1.,0, 14a,4d,   3h,2f,  8,0,  0, Cor, 000000001000000
V2 ROCKET,    nil, 1,14.,0, 10a,0d,   2h,2f, 10,0,  0, Cur, 000000000000011
ANTI TANK,    nil, 0, 1.,0, 10a,5d,   3h,3f,  8,0,  0, Eco, 010000000000000
MARINES,      nil, 0, 1.,0,  8a,5d,   2h,1f,  6,0,  0, E1,  000000000000100
ARTILLERY,    nil, 0, 1.,0, 12a,2d,   3h,2f,  7,0,  0, E2,  000000001000000
ZEPPLIN,      nil, 1,10.,3,  1a,1d,   2h,1f,  4,0,  3, Eng, 000000000000011
WW1 FIGHTER,  Met, 1, 3.,2,  4a,2d,   2h,2f,  4,0,  3, Env, 000000000010011
PT BOAT,      nil, 2, 8.,0,  5a,4d,   2h,2f,  4,0,  2, RR,  110000000000001
AIR DESIGN 5, nil, 1,10.,2, 12a,10d,  3h,3f, 10,0,  3, Esp, 000000001010011
BOMBER 3,     nil, 1, 8.,2, 16a,2d,   3h,3f,  8,0,  3, Too, 000000000000011
O.S.S,        nil, 0, 3.,0,  2a,2d,   1h,1f,  3,0,  6, Feu, 100001100001011
GESTAPO,      nil, 0, 3.,0,  3a,3d,   1h,1f,  3,0,  6, Fli, 100001100001011
S.S.,         nil, 0, 2.,0, 12a,8d,   2h,2f,  8,0,  0, FP,  000001001000111
SPEACIAL FORC,nil, 0, 2.,0, 10a,10d,  2h,2f,  8,0,  0, Gen, 000001001000111
Africa Korp,  nil, 0, 1.,0,  9a,9d,   2h,1f,  7,0,  1, Gun, 000000000000000
ALPINE,       nil, 0, 1.,0,  5a,5d,   2h,1f,  5,0,  0, Hor, 000001000000011
ANTI AIRCRAFT,nil, 0, 1.,0,  8a,8d,   2h,2f,  7,0,  1, Ind, 010000000010000
TANK DESIGN 6,nil, 0, 1.,0, 20a,12d,  5h,4f, 16,0,  0, Inv, 000000000000000
Destroyer,    nil, 2, 6.,0,  4a,4d,   3h,1f,  6,0,  2, E1,  100000000000001
SUPER CRUISER,nil, 2, 7.,0, 10a,10d,  4h,3f, 12,0,  2, Rec, 100000000000001
AIR 2,        Las, 1, 5.,2,  6a,4d,   2h,2f,  6,0,  3, Iro, 000000001010011
S BATTLESHIP, nil, 2, 6.,0, 16a,16d,  5h,4f, 20,0,  2, Ref, 000000000000001
AIR DESIGN 6, nil, 1, 8.,2, 14a,12d,  3h,3f, 12,0,  3, Lab, 000000001010011
SUPER CARRIER,nil, 2, 7.,0,  1a,13d,  5h,3f, 20,7,  2, Rob, 000000010000001
LC,           nil, 2, 5.,0,  0a,3d,   3h,1f,  5,4,  4, San, 000000000000000
AIR DESIGN 4, Lab, 1, 7.,2, 10a,8d,   3h,2f,  7,0,  3, Las, 000000000010011
ATOM BOMB,    nil, 1,16.,1, 99a,0d,   1h,1f, 60,0,  0, MT,  001000000000000
DREADNAUGHT,  SFl, 2, 4.,0,  3a,3d,   2h,2f,  4,0,  2, Sea, 100000000000001
CRUISER,      nil, 2, 5.,0,  6a,6d,   3h,2f,  8,0,  2, SFl, 100000000000001
BOMBER 2,     Ldr, 1, 6.,2, 14a,1d,   2h,2f,  6,0,  3, Bro, 000000001000011
FIGHTER BOMBE,nil, 1, 5.,2, 10a,6d,   2h,2f,  6,0,  3, Mag, 000000000000011
TRADE (LAND), nil, 0, 2.,0,  0a,1d,   1h,1f,  3,0,  7, Map, 000000000000010
Kamikaze Unit,nil, 1, 8.,0, 12a,1d,   1h,1f,  6,0,  1, Mas, 001100001010011                                      Japanese Inf, nil, 0, 1.,0,  9a,9d,   2h,2f,  7,1,  1, MP,  000000000000000
Japanese Inf, nil, 0, 1.,0,  9a,9d,   2h,2f,  7,0,  1, MP,  000101000000100
SURVEYOR,     nil, 0, 1.,0,  1a,1d,   1h,1f, 50,0,  5, Mat, 000001000000000

;
; 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 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,        ,            
Despotism,      ,            Prime Minister
Monarchy,       ,            Prime Minister
Communism,      ,            Comrade
Fundamentalism, ,            Fuhrer
Republic,       ,            Prime Minister
Democracy,      Democracy,   Mr.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
Mussolini,    Livia,               0, 2, 1, Italians,    Italian,     1,  1, -1,     1, Dictator, Dictator, 2, Imperator, Imperatrix, 4, Dictator, Dictator
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Hitler,       Maria Theresa,       0, 3, 3, Nazis,       German,      1,  1, -1,     4, Fuhrer, Fuhrer, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Roosevelt,    E. Roosevelt,        0, 5, 1, Americans,   American,    0,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker, 6, Mr.President, Mrs.President
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
Stalin,       Catherine the Great, 0, 1, 3, Russians,    Russian,     0,  0, -1,     2, Czar, Czarina, 3, Comrade, Comrade, 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
Churchill,    Elizabeth I,         1, 6, 3, British,     British,     0,  0,  0,     2, Prime Minister, Prime Minister, 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
Emperor,      Amaterasu,           0, 7, 2, Japanese,    Japanese,    1,  1, -1,     2, Shogun, Shogun, 4, Emperor, Emperor, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Darryl Marcinkoski,Isabella,       0, 4, 3, Pro Allied,  Allied,     -1, -1, -1,     1, Prime Minister, Prime Minister, 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,
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














