;
;   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
2       ; 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)
9       ; 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)
5       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
5       ; Fundamentalism pays support for all units past this
3       ; Communism is equivalent of this palace distance.
70      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
4       ; 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
D'deridex Cloaking, 2,-2,  no,  E2,  3, 0    ; AFl
Duotronics,         5, 0,  nil, nil, 0, 1    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
Breen Innate,       1, 0,  no,  no,  0, 2    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Nano Technology,    3, 1,  Sup, Mob, 3, 3    ; Aut
Remote Piloting,    6,-2,  no,  Gue, 0, 4    ; Ban
Universal Translatr,5, 2,  Cer, Bro, 1, 1    ; Bri
Scale of Culture,   4, 1,  nil, nil, 0, 2    ; Bro
Tricorder,          5, 0,  Alp, nil, 0, 1    ; Cer
Sabre Design,       5,-2,  Min, Met, 0, 0    ; Che
Warbird II Design,  2,-2,  no,  nil, 1, 0    ; Chi
Plasma Torpedo,     5,-1,  no,  no,  0, 0    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Empire Attributes,  1, 0,  no,  nil, 0, 2    ; Cmb
Romulan Innate,     6,-2,  no,  nil, 3, 2    ; Cmn
Soverign Class,     5,-2,  Rep, E2,  3, 0    ; Cmp
B- Transport,       7,-1,  no,  no,  2, 0    ; Csc
Tritanium Alloy,    6, 0,  Mas, Map, 1, 4    ; Cst
Mind Rules,         6, 0,  no,  nil, 3, 2    ; Cor
Designer Races,     5, 0,  no,  nil, 0, 4    ; Cur
Syndicatism,        1, 2,  no,  The, 0, 2    ; Dem
Cardassian Innate,  1, 0,  no,  nil, 1, 2    ; Eco
N'egvar Design,     5,-2,  no,  nil, 3, 0    ; E1 
Quantum Torpedo,    6,-1,  San, Esp, 3, 0    ; E2 
Engineered Viruses, 5,-1,  no,  NF,  0, 3    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Tetraburnium Alloy, 5, 0,  RR,  nil, 3, 4    ; Esp
Pattern Enhancer,   5, 1,  Iro, Whe, 1, 3    ; Exp
Cloaking Device (R),5,-1,  no,  nil, 0, 0    ; Feu
Vor'cha class,      2,-2,  no,  nil, 3, 0    ; Fli
Dominion Innate,    1, 0,  no,  nil, 0, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Battleship Design,  2,-2,  no,  nil, 3, 0    ; Gen
Tachyon Scanning,   7, 0,  Sup, nil, 2, 3    ; Gue
Force Field,        4, 0,  Wri, Mys, 1, 4    ; Gun
Inertia Dampening,  8, 0,  nil, nil, 0, 4    ; Hor
Isoliniear Chips,   6, 0,  Inv, Ldr, 2, 1    ; Ind
Transluminal Comput,6, 1,  Cer, nil, 1, 1    ; Inv
30C Superconduction,5, 0,  Alp, nil, 0, 3    ; Iro
Norway Design,      6,-2,  Phy, Ldr, 2, 0    ; Lab
K'vort Cloaking,    6,-2,  no,  no,  2, 0    ; Las
Polyduranium Alloy, 5, 0,  Cst, nil, 1, 4    ; Ldr
F-freighter,        8, 0,  no,  no,  0, 4    ; Lit
Keldon Design,      2,-2,  Ldr, no,  2, 0    ; Too
Vulture Design,     6,-2,  Ldr, no,  2, 0    ; Mag
Stellar Cartography,5, 1,  Bro, nil, 0, 4    ; Map
Duranium Alloy,     5, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 2    ; MP 
UFP Basic Ships,    8,-1,  no,  nil, 0, 0    ; Mat
Changeling Cure,    7,-2,  no,  Hor, 0, 3    ; Med
Phaser Array,       5,-1,  RR,  nil, 3, 0    ; Met
Federation Innate,  1, 2,  Esp, The, 0, 2    ; Min
Positronic Brain,   5, 1,  Inv, Mys, 2, 1    ; Mob
Start,              2, 0,  no,  nil, 0, 2    ; Mon
Holo-technology,    5, 1,  Inv, nil, 2, 3    ; MT 
Nonliniear Dynamics,6, 1,  Phi, Alp, 1, 3    ; Mys
Raider Design,      8,-2,  Hor, no,  0, 0    ; Nav
Subspace-Theta band,5, 0,  San, nil, 3, 3    ; NF 
Quantum Slipstream, 3, 0,  The, nil, 3, 4    ; NP 
Subspace Comms,     5, 0,  Pot, nil, 0, 4    ; Phi
Steamrunner Design, 5,-2,  Min, Met, 1, 0    ; Phy
Cloaking Device (K),2,-1,  no,  no,  1, 0    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Photon Torpedo,     5,-1,  War, Iro, 0, 0    ; PT 
Warp Drive,         8, 0,  nil, nil, 0, 4    ; Pot
Metaphasic Shield,  5, 0,  Gun, nil, 2, 3    ; Rad
Rodimium Alloy,     6, 0,  Ldr, nil, 2, 4    ; RR 
B'rell Design,      6,-2,  no,  no,  2, 0    ; Rec
K'vort Design,      2,-2,  no,  Sea, 1, 0    ; Ref
Bioneural Circuits, 5, 1,  Ind, Sup, 3, 1    ; Rfg
Akira Design,       6,-2,  Lab, Esp, 3, 0    ; Rep
Scout Design,       7,-2,  no,  CoL, 2, 0    ; Rob
Intrepid Design,    5, 0,  Rfg, nil, 2, 0    ; Roc
Quantum Singularity,4, 1,  Ldr, Tra, 2, 3    ; San
Dilithium Focusing, 5, 0,  Cst, Pot, 1, 4    ; Sea
Space Flight,       4, 1,  no,  no,  3, 4    ; SFl
Cloaking Device,    1, 0,  no,  Whe, 0, 2    ; Sth
Metaphasic Particle,6, 0,  Ldr, Hor, 1, 3    ; SE 
Medical Hologram,   4, 2,  Gun, MT,  2, 2    ; Stl
Prob Mechanics,     6, 0,  Mys, nil, 2, 3    ; Sup
K-White Shortage,   1,-2,  no,  nil, 1, 2    ; Tac
Fractal Encryption, 5, 1,  Ind, Sup, 3, 1    ; The
R-freighter,        8, 0,  no,  no,  0, 4    ; ToG
Stellar Commerce,   3, 2,  Map, Phi, 1, 2    ; Tra
EPS Technology,     6,-1,  Phi, nil, 1, 3    ; Uni
Phaser,             5,-1,  nil, nil, 0, 0    ; War
Heisenberg Escape,  6, 2,  Alp, nil, 0, 3    ; Whe
Tractor Beam,       4, 0,  Hor, nil, 0, 3    ; Wri
Future Technology,  4, 0,  Esp, The, 3, 3    ; FT 
Klingon Innate,     1, 0,  no,  nil, 0, 2    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
No Borg 4U,         3, 0,  no,  nil, 0, 0    ; X1 
Twice Removed,      3, 0,  no,  no,  0, 0    ; X2 
2 Removed,          3, 0,  no,  no,  0, 0    ; X3 
Unique,             3, 0,  no,  nil, 0, 2    ; 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,
Capital,                  10, 0,    Mas,
Orbital Shipyard,          8, 1,    Map,
Underground Hydroponics,   6, 1,    Gun,
Dabo Casino,               4, 1,    Cer,
Promenade Mall,            8, 1,    Bro,
Computer Core,             8, 1,    Alp,
Planetary Police,          8, 1,    War,
Early Warning Grid,       12, 2,    Gue,
Recycling System,          8, 2,    Whe,
Electroplasma System,     12, 3,    Uni,
Holo-suites,              12, 3,    MT, 
Optical Data Network,     16, 3,    Ind,
Mass Transit,             16, 4,    no, 
Propaganda Unit,          10, 2,    Bri,
Gravity Dynamo,           16, 4,    Hor,
Replicator Plant,         32, 6,    Exp,
Subspace Shielding,       20, 4,    NF, 
Nanite Recyclers,         20, 2,    Aut,
Power Plant,              32, 4,    no, 
Android Plant,            32, 6,    Mob,
Nuclear Plant,            16, 2,    no, 
Energy Exchange,          18, 6,    Sup,
Planetary Transport Grid, 16, 3,    Ldr,
Automated Hospitals,      16, 3,    no, 
Anti-matter Factory,      24, 5,    NP, 
Galactic Data Node,       16, 3,    Rfg,
Interception Grid,        12, 2,    San,
Planetary Shields,        14, 2,    no, 
Solar Satellite Grid,     32, 6,    Rad,
Rift Harvesters,           8, 1,    Mas,
Rift Extractors,          20, 4,    RR, 
Null Space Catapult,      16, 3,    The,
Subspace Relay,           10, 1,    Iro,
SpaceDock,                12, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Planetary Capacitor Core, 60, 2,    NP, 
Quadrotriticale,          30, 0,    Exp,
Abolishment of Money,     40, 0,    Inv,
Nimbus III Colony,        40, 0,    Uni,
First Contact,             2, 0,    no, 
Memory Alpha,             40, 0,    no, 
Ba'ku Discovery,          50, 0,    SE, 
Organian Treaty,           2, 0,    no, 
Vorta/Jem'Hdr Cloning,    40, 2,    nil,
Utopia Planatia,          40, 3,    Cst,
The Tal'shair,            40, 1,    nil,
Anslem Holo-novel,        50, 0,    MT, 
Vulcan Science Academy,   40, 2,    Min,
Reaching Delta Quadrant,  60, 0,    no, 
Mount Seleya (Kolinarh),  40, 1,    Min,
Leonardo's Workshop,      30, 0,    no, 
Obsidian Order,           40, 0,    nil,
the Mirror Universe,      40, 0,    Whe,
Rules of Acquisition,     40, 0,    Tra,
Zee-Magnees Prize,        40, 0,    Sup,
Statue of Liberty,        40, 0,    no, 
Khitomer Conference,      40, 1,    RR, 
Black Fleet,              60, 0,    nil,
Data the Android,         70, 0,    Mob,
Metagen One,              70, 0,    Eco,
Babel Conference,         40, 0,    no, 
Apollo Program,           60, 0,    no, 
First Stable Wormhole,    60, 0,    no, 
Nanotech Revolution,      60, 0,    Aut,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Quadrotriticale
nil,        ; Abolishment of Money
nil,        ; Nimbus III Colony
nil,        ; First Contact
nil,        ; Memory Alpha
nil,        ; Ba'ku Discovery
nil,        ; Organian Treaty
nil,        ; Vorta/Jem'Hdr Cloning
nil,        ; Utopia Planatia
nil,        ; The Tal'shair
nil,        ; Anslem Holo-novel
nil,        ; Vulcan Science Academy
nil,        ; Reaching Delta Quadrant
nil,        ; Mount Seleya (Kolinarh)
nil,        ; Leonardo's Workshop
nil,        ; Obsidian Order
nil,        ; the Mirror Universe
nil,        ; Rules of Acquisition
nil,        ; Zee-Magnees Prize
nil,        ; Statue of Liberty
nil,        ; Khitomer Conference
nil,        ; Black Fleet
nil,        ; Data the Android
nil,        ; Metagen One
nil,        ; Babel Conference
nil,        ; Apollo Program
nil,        ; First Stable Wormhole
nil,        ; Nanotech Revolution


;
;    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
Trigger,      no,  0,  0.,0,  0a,1d,  1h,1f, 20,0,  1, X4,  000000000000000
Emissary's Orb,nil, 0,  0.,0,  1a,1d,  1h,1f,  9,0,  7, X4,  000000000001000
Breen Inf,    nil, 0,  0.,0,  0a,3d,  1h,1f,  1,0,  1, Ast, 000000000000000
Cardassian Inf,nil, 0,  0.,0,  0a,3d,  1h,1f,  1,0,  1, Eco, 000000000000000
Klingon Inf,  nil, 0,  0.,0,  0a,3d,  1h,1f,  1,0,  1, U1,  000000000000000
Romulan Inf,  nil, 0,  0.,0,  0a,3d,  1h,1f,  1,0,  1, Cmn, 000000000000000
Starfleet Inf,Cmb, 0,  0.,0,  0a,3d,  1h,1f,  1,0,  1, Mat, 000000000000000
Not Used 1,   no,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no,  000000000000000
Attack Ship,  Tac, 1,  5.,2,  5a,2d,  2h,2f,  6,0,  0, Fun, 000000000000000
Raider,       nil, 0,  2.,0,  3a,3d,  2h,2f,  5,0,  1, Gue, 010011000000010
Steamrunner,  Cmb, 0,  2.,0,  6a,4d,  3h,3f,  5,0,  2, Phy, 000010000010010
Excelsior,    Phy, 0,  2.,0,  5a,4d,  2h,2f,  5,0,  1, Mat, 000010000010010
Galor,        nil, 0,  2.,0,  8a,5d,  3h,2f,  8,0,  0, Eco, 000001000000000
Galaxy,       Cmp, 0,  2.,0,  8a,5d,  3h,2f, 12,0,  3, Mat, 000001000000001
Vor'cha,      nil, 0,  2.,0,  8a,4d,  3h,2f,  7,0,  0, U1,  000000000000001
Ambassador,   Lab, 0,  2.,0,  7a,3d,  2h,2f,  7,0,  0, Mat, 000000000000001
Norway,       Cmb, 0,  2.,0,  8a,4d,  3h,3f,  7,0,  2, Lab, 000000000000001
D'deridex,    nil, 0,  2.,0,  8a,5d,  3h,2f, 13,0,  0, Cmn, 000001001000011
Vulture,      nil, 0,  2.,0,  5a,3d,  2h,2f,  7,0,  1, Cmn, 000010000000010
Not Used 2,   no,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Akira,        Cmb, 0,  2.,0,  6a,3d,  3h,3f,  7,0,  2, Rep, 000000001000000
Nebula,       Rep, 0,  2.,0,  5a,2d,  2h,2f,  7,0,  0, Mat, 000000001000000
War Cruiser,  nil, 0,  2.,0,  8a,5d,  3h,2f,  9,0,  0, Fun, 000001000000000
Defiant,      nil, 0,  3.,0,  8a,6d,  3h,3f, 12,0,  0, X4,  010011000010010
Sovereign,    Cmb, 0,  2.,0,  9a,7d,  3h,3f, 14,0,  2, Cmp, 000001000000001
Neg'var,      nil, 0,  2.,0,  9a,6d,  3h,3f, 10,0,  0, E1,  000001001000001
Keldon,       nil, 0,  2.,0,  9a,6d,  3h,3f, 13,0,  0, Too, 000001001000001
Jem'Hadar,    nil, 0,  0.,2,  0a,3d,  2h,1f,  2,0,  1, Fun, 000000000000000
Attack Ship 2,nil, 1,  5.,2,  5a,2d,  2h,2f, 12,0,  0, Tac, 000000000000000
Hideki,       nil, 0,  2.,0,  4a,2d,  2h,2f,  5,0,  3, Eco, 000010000010010
Warbird II,   nil, 0,  3.,0,  4a,3d,  3h,3f,  4,0,  3, Chi, 010010000010010
K'tinga Kami, nil, 0,  2.,2, 12a,1d,  3h,3f,  5,0,  0, Ban, 001000000010010
Shipyard,     nil, 0,  0.,0,  0a,2d,  5h,1f,  4,0,  4, X4,  000000010001001
Energy Base1, nil, 0,  0.,0,  0a,6d,  2h,2f, 12,0,  1, X4,  000000000001001
Energy Base 2,nil, 0,  0.,0,  0a,6d,  2h,2f, 12,0,  1, X4,  000000000001001
Oberth,       Roc, 0,  2.,0,  2a,2d,  2h,1f,  3,0,  0, Mat, 100000000000011
Sabre,        Cmb, 0,  2.,0,  4a,3d,  3h,3f,  3,0,  2, Che, 010000000010010
Shields,      nil, 0,  0.,0,  0a,5d,  7h,2f, 14,0,  3, Gun, 000000000000000
OD Platform,  nil, 2,  5.,0,  6a,6d,  4h,3f,  8,0,  2, X4,  000000010000001
Photon Cannon,nil, 2,  0.,0,  0a,0d,  1h,1f, 10,0,  1, nil, 000000010000001
Founder Leader,nil, 0,  0.,0,  4a,4d,  3h,1f,  6,0,  6, X4,  000001100000010
Self Rep Mines,nil, 0,  0.,0,  0a,8d,  7h,2f, 16,0,  2, X4,  000010100001001
Hawk,         nil, 0,  2.,0,  2a,2d,  2h,2f,  3,0,  3, Cmn, 100000000000010
Quantum Torp, nil, 1,  6.,1, 12a,2d,  2h,2f,  5,0,  0, E2,  001000000000000
Photon Torp,  E2,  1,  6.,1,  5a,2d,  2h,2f,  5,0,  0, PT,  001000000000000
Metagenic Wepn,nil, 1,  8.,1, 99a,0d,  1h,1f, 32,0,  0, Eng, 001000000000010
B'rel,        nil, 0,  2.,0,  3a,2d,  2h,2f,  3,0,  3, U1,  110000000010010
Founder,      nil, 0,  3.,0,  0a,4d,  3h,1f, 20,0,  6, Med, 000000100001011
Kot'Baval,    Cor, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  7, U1,  000000000000010
Clydesdale,   nil, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  7, Mat, 000000000000010
DS9,          nil, 2,  0.,0,  0a,0d,  1h,1f, 10,0,  1, X4,  000000010000001
Freight (Card),nil, 0,  2.,1,  0a,2d,  1h,1f,  5,0,  7, Eco, 000000000000010
Facility,     nil, 0,  0.,0,  0a,2d,  5h,1f,  4,0,  4, X4,  000000000001001
K'vort,       nil, 0,  2.,4,  5a,3d,  2h,2f,  5,0,  1, U1,  010010000010010
Battleship,   nil, 0,  1.,0, 11a,11d, 6h,4f, 40,0,  2, Gen, 000001011000001
Shield Cutter,nil, 0,  3.,0,  9a,5d,  3h,3f, 12,0,  0, Ast, 000001001000000
Fire Owl,     nil, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  7, Cmn, 000000000000010
Miranda,      Che, 0,  2.,0,  3a,2d,  2h,2f,  3,0,  0, Mat, 010000000010010
Pah Wraith,   nil, 0,  4.,0,  3a,2d,  2h,1f, 16,0,  0, X4,  000000000000000
Intrepid,     Cmb, 0,  3.,0,  3a,3d,  3h,3f,  4,0,  0, Roc, 100001000000011
Sarah,        nil, 0,  1.,0,  1a,2d,  1h,1f, 16,0,  0, X4,  000000000000000
Sisko,        nil, 0,  4.,0,  4a,2d,  3h,2f, 16,0,  0, X4,  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
Sun,        4,2,  2,2,3,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Jungle Planet,4,2,  2,2,1,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Space,      1,1,  2,0,0,   yes, 3, 5, 1,   For, 0,10,  0,  Hil,   ; Grs
Ocean Planet,4,2,  2,1,2,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Badlands,   4,4,  0,2,4,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Ice Planet, 4,2,  1,3,1,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Desert Planet,4,2,  1,4,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Singularity,2,4,  1,2,3,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Nebula,     2,3,  2,3,1,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Moon,       2,3,  1,3,2,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Spatial Rift,1,2,  1,0,4,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
plus Bonus1,1,2,  3,1,0,
plus Bonus2,1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Plus Bonus3,2,3,  3,2,0,
Plus Bonus4,2,4,  1,2,0,
Plus Bonus5,3,6,  0,1,6,
Plus Bonus6,1,2,  3,1,0,
Plus Bonus7,2,2,  1,1,4,
Plus Bonus8,2,3,  1,4,0,
Plus Bonus9,2,3,  1,0,4,
Spatial Flux1,1,2,  3,0,2,
Plus Bonus10,1,2,  0,4,0,
Plus Bonus11,1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Plus Bonus12,2,3,  1,2,3,
Plus Bonus13,2,4,  1,0,4,
Plus Bonus14,3,6,  0,4,0,
Plus Bonus15,1,2,  2,0,3,
Plus Bonus16,2,2,  0,4,0,
Plus Bonus17,2,3,  3,0,4,
Plus Bonus18,2,3,  4,0,1,
Spatial Flux2,1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Authoritarian,  Gul,         Gul
Imperialism,    General,     General
Empirism,       Senator,     Senator
Creatorism,     Founder,     Founder
Democracy,      Admiral,     Admiral
Not used,       x,           x

;
;   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,      
Vreenak,      Cretak,              0, 2, 0, Romulan Star Empire,    Romulan,    0,  0,  0,     1, Senator, Senator
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,      
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,      
Ross,         Shelby,              0, 5, 3, Utd Fed of Planets,  Federation, -1,  1,  1,     1, Admiral, Commodore
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,      
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,      
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,      
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,      
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,      
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,      
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
(nameless),   (nameless),          1, 1, 1, Dominion,    Dominion,    1,  1, -1,     1, Founder, Founder
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,      
(can't pronounce), X,              0, 3, 1, Breen Confederation,       Breen,       1,  1, -1,     1, Envoy, Envoy
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,      
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,      
Martok,       Sirella,             0, 6, 2, Imperial Klingon Empire ,    Klingon,     0,  0,  0,     1, General, General
Dukat,        Damar,               0, 7, 1, Cardassian Union, Cardassian,  1,  1, -1,     1, Gul, Gul

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
Dilithium,
Oxygen,
Tribbles,
Grn Slave,
Targ,
Hypospray,
Grain,
Water,
Synthale,
Deutirium,
TransAlum,
NT matter,
Gems,
Latinum,
Cordrazin,
Rom Ale,


@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













