;
;   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
99      ; 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
None_1,             4,-2,  Rad, Too, 3, 4    ; AFl
Common Technology,  5, 1,  nil, nil, 0, 3    ; Alp
None_2,             3,-2,  Nav, Tac, 3, 0    ; Amp
None_3,             4, 1,  Mys, Mat, 1, 3    ; Ast
None_4,             4,-1,  ToG, Phy, 2, 3    ; Ato
None_5,             6,-1,  Cmb, Stl, 3, 4    ; Aut
None_6,             4, 1,  Tra, Rep, 1, 1    ; Ban
None_7,             4, 0,  Iro, Cst, 0, 4    ; Bri
None_8,             6,-1,  nil, nil, 0, 4    ; Bro
None_9,             5, 0,  nil, nil, 0, 2    ; Cer
None_10,            5,-1,  Uni, Med, 1, 3    ; Che
None_11,            4,-2,  Feu, Hor, 1, 0    ; Chi
None_12,            4, 1,  Alp, nil, 0, 2    ; CoL
None_13,            5,-1,  Mob, AFl, 3, 0    ; CA 
None_14,            5,-1,  Ref, Exp, 2, 4    ; Cmb
None_15,            5, 0,  Phi, Ind, 2, 2    ; Cmn
None_16,            4, 1,  Min, MP,  3, 4    ; Cmp
None_17,            7,-1,  Dem, Met, 2, 0    ; Csc
Military Shielding, 4, 0,  Mas, Cur, 0, 4    ; Cst
None_19,            4, 0,  Ind, Eco, 2, 1    ; Cor
None_20,            4, 1,  Bro, nil, 0, 1    ; Cur
None_21,            5, 1,  Ban, Inv, 2, 2    ; Dem
None_22,            4, 1,  Uni, Ban, 2, 1    ; Eco
None_23,            4, 0,  Met, Mag, 2, 4    ; E1 
None_24,            4, 1,  E1,  Cor, 3, 4    ; E2 
None_26,            4, 0,  Whe, Cst, 0, 4    ; Eng
None_27,            3, 1,  Rec, SFl, 3, 2    ; Env
None_28,            2,-1,  Cmn, Dem, 3, 0    ; Esp
None_29,            5, 0,  Gun, Che, 2, 4    ; Exp
None_30,            4,-1,  War, Mon, 0, 0    ; Feu
None_31,            4,-1,  Cmb, ToG, 2, 4    ; Fli
None_32,            3,-2,  MT,  Csc, 2, 2    ; Fun
None_33,            3, 0,  NP,  Sup, 3, 3    ; FP 
None_34,            3, 2,  Med, Cor, 3, 3    ; Gen
None_35,            4, 1,  Cmn, Tac, 3, 0    ; Gue
None_36,            8,-2,  Inv, Iro, 1, 0    ; Gun
None_37,            4,-1,  nil, nil, 0, 0    ; Hor
None_38,            6, 0,  RR,  Ban, 2, 1    ; Ind
None_39,            6, 0,  Eng, Lit, 1, 4    ; Inv
None_40,            5,-1,  Bro, War, 0, 4    ; Iro
None_41,            4,-1,  MP,  Gue, 3, 2    ; Lab
None_42,            4, 0,  NP,  MP,  3, 3    ; Las
None_43,            5,-1,  Chi, Gun, 1, 0    ; Ldr
None_44,            5, 2,  Wri, CoL, 0, 3    ; Lit
None_45,            4,-2,  Stl, Tac, 1, 4    ; Too
None_46,            4,-1,  Phy, Iro, 1, 3    ; Mag
None_47,            6,-1,  Alp, nil, 0, 1    ; Map
None_48,            4, 1,  nil, nil, 0, 4    ; Mas
None_49,            5, 0,  Aut, Cor, 3, 4    ; MP 
None_50,            4,-1,  Alp, Mas, 0, 3    ; Mat
None_51,            4, 0,  Phi, Tra, 1, 1    ; Med
None_52,            6,-2,  Gun, Uni, 1, 0    ; Met
None_53,            4, 1,  Too, E2,  3, 4    ; Min
None_54,            8,-1,  Aut, Tac, 3, 0    ; Mob
None_55,            5, 1,  Cer, CoL, 0, 2    ; Mon
None_56,            5, 1,  Phi, PT,  1, 2    ; MT 
None_57,            4, 0,  Cer, nil, 0, 2    ; Mys
None_58,            6,-1,  Sea, Ast, 1, 1    ; Nav
Atmospheric Deprivation,            6,-2,  Ato, MP,  3, 3    ; NF 
None_60,            3, 0,  NF,  E2,  3, 3    ; NP 
None_61,            6, 1,  Mys, Lit, 1, 2    ; Phi
None_62,            4,-1,  Nav, Lit, 1, 3    ; Phy
None_63,            4, 1,  Ref, SFl, 3, 4    ; Pla
None_64,            4, 0,  no,  no,  1, 4    ; Plu
None_65,            4, 0,  Cer, Hor, 0, 2    ; PT 
None_66,            4, 1,  nil, nil, 0, 1    ; Pot
Naval Station,      5,-1,  Fli, E1,  3, 4    ; Rad
Hyperlanes,         6, 0,  SE,  Bri, 2, 1    ; RR 
None_68,            2, 1,  MP,  Dem, 3, 2    ; Rec
None_69,            4, 0,  Che, Cor, 2, 4    ; Ref
Advanced Agriculture,3, 1,  E1,  San, 3, 1    ; Rfg
Taidan Tech,        5, 1,  CoL, Lit, 0, 2    ; Rep
Kushan Tech,        5,-2,  Cmp, Mob, 3, 0    ; Rob
Kadesh Tech,        6,-2,  AFl, E2,  3, 0    ; Roc
None_70,            4, 2,  Med, Eng, 2, 1    ; San
None_71,            4, 1,  Map, Pot, 0, 1    ; Sea
Beast Tech,         4, 1,  Cmp, Roc, 3, 3    ; SFl
Turanic Tech,       3,-2,  Sup, Rob, 3, 0    ; Sth
Bentusi Tech,       4,-1,  Phy, Inv, 2, 3    ; SE 
None_72,            4,-1,  E1,  Ind, 2, 4    ; Stl
None_73,            4, 1,  Pla, Las, 3, 3    ; Sup
None_74,            6,-1,  Csc, Ldr, 2, 0    ; Tac
None_75,            3, 2,  MT,  Feu, 1, 2    ; The
None_76,            4, 0,  Ast, Uni, 1, 3    ; ToG
Galactic Trade,     4, 2,  Cur, CoL, 0, 1    ; Tra
None_78,            5, 1,  Mat, Phi, 1, 3    ; Uni
None_79,            4,-1,  nil, nil, 0, 0    ; War
None_80,            4,-1,  Hor, nil, 0, 4    ; Whe
None_81,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 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 
Advance 94,         3, 0,  no,  no,  0, 0    ; X1 
Advance 95,         3, 0,  no,  no,  0, 0    ; X2 
Advance 96,         3, 0,  no,  no,  0, 0    ; X3 
Advance 97,         3, 0,  no,  no,  0, 0    ; X4 
Advance 98,         3, 0,  no,  no,  0, 0    ; X5 
Advance 99,         3, 0,  no,  no,  0, 0    ; X6 
Advance 100,        3, 0,  Wri, no,  3, 0    ; X7 

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Capital,                  10, 0,    Alp,
Troop Barracks,            4, 1,    nil,
Cloning Facility,          6, 1,    Alp,
Planetary Temple,          4, 1,    Alp,
Planetary Bank,            8, 1,    Alp,
Research Network,          8, 1,    Alp,
Planetary Security,        8, 1,    Alp,
Siege Cannon,              8, 0,    Alp,
Subterranean Cities,       8, 2,    Alp,
Bentusi Exchange,         12, 3,    Alp,
Planetary Theatre,        12, 3,    Alp,
Research Facility,        16, 3,    Alp,
Planetary Transit,        16, 4,    Alp,
Planetary Oracle,         10, 4,    Alp,
Industry Level 1,         20, 4,    Alp,
Industry Level 2,         32, 6,    Alp,
Planetary Shield,         50, 6,    Alp,
Robotic Cleaning,         20, 2,    Alp,
Thermal Plant,            16, 4,    Alp,
Hydro Plant,              24, 4,    Alp,
Industry Level 3,         16, 2,    Alp,
Bentusi Trade Station,    16, 4,    Alp,
Ionosphere Cities,        12, 2,    Alp,
Atmospheric Farming,       8, 3,    Alp,
Commerce Center,          20, 5,    Alp,
Research Station,         16, 3,    Alp,
Defense Platforms,        10, 2,    Alp,
Hyperspace Inhibitor,      8, 1,    Alp,
Fusion Plant,             32, 4,    Alp,
Weather Satellites,        6, 1,    Alp,
Mining Station,           16, 3,    Alp,
Hyperspace Gate,          16, 3,    Alp,
Military Center,           6, 2,    Alp,
Battle Station,            8, 3,    Alp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Privitization),          60, 0,    Alp,
NoBuidling1,              20, 0,    no, 
Gardens of Kadesh,        20, 0,    Roc,
NoBuidling2,              20, 0,    no, 
Eye of Arran,             20, 0,    Alp,
NoBuidling3,              30, 0,    no, 
Transformation of Sjet,   30, 0,    Rob,
NoBuidling4,              30, 0,    no, 
Order of the Taiidan,     60, 0,    Rep,
Beast Subversion,         30, 0,    SFl,
NoBuidling5,              20, 0,    no, 
NoBuidling6,              40, 0,    no, 
NoBuidling7,              30, 0,    no, 
NoBuidling8,              40, 0,    no, 
NoBuidling9,              30, 0,    no, 
NoBuidling10,             40, 0,    no, 
NoBuidling11,             40, 0,    no, 
NoBuidling12,             40, 0,    no, 
The Unbound,              40, 0,    SE, 
NoBuidling13,             40, 0,    no, 
NoBuidling14,             40, 0,    no, 
NoBuidling15,             30, 0,    no, 
NoBuidling16,             60, 0,    no, 
NoBuidling17,             60, 0,    no, 
Nova Research Project,    60, 0,    NF, 
Galactic Council,         60, 0,    SE, 
NoBuidling18,             60, 0,    no, 
NoBuidling19,             60, 0,    no, 
NoBuidling20,             60, 0,    no, 

; Expiration advancements for Wonders of the World
;
@ENDWONDER
U3,         ; NoBuidling1
U3,         ; Gardens of Kadesh
no,         ; NoBuidling2
Mag,        ; Eye of Arran
U3,         ; NoBuidling3
nil,        ; Transformation of Sjet
no,         ; NoBuidling4
nil,        ; Order of the Taiidan
nil,        ; Beast Subversion
nil,        ; NoBuidling5
nil,        ; NoBuidling6
U3,         ; NoBuidling7
nil,        ; NoBuidling8
nil,        ; NoBuidling9
U3,         ; NoBuidling10
nil,        ; NoBuidling11
nil,        ; NoBuidling12
U3,         ; The Unbound
U3,         ; NoBuidling13
U3,         ; NoBuidling14
no,         ; NoBuidling15
U3,         ; NoBuidling16
nil,        ; NoBuidling17
nil,        ; Nova Research Project
U3,         ; Galactic Council
no,         ; NoBuidling18
U3,         ; NoBuidling19
U3,         ; NoBuidling20


;
;    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
K. Collector, nil, 0,  1.,0,  0a,3d,  2h,1f,  6,0,  5, Rob, 000000000000000
T. Collector, nil, 0,  0.,0,  0a,3d,  2h,1f,  6,0,  5, Rep, 000000000000010
Naggarok,     nil, 2,  8.,0, 20a,18d, 7h,4f, 20,8,  4, no,  110000001010001
Resource Barge,nil, 2,  0.,0,  0a,2d,  1h,1f,  4,0,  2, no,  000000000000000
Resource Crate,nil, 2,  0.,1,  0a,2d,  1h,1f,  4,0,  2, no,  000000000000000
Derelict Ship,nil, 2,  0.,0,  0a,3d,  2h,1f,  6,0,  2, no,  000000000010000
Rebel Army,   Alp, 0,  2.,2,  4a,6d,  1h,2f,  3,0,  1, nil, 000000000000110
Kushan Army,  nil, 0,  2.,0,  8a,6d,  1h,2f,  4,0,  0, Rob, 000000000000100
Beast Army,   nil, 0,  2.,0,  8a,8d,  1h,2f,  4,0,  0, SFl, 000000000000100
Kadeshi Army, nil, 0,  2.,0, 10a,4d,  1h,2f,  5,0,  0, Roc, 000000000000100
Taidan Army,  nil, 0,  2.,0,  6a,8d,  1h,2f,  4,0,  1, Rep, 000000000000100
Turanic Army, nil, 0,  2.,0,  6a,6d,  1h,2f,  4,0,  1, Sth, 000000000000100
Bentusi Army, nil, 0,  2.,0, 16a,16d, 2h,3f,  6,0,  1, SE,  000001000000110
K. Controller,nil, 2,  6.,0,  2a,6d,  3h,2f,  6,4,  4, Rob, 000000000000001
K. Support F, nil, 2,  6.,0,  3a,7d,  3h,3f,  8,1,  2, Rob, 000000010010000
K. Multi Gun, nil, 1,  5.,1,  7a,2d,  2h,2f,  7,0,  3, Rob, 000000000010010
K. Bomber,    nil, 1,  5.,2,  6a,2d,  2h,2f,  5,0,  3, Rob, 000000000000010
K. Defender,  nil, 1,  5.,1,  3a,4d,  1h,1f,  4,0,  3, Rob, 000000000010010
K. Assault F, nil, 2,  6.,0,  7a,5d,  3h,2f,  7,0,  2, Rob, 000000000010000
K. Minelayer, nil, 1,  5.,2,  8a,1d,  2h,2f,  7,0,  3, Rob, 000000001000010
K. Interceptor,nil, 1,  5.,1,  5a,3d,  1h,1f,  4,0,  3, Rob, 000000000010010
K. Hvy Cor,   nil, 1,  5.,1,  6a,4d,  2h,2f,  7,0,  3, Rob, 000000000010010
Tur. Carrier, nil, 2,  7.,0, 12a,8d,  5h,2f, 11,2,  2, Sth, 000000010000001
Tur. Fighter, nil, 1,  6.,1,  4a,2d,  1h,1f,  3,0,  3, Sth, 000000000010010
Tur. Array F, nil, 2,  5.,1,  8a,5d,  2h,2f,  8,0,  2, Sth, 100000000010001
Tur. Corvette,nil, 1,  6.,2,  6a,2d,  2h,2f,  5,0,  3, Sth, 100000000010010
Tur. Missile Cor,nil, 1,  6.,1,  7a,1d,  2h,2f,  5,0,  3, Sth, 100000001000011
T. Interceptor,nil, 1,  5.,1,  5a,3d,  1h,1f,  4,0,  3, Rep, 000000000010010
T. Bomber,    nil, 1,  5.,2,  6a,2d,  1h,1f,  5,0,  0, Rep, 000000000000010
T. Multi Gun, nil, 1,  5.,1,  7a,2d,  2h,2f,  7,3,  3, Rep, 000000000010010
T. Defender,  nil, 1,  5.,1,  3a,4d,  1h,1f,  4,0,  1, Rep, 000000000010011
T. Minelayer, nil, 1,  5.,2,  8a,1d,  2h,2f,  7,0,  3, Rep, 000000001000010
T. Hvy Cor,   nil, 1,  5.,1,  6a,4d,  2h,2f,  7,2,  3, Rep, 000000000010010
T. Support F, nil, 2,  6.,0,  3a,7d,  3h,3f,  8,1,  2, Rep, 000000010010000
K. Ion Cannon,nil, 2,  6.,0,  8a,5d,  3h,3f,  8,0,  2, Rob, 000000001010000
K. Carrier,   nil, 2,  6.,0,  5a,14d, 4h,3f, 12,3,  2, Rob, 100000010010001
T. Assault F, nil, 2,  6.,0,  7a,5d,  3h,2f,  7,0,  2, Rep, 000000000010000
T. Ion Cannon,nil, 2,  6.,0,  9a,5d,  3h,3f,  8,0,  2, Rep, 000000001010000
T. Destroyer, nil, 2,  6.,0, 14a,12d, 4h,4f, 11,0,  2, Rep, 100000001010001
T. Missile Des,nil, 2,  6.,0, 11a,14d, 4h,2f, 10,0,  2, Rep, 010000001010001
T. Hvy Cruiser,nil, 2,  6.,0, 18a,14d, 5h,5f, 19,0,  2, Rep, 100000001010001
T. Controller,nil, 2,  6.,0,  2a,5d,  3h,2f,  6,4,  4, Rep, 000000000000001
T. Carrier,   nil, 2,  6.,0,  5a,14d, 4h,3f, 12,3,  2, Rep, 100000010010001
T. Flagship,  nil, 2,  6.,0, 14a,33d, 9h,5f, 20,6,  2, no,  100000010010001
Plasma Bomb,  nil, 1,  1.,1, 12a,0d,  1h,3f,  4,0,  0, Alp, 001000001000000
Nova Device,  nil, 1,  3.,1, 99a,0d,  1h,1f, 48,0,  0, NF,  001000000000000
K. Ambassador,nil, 0,  3.,0,  0a,3d,  1h,1f,  4,0,  6, Rob, 000001000000010
T. Ambassador,nil, 0,  3.,0,  0a,3d,  1h,1f,  4,0,  6, Rep, 000000000000010
Cargo Barge,  Cor, 0,  1.,0,  0a,4d,  1h,1f,  7,0,  7, Alp, 000000000000010
Trd. Exchange,nil, 0,  6.,0,  0a,50d, 9h,7f, 16,0,  7, SE,  000000000000010
Kapella,      nil, 2,  6.,0, 16a,14d, 4h,4f, 11,0,  2, no,  100000001010001
K. Mothership,nil, 2,  6.,1, 14a,40d, 9h,5f, 20,6,  2, no,  100000010010001
T. E-Ion Cannon,nil, 2,  6.,0, 11a,7d,  3h,3f,  8,0,  2, Rep, 000000001010000
V. Interceptor,Alp, 1,  6.,1,  6a,4d,  1h,2f,  4,0,  3, nil, 000000000010010
Kad. Inhibitor,nil, 2,  7.,0, 14a,7d,  7h,3f, 14,3,  2, Roc, 000000011010001
Kad. Multi-B F,nil, 2,  5.,0, 11a,3d,  3h,4f,  9,0,  0, Roc, 100000001010001
Kad. Fuel Pod,nil, 2, 10.,1,  6a,2d,  2h,2f, 10,0,  2, Roc, 000000010010000
Kad. Swarmer, nil, 1,  3.,1,  7a,2d,  1h,2f,  4,0,  3, Roc, 000000000010000
Kad. A Swarmer,nil, 1,  3.,2,  9a,1d,  1h,2f,  5,0,  3, Roc, 000000001000000
K. Hvy Cruiser,nil, 2,  6.,0, 18a,14d, 5h,5f, 19,0,  2, Rob, 100000001010001
K. Destroyer, nil, 2,  6.,0, 14a,12d, 4h,4f,  9,0,  2, Rob, 100000001010001
K. Missile Des,nil, 2,  6.,0, 11a,14d, 4h,2f,  8,0,  2, Rob, 010000001010001

;
; 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:
;
; Marine Corvette,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Agriculture, 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).
;
;  Agriculture/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 Fedualism
;        2 Empire
;        3 Hive Command
;        4 Nebula Theocracy
;        5 Kith Society
;        6 The Unbound
;
@TERRAIN
Toxic Planet,1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Arid Planet,1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Terran Planet,1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Barren Planet,2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Desert Planet,2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Urban Planet,3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Gas Giant,  1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Dead Planet,2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Ocean Planet,2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Terran,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Space,      1,2,  1,1,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Enriched,   1,2,  3,1,0,
Enriched,   1,2,  1,3,0,
Enriched,   1,2,  2,1,0,
Enriched,   2,3,  3,2,0,
Enriched,   2,4,  1,2,0,
Enriched,   3,6,  0,1,6,
Enriched,   1,2,  3,1,0,
Enriched,   2,2,  1,1,4,
Enriched,   2,3,  1,4,0,
Enriched,   2,3,  1,0,4,
Asteroids,  1,2,  3,0,2,
Enriched,   1,2,  0,4,0,
Enriched,   1,2,  3,1,0,
Enriched,   1,2,  2,1,0,
Enriched,   2,3,  1,2,3,
Enriched,   2,4,  1,0,4,
Enriched,   3,6,  0,4,0,
Enriched,   1,2,  2,0,3,
Enriched,   2,2,  0,4,0,
Enriched,   2,3,  3,0,4,
Enriched,   2,3,  4,0,1,
Star,       1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Warlord,         Warlord.
Feudal,      Lord,     Lady
Empire,         Emperor,     Emperess
Hive Command,      Unknown,     Unknown
Nebula Theocracy,        Enlightened One,         Enlightened One
Kiith Society,       Elder,     Elder
Unbound,      Tradesman,   Tradesman

;
;   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 = Planet Symbol
;           1 = Planet Symbol
;           2 = Planet Symbol
;           3 = Planet Symbol
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = The Unbound)
;
;   male, female = titles for leader of government
;
@LEADERS
Riesstiu IV,    None,           0, 1, 3, Taiidani,   Taiidan,      1,  1,  -1,     3, Emperor, Empress, 4, Emperor, Empress
Vepontiix,     Veraalix,            -1, 2, 0, Turanic,  Turanic Raiders,   1,  1,  -1,     
Indrastoss III,        Aguliith XI,                0, 3, 1, Frerrn,    Frerrn Aggregate,   -1,  1,  1,     
Iledijaa-Iliil,      Iliijira-Ijaal,               0, 4, 3, Kadeshi,  Kadesh,   1, -1,  1,     
Riif-Sa,      Karan Sjet,            0, 5, 0, Kushan,   Kushan,   1, -1,  1,     
Entity,     Entity,          0, 6, 3, Beast,     The Beast,     1, 1,  -1,     
Unemissus,       Dreanotiis,            1, 7, 1, Bentusi,       Bentusi,        -1,  -1, 1,     
Jakuul,       Jakiil,             1, 1, 3, Free Taiidani, Free Taiidan,  1,  0, -1,     
Makaan,        Meryr,              0, 2, 0, Vaygr,        Vaygr,         1,  0, -10,
???,          ???,                 0, 3, 3, None1,        None1,        0,  0,  0,     
Aielsstiu,         Tyriu II,                0, 4, 0, Taiidani Rebels,      Taiidan Rebels,       -1, 0,  1,
Jakuul,         Jakiil,        0, 5, 3, Somtaaw,   Somtaaw,    -1,  0,  1,     
???,        ???,              1, 6, 3, None3,   None3,    0,  0,  0,     
???,       ???,              0, 7, 0, None4,    None4,      0,  0, 0,
???,     ???,              1, 1, 0, None5,     None5,     0,  0,  0,     
???,     ???,               0, 2, 1, None6,       None6,        0, 0, 0,     
???,        ???,            1, 3, 3, None7,   None7,    0,  0,  0,      
Aielsstiu,    Tyriu II,               1, 4, 3, Taiidani Republic,    Taiidan Republic,    -1,  0, 1,     
Paktu,       Karan Sjet,        0, 5, 0, Hiigaran,    Hiigara,     -1, -1,  1,     
???,     ???,                0, 6, 1, None9, 	None9, 0,  0, 0,
???t,        ???,               0, 7, 0, None10,     None10,      0,  0, 0,     

???,    ...,     0, 5, None11,      None11,       0,  0,  0,     
???,  ...,     0, 1, None12,       None12,       0,  0,  0,



;
;   Trading Commodities
;
@CARAVAN
Kudaark Hides,
Ore,
Automatons,
Slaves,
Ion Cannons,
Fusion Drives,
Weapons,
Derelict Ships,
Taiidan Wine,
Hiigaran Silk,
Thorium,
Tijeerak Spice,
Bjiiral Gems,
Taiidanium,
Deuterium,
Tritium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Shielding,     F
Build Space lane,         R
Build Agriculture,   I
Build Mine,         m
Terraform,          O
Clean Pollution,    p
Build Naval Station,      E
Go to,              G


@DIFFICULTY
Very Easy
Easy
Moderate
Hard
Very Hard
Impossible

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged

