;
;   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)
8       ; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
15      ; 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
5       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
5       ; 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)
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
No BE,                  0,  0, no, no, 0, 3 ; Afl
Papyrus,                3,  1, Wri, nil, 0, 3 ; Alp
No HE,                  0,  0, no, no, 0, 3 ; Amp
Astronomy,              2,  1, Che, nil, 0, 3 ; Ast
No NU,                  0,  0, no, no, 0, 3 ; Ato
Automobile,             6, -1, no, no, 3, 4 ; Aut
No BA,                  0,  0, no, no, 0, 3 ; Ban
Architecture,           3,  0, Cst, Cmp, 0, 3 ; Bri
Bronze Working,         4, -1, nil, nil, 0, 0 ; Bro
Ceramics,               5,  0, nil, nil, 0, 2 ; Cer
Specialization,         5,  0, Lit, nil, 0, 3 ; Che
Chivalry,               5, -2, Cor, Feu, 0, 2 ; Chi
Code of Laws,           3,  1, Lit, nil, 0, 3 ; CoL
Advanced Trade,         4,  0, Tra, Cmp, 0, 1 ; CA
Combustion,             5, -1, no, no, 2, 4 ; Cmb
Empire,                 5, -1, Phi, Cmp, 0, 2 ; Cmn
Civil Engineering,      4,  1, Eng, nil, 0, 3 ; Cmp
Military Engineering,   4, -1, Eng, nil, 0, 0 ; Csc
Construction,           3,  0, Mas, Che, 0, 3 ; Cst
Advanced Wheels,        4, -2, Eco, Whe, 0, 4 ; Cor
Currency,               4,  0,  E1, nil, 0, 1 ; Cur
Democracy,              5,  1, no, no, 2, 2 ; Dem
Horsemanship Advances,  4, -1, Hor, Csc, 0, 0 ; Eco
Copper Working,         4,  0, Bro, Iro, 0, 0 ; E1
Electronics,            4,  1, no, no, 3, 4 ; E2
Engineering,            3,  0, Che, nil, 0, 3 ; Eng
Archery,                4, -1, Csc, nil, 0, 0 ; Env
Siege Weapons,          5, -1, Env, Mat, 0, 0 ; Esp
Advanced Agriculture,   3,  0, Rfg, Cmp, 0, 3 ; Exp
Cosmetology,            3,  1, Gen, nil, 0, 3 ; Feu
Fine Weaving,           2,  1, Che, Map, 0, 3 ; Fli
Fundamentalism,         3, -2, no, no, 2, 2 ; Fun
Fusion Power,           3,  0, no, no, 3, 3 ; FP
Chemistry,              2,  0, Che, nil, 0, 3 ; Gen
Guérilla,               4,  1, no, no, 3, 0 ; Gue
Poudre,                 8, -2, no, no, 1, 0 ; Gun
Horseback Riding,       3,  0, nil, nil, 0, 0 ; Hor
Cities,                 0,  0, no, no, 0, 3 ; Ind
Invention,              6,  0, no, no, 1, 4 ; Inv
Iron Working,           4, -1, nil, nil, 0, 0 ; Iro
Syndicat,               4, -1, no, no, 3, 2 ; Lab
Laser,                  4,  0, no, no, 3, 3 ; Las
Despotism,              4,  0, nil, nil, 0, 2 ; Ldr
Apprenticeship,         4,  1, Alp, nil, 0, 3 ; Lit
Machine-Outils,         4, -2, no, no, 2, 4 ; Too
Magnétisme,             4, -1, no, no, 1, 3 ; Mag
Cartography,            3,  0, nil, nil, 0, 3 ; Map
Masonry,                3,  0, nil, nil, 0, 3 ; Mas
Production en série,    5,  0, no, no, 3, 4 ; MP
Mathematics,            3, -2, Eng, nil, 0, 3 ; Mat
Medicine,               2,  0, Che, nil, 0, 3 ; Med
Métallurgie,            6, -2, no, no, 1, 0 ; Met
Not All,                0,  0, no, no, 0, 3 ; Min
Guerre Mobile,          8, -1, no, no, 3, 0 ; Mob
Monarchy,               5,  0, Ldr, Cer, 0, 2 ; Mon
Enbalming,              3,  1, Mys, nil, 0, 2 ; MT
Divinites,              3,  1, Cer, Lit, 0, 2 ; Mys
Navigation,             2,  0, Sea, nil, 0, 3 ; Nav
Fission Nucléaire,      6, -2, no, no,  3, 3 ; NF
Energie Nucléaire,      3,  0, no, no,  3, 3 ; NP
Philosophy,             5,  0, Uni, Mon, 0, 2 ; Phi
Physique,               4, -1, no, no, 1, 3 ; Phy
Plastiques,             4,  1, no, no, 3, 4 ; Pla
Plomberie,              4,  0, no, no, 1, 4 ; Plu (Cst & Pot)
Polythéisme,            4,  0, no, no, 0, 2 ; PT
Pottery,                3,  0, nil, nil, 0, 3 ; Pot
Radio,                  5, -1, no, no,  3, 4 ; Rad
Railroad,               6,  0, no, no,  2, 1 ; RR
Recycling,              2,  1, no, no, 3, 2 ; Rec
Refining,               4,  0, no, no, 2, 4 ; Ref
Advanced Irrigation,    2,  1, Cmp, nil, 0, 3 ; Rfg
The Republic,           5,  1, no, no, 0, 2 ; Rep
Robotique,              5, -2, no, no, 3, 0 ; Rob
Etude des Fusées,       6, -2, no, no, 3, 0 ; Roc
Urban Planning,         2,  0, Bri, nil, 0, 3 ; San
Sails,                  2,  0, Fli, nil, 0, 3 ; Sea
Vol Spatial,            4,  1, no, no, 3, 3 ; SFl
Dérobade,               3, -2, no, no, 3, 0 ; Sth
Machine à Vapeur,       4, -1, no, no, 2, 3 ; SE
Acier,                  4, -1, no, no, 2, 4 ; Stl
Superconducteur,        4,  1, no, no, 3, 3 ; Sup
Tactiques,              6, -1, no, no, 2, 0 ; Tac
Sacred Rituals,         3,  1,  MT, Ast, 0, 2 ; The
Théorie Gravité,        4,  0, no, no, 1, 3 ; ToG
Commerce,               5,  0, Cur, nil, 0, 1 ; Tra
Teaching,               4,  1, Lit, nil, 0, 3 ; Uni
Warrior Code,           3, -1, Mon, Csc, 0, 0 ; War
Wheels,                 4,  0, nil, nil, 0, 4 ; Whe
Hieroglyphics,          4,  0, nil, nil, 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
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7

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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                 4,  1,    Csc,
Granary,                  4,  1,    Pot,
Temple,                   4,  1,    Cer,
MarketPlace,              6,  1,    Cur,
Library,                  8,  1,    no,
Tribunal,                 6,  1,    CoL,
Fortifications,           8,  1,    Cst,
Aqueduct,                 8,  2,    Mas,
Bank,                     12, 3,    no,
Cathedral,                12, 3,    no,
University,               16, 3,    no,
Mass Transit,             16, 4,    no,
Colosseum,                10, 4,    no,
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewers,                   10, 2,    San,
Irrigations,               8, 2,    Rfg,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
SAM Missile Battery,      10, 2,    no,
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Fishing Port,             6,  1,    Map,
Trading Port,             8,  3,    CA,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         40, 0,    nil,
Mastery of the Nile,      40, 0,    Exp,
Temple of Isis,           40, 0,    Med,
Great Sphinx,             40, 0,    Bri,
Navigator's Guild,        40, 0,    Nav,
Great Library,            40, 0,    no,
Priests' Guild,           50, 0,    Mys,
Great Wall,               30, 0,    no,
Temple of Set,            40, 0,    War,
Great Pyramid,            40, 0,    Cst,
Marco Polo's Embassy,     20, 0,    no,
Temple of Horus,          40, 0,    The,
Great Observatory,        50, 0,    Ast,
Great Lighthouse,         30, 0,    Sea,
Temple of Hathor,         40, 0,    Feu,
Leonardo's Workshop,      40, 0,    no,
Temple of Anubis,         40, 0,    MT,
Isaac Newton's College,   40, 0,    no,
The Trade Guild,          50, 0,    CA,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Statue of Great Pharoah,  30, 0,    Bri,
Women's Suffrage,         60, 0,    no,
Guild of Artisans,        50, 0,    no,
Manhattan Project,        60, 0,    no,
Mask of the Pharoah,      50, 0,    The,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Temple of Osiris,         40, 0,    Med,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; 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
Peasants,        Exp, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, nil, 000000000000000
Builders,        nil, 0,  2.,0,  0a,2d,  1h,1f,  4,0,  5, Exp, 000000000000000
Militia,         Chi, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Guards LoE,      AFl, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
                 Archers,         Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, no, 000000000000000
                 Légion,          Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, no, 000000000000000
Guards UpE,      Amp, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
                 Mousquetaires,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, no, 000000000000000
Robbers,         Ban, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  0, nil, 000001000000011
Barbarians,      Ban, 0,  1.,0,  2a,2d,  1h,1f,  2,0,  0, nil, 000001000000011
                 Troupes Alpines, nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, no, 000001000000000
                 Fusiliers,       nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, no, 000000000000000
Infantry LoE,    AFl, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, Iro, 000000000000000
                 Parachutistes,   Amp, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, no, 000000000000000
Infantry Nub.,   Ato, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, Iro, 000000000000000
Plunderers,      Ban, 0,  1.,0,  3a,1d,  1h,1f,  4,0,  0, nil, 000001000000011
Horsemen,        nil, 0,  2.,0,  2a,1d,  1h,1f,  3,0,  0, Eco, 000000000000001
Chariots LoE,    AFl, 0,  2.,0,  3a,1d,  1h,1f,  5,0,  0, Cor, 000000000000001
Cavalry UpE,     Amp, 0,  3.,0,  3a,1d,  1h,1f,  6,0,  0, Chi, 000000000000001
Cavalry LoE,     AFl, 0,  3.,0,  3a,1d,  1h,1f,  6,0,  0, Chi, 000000000000001
Noble LoE,       AFl, 0,  3.,0,  5a,1d,  1h,1f,  8,0,  0, Chi, 000010000000001
Noble UpE,       Amp, 0,  3.,0,  5a,1d,  1h,1f,  8,0,  0, Chi, 000010000000001
                 Armure,          nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, no, 000000000000000
Catapult,        nil, 0,  1.,0,  5a,1d,  1h,1f,  4,0,  0, Esp, 000000001000000
                 Canon,           Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no, 000000000000000
                 Artillerie,      Rob, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no, 000000000000000
                 Obusier,         nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no, 000000001000000
                 Avion de Chasse, Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no, 000000000010001
                 Bombardier,      Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no, 000000000000001
                 Hélicoptère,     nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no, 100000000000001
                 Av. Chasse Furtif,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no, 000000000010001
                 Bombardier Furtif,   nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no, 000000000000001
Boat,            Sea, 2,  2.,0,  1a,1d,  1h,1f,  3,2,  4, Map, 000000000100000
Sail Boat,       nil, 2,  3.,0,  1a,2d,  1h,1f,  4,3,  4, Sea, 000000000000000
                 Galion,          Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no, 000000000000000
                 Frégate,         E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no, 000000000000000
                 Cuirassé,        E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no, 000000000000000
                 Destroyer,       nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no, 100000000000001
                 Croiseur,        Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no, 100000000000001
                 Croiseur EGIDE,  nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no, 110000000000001
                 Batîment de Ligne,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no, 000000000000001
                 Sous-marin,      nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no, 000000000001001
                 Porte-Avions,    nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no, 000000010000001
                 Transport,       nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no, 000000000000000
                 Missile Atmosph.,    nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no, 001000000000000
                 Missile Nucléaire,   nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no, 001000000000000
Priests,         nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  6, Min, 000000000000011
Infantry UpE,    Amp, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, Iro, 000000000000000              
Caravan,         nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000001000000010
Guards Nub.,     Ato, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Warriors Nub.,   Ato, 0,  1.,0,  3a,1d,  1h,1f,  4,0,  0, War, 000001000000010
Chariots UpE,    Amp, 0,  2.,0,  3a,1d,  1h,1f,  5,0,  0, Cor, 000000000000001
Chariots Nub.,   Ato, 0,  2.,0,  3a,1d,  1h,1f,  5,0,  0, Cor, 000000000000001
Archers BE,      AFl, 0,  1.,0,  3a,1d,  1h,1f,  5,0,  0, Env, 000001001000100
Archers HE,      Amp, 0,  1.,0,  3a,1d,  1h,1f,  5,0,  0, Env, 000001001000100
Archers Nub.,    Ato, 0,  1.,0,  3a,1d,  1h,1f,  5,0,  0, Env, 000001001000100
Noble Nub.,      Ato, 0,  3.,0,  4a,1d,  1h,1f,  7,0,  0, Chi, 000010000000001
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  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
Desert,         1,1,  0,1,0,    no, 0, 0, 0,    no, 0, 0,  0,  Gla, ; Drt
Fertile Plain,  1,2,  2,1,0,   yes, 1, 5, 2,    no, 0, 0,  0,  Tun, ; Pln
Prairie,                       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,  1,1,0,    no, 0, 0, 0,   yes, 2, 5,  1,   no, ; Hil
Mountains,      3,6,  0,1,0,    no, 0, 0, 0,   yes, 1,10,  3,   no, ; Mou
Palm Trees,     1,3,  1,2,0,    no, 0, 0, 0,    no, 0, 0,  0,  Pln, ; Tun
Plains,         1,2,  1,1,0,   yes, 1, 5, 1,    no, 0, 0,  0,   no, ; Gla
Marsh,          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
Water,          1,2,  1,1,2,    no, 0, 0, 0,    no, 0, 0,  0,   no, ; Oce
Oasis,          1,2,  3,1,1,
Cattle,         1,2,  2,2,1,
Prairie,        1,2,  2,1,0,
Birds,          1,3,  2,2,1,
Minerals,       2,4,  1,2,1,
Gold,           3,6,  0,1,6,
Birds,          1,3,  2,2,1,
Cattle,         1,2,  2,2,1,
Tourbe,         2,3,  1,4,0,
Jewels,         2,3,  1,0,4,
Fishing,        1,2,  2,1,2,
Oil,            1,2,  0,4,1,
Wheat,          1,2,  3,1,1,
Swamp,          1,2,  2,1,0,
Silk,           2,3,  1,2,3,
Precious Stones,2,4,  1,3,4,
Iron,            3,6,  0,4,0,
Birds,          1,3,  2,2,2,
Wheat,          1,2,  3,1,1,
Spices,         2,3,  3,0,4,
Fruits,         2,3,  4,0,1,
Fishing,        1,2,  2,1,2,
  



@GOVERNMENTS
Anarchy,          Leader,      Leader
Despotisme,       Prince,      Princess
Monarchy,         King,        Queen
Empire,           Pharaoh,     Great Queen
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
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Ore,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Ivory,


@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
Lord
Prince
King
Pharoah
Ra

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













