;
;   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.
;
;   Altered for the Imperial Pride scenario.  Version 1.1


;
;   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
4       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
14      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
12      ; 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
450     ; 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
0       ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
100     ; 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)
0       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)    [5]

;
;   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,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,         10, 0,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      3, 1,  ToG, Min, 2, 3    ; Ato*   (makes no sense, I know, but I have to make people wait SOMETHING close to 1906...)
Automobile,         6, 1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,    10, 0,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       0, 0,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
Electronics,        4, 1,  no,  no,  3, 4    ; E2
Engineering,        9, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             6,-1,  Cmb, Aut, 2, 4    ; Fli*  (again, a delaying tactic)
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  0, 0,  RR,  Ban, 2, 1    ; Ind
Invention,         10, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        6, 0,  Cmn, Cor, 3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
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
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    6, 1,  Aut, Lab,  3, 4   ; Min  (again, a delaying tactic)
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
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
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF
Intercontinental Cables,  4, -1,  Stl,  Too,  3, 4    ; NP  (Taking advantage of this tech's effects)
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, Ato, 3, 4    ; Rad   (delaying tactics.  This should be the last tech developed.)
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  RR,  E1,  3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,          10, 0,  MT,  Feu, 1, 2    ; The
Theory of Gravity, 10, 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,  Rad, no,  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,                   60, 0,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Ind,
MarketPlace,              6,  0,    Ind,
Library,                  8,  0,    Sth,
Courthouse,               8,  1,    CoL,
Bastion,                  12, 2,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 2,    Ind,
Cathedral,                12, 3,    Ind,
University,               16, 1,    Sth,
Mass Transit,             16, 0,    Cor,
Colosseum,                10, 3,    Ind,
Factory,                  20, 2,    Ind,
Manufacturing Plant,      24, 4,    MP,
SDI Defense,              20, 4,    Las,
Environmental Awareness,  20, 2,    Ind,
Power Plant,              20, 3,    Cor,
Hydro Plant,              24, 4,    E2,
Nuclear Plant,            16, 2,    Sth,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 2,    Rfg,
Superhighways,            20, 5,    Sth,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                   10, 2,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Sth,
Police Station,           6,  2,    Sth,
Port Facility,            8,  3,    Amp,
SS Structural,            8,  0,    Sth,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Sun Tzu's War Academy,    30, 0,    Feu,
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    RR,
Statue of Liberty,        50, 0,    Stl,
Eiffel Tower,             60, 0,    Stl,
Women's Suffrage,         60, 0,    Aut,
Hoover Dam,               60, 0,    Sth,
Manhattan Project,        60, 0,    Sth,
United Nations,           60, 0,    Sth,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Mas,        ; Pyramids
Mas,        ; Hanging Gardens
Mas,        ; Colossus
Mas,        ; Lighthouse
Mas,        ; Great Library
Mas,        ; Oracle
Mas,        ; Great Wall
Mas,        ; Sun Tzu's War Academy
Mas,        ; King Richard's Crusade
Mas,        ; Marco Polo's Embassy
Mas,        ; Michelangelo
nil,        ; Copernicus
Mas,        ; Magellan
Mas,        ; Shakespeare
Mas,        ; Da Vinci's Workshop
Mas,        ; Bach
Mas,        ; Newton
Mas,        ; 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,  8,0,  5, nil, 100000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  8,0,  5, Exp, 100000000000000
Warriors,     Csc, 0,  1.,0,  2a,1d,  1h,1f,  1,0,  0, nil, 100001000000000
Phalanx,      nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, no,  100000000000000
Archers,      nil, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, no,  100000000000000
Legion,       Csc, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  0, nil, 100000000000000
Pikemen,      Csc, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, nil, 100000000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Gun, 100000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  100100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  100001000000010
Mounted Rifles,nil, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, Tac, 100001000000100
Riflemen,     nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 100000000000100
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, no,  100000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  100000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, no,  100000000000000
Horsemen,     nil, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, no,  100000000000000
Chariot,      nil, 0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, no,  100000000000000
Elephant,     nil, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  100000000000000
Crusaders,    nil, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  100000000000000
Knights,      Tac, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, nil, 100000000000000
Dragoons,     Tac, 0,  2.,0,  5a,2d,  2h,1f,  7,0,  0, Ldr, 100000000000000
Cavalry,      Mob, 0,  2.,0,  7a,3d,  2h,1f,  6,0,  0, Tac, 100000000000100
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no,  100000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, no,  100000000000000
Cannon,       Too, 0,  1.,0,  7a,1d,  2h,1f,  8,0,  0, Met, 100000000000000
Artillery,    Rob, 0,  1.,0, 10a,2d,  2h,2f,  9,0,  0, Too, 100000000000100
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  100000001000000
Scout Plane,  nil, 1,  6.,1,  2a,2d,  2h,1f,  5,0,  3, Fli, 100000000010001
Bomber,       nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  100000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  100000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  100000000000001
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 100000000100000
Caravel,      nil, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  100000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  1h,1f,  4,3,  4, Mag, 100000000000000
Frigate,      E1,  2,  4.,0,  3a,2d,  1h,1f,  5,1,  2, Mag, 100000000000000
Gunboat,      nil, 2,  3.,0,  5a,3d,  3h,1f,  6,0,  2, Ind, 100000000000000
Unarmored Cruiser,    nil, 2,  8.,0,  3a,3d,  2h,3f,  4,0,  2, E1,  100000000001000
Armoured Cruiser,      Roc, 2,  7.,0,  5a,5d,  3h,3f,  8,0,  2, Stl, 100000000001000
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000000
Battleship,   nil, 2,  5.,0,  7a,7d,  4h,3f, 14,0,  2, Cmb, 100000000000000
Submarine,    nil, 2,  3.,0,  8a,2d,  2h,2f,  6,0,  2, no,  100000000001000
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  100000010000000
Transport,    nil, 2,  6.,0,  0a,3d,  2h,1f,  5,8,  4, Ind, 100000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  101000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  101000000000000
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  8,0,  6, Ind, 100000000000010
Spy,          nil, 0,  0.,0,  0a,0d,  1h,1f,  3,0,  6, no,  100000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 100000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 100000000000010
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Ind, 100001000000010
Home Defence, nil, 0,  0.,0, 9a,10d,  2h,1f, 10,0,  1, U3,  100000000000001
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000

;
; 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
;
;   The desert terrain and its Oasis resource is less valuable, but oil
;   is important.  Coal has also been made more important.
;
@TERRAIN
Desert,     1,2,  0,0,0,   yes, 1, 5, 4,   no,  0, 0,  0,  no,    ; 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,  1,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,3,0,
Gold,       3,6,  0,1,4,
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,  0,3,5,
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,  0,2,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
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
;           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
;
;   The following attack, expand, civilize numbers represent my best understanding of that civilization's
;   culture in this time period, or of the dominant nation in that civilization (Germany, Japan).
;   Corrections are welcome.
@LEADERS
Nicholas II, Alexandria,           0, 1, 3, Russians1,    Russian1,                 1,  1, -1,     2, Czar, Czarina
Meiji,       Tz'u-hsi,             0, 2, 2, Chinese/Japanese1,  Chinese/Japanese1,  1, -1,  0,     2, Emperor, Empress Dowager
Wilhelm II,  Alexandria,           0, 3, 3, Central Europeans1,  Central European1, 1,  0,  0,     2, Kaiser, Kaiserin
Abdul Hamid II,      Zitkala-Sa,   0, 4, 0, Traditionalists1,   Traditionalist1,    0, -1,  0,     4, King/Chieftain, Queen/Chieftain
Theodore Roosevelt,  Columbia,     0, 5, 3, Americans1,   American1,                0,  1,  1,     2, President, President
Edward VI,   Victoria,             0, 6, 3, English1,     English1,                 0,  1,  0,     2, King and Emperor, Queen and Empress
Jean Jaures, Marianne,             0, 7, 3, French1,      French1,                  0,  1,  1,     2, President, President
Lenin,        Catherine the Great, 0, 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
Coal,
Wool,
Dye,
Cotton,
Salt,
Frozen Meat,
Steel,
Textiles,
Timber,
Rubber,
Diamonds,
Phosphates,
Nitrates,
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
Mayor
Chancellor
Regent
Crown Prince
King
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













