;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   O R B I S   T E R R A E - The Circle of Lands
;   by Jorrit Vermeiren, jorrit@sidgames.com
;
;   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
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # 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)
10      ; City size for first unhappiness at Chieftain level
18      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
250     ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
25      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; 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
Afterlife,          3, 0,  NP,  nil, 0, 2    ; AFl	0
Agriculture,        3, 1,  NF,  nil, 0, 1    ; Alp
Alchemy,            4,-1,  Gue, Las, 1, 3    ; Amp
Alphabet,           5, 1,  nil, nil, 0, 3    ; Ast
Archery,            4,-2,  SE,  nil, 1, 0    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Astrology,          3, 1,  Nav, nil, 0, 2    ; Ban
Astronomy,          4, 2,  Ban, Inv, 0, 3    ; Bri
Ballistics,         5,-2,  Ast, San, 1, 4    ; Bro
Banking,            4, 1,  Cmb, Mys, 1, 1    ; Cer
Bronze Working,     6,-1,  Esp, SFl, 0, 4    ; Che	10
Ceremonial Burial,  5, 0,  AFl, SFl, 0, 2    ; Chi
Chivalry,           4,-2,  Env, Fli, 2, 0    ; CoL
Code of Laws,       4, 0,  Ast, SE,  0, 2    ; CA
Coinage,            4, 1,  Che, Sth, 1, 1    ; Cmb
Despotism,          2,-1,  no,  no,  0, 2    ; Cmn
Construction,       4, 0,  Hor, nil, 0, 4    ; Cmp
Craftsmanship,      5, 0,  E1,  Lab, 1, 4    ; Csc
Construction,       4, 0,  no,  no,  0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  no,  0, 1    ; Cur	20
Democracy,          5, 1,  Mys, Nav, 0, 2    ; Dem
Domestication,      4, 2,  nil, nil, 0, 1    ; Eco
Engineering,        5, 1,  Cmp, Inv, 0, 4    ; E1
Equestrianism,      4,-2,  Fli, Gen, 2, 0    ; E2
Exploration,        3, 0,  Roc, Sth, 0, 1    ; Eng
Feudalism,          3,-2,  CA,  Stl, 0, 0    ; Env
Fire,               7, 0,  nil, nil, 3, 1    ; Esp
Fortifications,     4,-1,  Cmp, Csc, 0, 4    ; Exp
Gunpowder,          5,-2,  Amp, FP,  3, 0    ; Feu
Horseback Riding,   4,-1,  Eco, nil, 0, 0    ; Fli	30
Punic Republic,     3,-2,  no,  no,  0, 2    ; Fun
Invention,          6, 0,  E1,  Gue, 1, 3    ; FP
Leadership,         5,-1,  Mys, SE,  2, 0    ; Gen
Literacy,           5, 2,  CA,  The, 1, 3    ; Gue
Map Making,         6,-1,  Ast, nil, 0, 1    ; Gun
Masonry,            4, 1,  Che, Tac, 0, 4    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Mathematics,        4, 1,  Ast, nil, 0, 3    ; Inv
Medicine,           4, 0,  Amp, Nav, 1, 1    ; Iro
Metal Working,      5,-1,  Che, nil, 0, 4    ; Lab	40
Metallurgy,         6,-2,  Lab, nil, 0, 4    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med	50
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  AFl, CA,  0, 2    ; Mon
Monotheism,         5, 1,  AFl, nil, 1, 2    ; MT
Nobility,           4, 0,  CA,  nil, 0, 2    ; Mys
Philosophy,         6, 1,  AFl, Gue, 1, 2    ; Nav
Pottery,            4, 1,  Esp, SFl, 0, 1    ; NF
Religion,           5, 0,  nil, nil, 0, 2    ; NP
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi	60
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  no,  no,  0, 2    ; PT
Pottery,            4, 1,  no,  no,  0, 1    ; 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
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg	70
The Republic,       5, 1,  CA,  Nav, 0, 2    ; Rep
Sanitation,         4, 2,  E1,  Iro, 1, 4    ; Rob
Seafaring,          4, 1,  Bri, Gun, 0, 1    ; Roc
Siegecraft,         5,-2,  Cmp, Stl, 3, 0    ; San
Tactics,            6,-1,  E2,  Gen, 2, 0    ; Sea
Tools,              4, 0,  nil, nil, 0, 4    ; SFl
Trade,              4, 2,  CA,  Eco, 0, 1    ; Sth
Warrior Code,       4,-1,  nil, nil, 0, 0    ; SE
Weaponry,           4,-1,  Che, SE,  0, 0    ; Stl
The Wheel,          4,-1,  Tac, Fli, 0, 4    ; Sup	80
Wood Working,       3, 0,  SFl, nil, 0, 4    ; Tac
Writing,            4, 2,  Ast, nil, 0, 3    ; The
Chinese Secrets,    7, 1,  no,  no,  3, 4    ; ToG
Mongol Secrets,     7,-2,  no,  no,  3, 4    ; Tra
Punic Secrets,      7,-1,  no,  no,  3, 4    ; Uni
Roman Secrets,      7, 1,  no,  no,  3, 4    ; War
Viking Secrets,     7,-2,  no,  no,  3, 4    ; Whe
Zulu Secrets,       7,-1,  no,  no,  3, 4    ; Wri
Future Technology,  1, 0,  Feu, Csc, 3, 3    ; ...	89
Lost Knowledge,     1, 0,  no,  no,  3, 3    ; U1	90
Lost Knowledge,     1, 0,  no,  no,  3, 3    ; U2
Lost Knowledge,     1, 0,  no,  no,  3, 3    ; U3
Lost Knowledge,     1, 0,  no,  no,  3, 3    ; X1
Lost Knowledge,     1, 0,  no,  no,  3, 3    ; X2
Lost Knowledge,     1, 0,  no,  no,  3, 3    ; X3
Death of Shaka,     1, 0,  no,  no,  3, 2    ; X4
Death of Genghis,   1, 0,  no,  no,  3, 2    ; X5
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7	99

;
; 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,    Hor,
Barracks,                 4,  0,    nil,
Granary,                  6,  1,    NF,
Temple,                   4,  1,    Chi,
Marketplace,              8,  0,    Cmb,
Library,                  8,  0,    no,
Courthouse,               8,  1,    CA,
City Walls,               8,  0,    Exp,
Aqueduct,                 8,  1,    Cmp,
Bank,                     12, 3,    Cer,
Cathedral,                12, 0,    no,
University,               16, 0,    no,
Mass Transit,             16, 0,    no,
Amphitheatre,             10, 1,    Cmp,
Mill,                     40, 2,    no,
Manufacturing Plant,      32, 0,    no,
SDI Defense,              20, 0,    no,
Recycling Center,         20, 0,    no,
Power Plant,              16, 0,    no,
Hydro Plant,              24, 0,    no,
Nuclear Plant,            16, 0,    no,
Stock Exchange,           16, 0,    no,
Sewer System,             12, 6,    Rob,
Supermarket,               8, 0,    no,
Superhighways,            20, 0,    no,
Research Lab,             16, 0,    no,
SAM Missile Battery,      10, 0,    no,
Coastal Fortress,          8, 0,    no,
Solar Plant,              32, 0,    no,
Harbor,                   6,  1,    Roc,
Offshore Platform,        16, 0,    no,
Airport,                  16, 0,    no,
Police Station,           6,  0,    no,
Port,                     8,  1,    Roc,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Trade Benefits),         60, 0,    Sth,
Pyramids,                 60, 0,    no,
Hanging Gardens,          60, 0,    no,
Colossus,                 60, 0,    no,
Hanno's Voyage,           60, 0,    Gun,
Great Library,            60, 0,    no,
Center of the World,      60, 0,    nil,
Great Wall,               60, 0,    Exp,
Great Zimbabwe,           60, 0,    Hor,
King Richard's Crusade,   60, 0,    no,
Marco Polo's Embassy,     60, 0,    no,
Michelangelo's Chapel,    60, 0,    no,
Copernicus' Observatory,  60, 0,    no,
Leif Erikkson's Voyage,   60, 0,    Roc,
Colosseum,                60, 0,    Cmp,
Leonardo's Workshop,      60, 0,    no,
J. S. Bach's Cathedral,   60, 0,    no,
Isaac Newton's College,   60, 0,    no,
Circus Maximus,           60, 0,    Sup,
Darwin's Voyage,          60, 0,    no,
Statue of Liberty,        60, 0,    no,
Eiffel Tower,             60, 0,    no,
Roman Senate,             60, 0,    Rep,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Oracle
X5,         ; Great Wall
X4,         ; 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,         nil, 0,  1.,0,  0a,1d,  1h,1f, 10,0,  5, Alp, 000000000000000
B. Warriors,      nil, 0,  1.,0,  2a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Pikemen,          nil, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, no,  000010000000000
Slingers,         U3,  0,  1.,0,  2a,2d,  1h,1f,  1,0,  0, SE,  000000000000000
Auxiliaries,      U3,  0,  1.,0,  4a,2d,  2h,2f,  3,0,  0, Stl, 000000000000000
V. Warriors,      X1,  0,  1.,0,  3a,3d,  2h,1f,  2,0,  1, Stl, 000010000000100
Z. Warriors,      X2,  0,  1.,0,  3a,3d,  1h,1f,  2,0,  1, SE,  000000000000000
*nothing*,        nil, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  1, no,  000000000000000
P. Infantry,      U2,  0,  1.,0,  6a,5d,  2h,1f,  2,0,  0, Stl, 000100000000000
B. Infantry,      nil, 0,  1.,0,  4a,3d,  2h,1f,  3,0,  0, no,  000000000000000
M. Infantry,      U1,  0,  1.,0,  3a,5d,  2h,2f,  4,0,  1, Lab, 000000000000000
C. Infantry,      U1,  0,  1.,0,  5a,3d,  2h,2f,  4,0,  0, Env, 000000000000000
Hoplites,         U2,  0,  1.,0,  1a,3d,  2h,1f,  4,0,  1, Che, 000000000000000
Legionaires,      U3,  0,  1.,0,  7a,6d,  2h,3f,  7,0,  0, Lab, 000000000000000
Praetorian Guard, U3,  0,  1.,0,  5a,8d,  3h,2f, 12,0,  1, Gen, 000000000000000
V. Light Cavalry, X1,  0,  2.,0,  3a,3d,  2h,1f,  2,0,  2, Fli, 000000000000000
V. Heavy Cavalry, X1,  0,  2.,0,  6a,1d,  3h,2f,  3,0,  2, CoL, 000000000000000
War Elephants,    U2,  0,  2.,0,  5a,3d,  4h,4f,  8,0,  0, Sea, 000000000000001
M. Cavalry,       U1,  0,  2.,0,  5a,5d,  2h,2f,  5,0,  0, E2,  000000000000000
C. Cavalry,       U1,  0,  2.,0,  6a,2d,  3h,2f,  5,0,  3, CoL, 000000000000000
R. Light Cavalry, U3,  0,  2.,0,  4a,3d,  2h,1f,  3,0,  0, Fli, 000000000000000
R. Heavy Cavalry, U3,  0,  2.,0,  6a,4d,  3h,2f,  5,0,  0, E2,  000000000000000
Golden Horde,     U1,  0,  1.,0,  9a,6d,  3h,4f,  6,0,  0, Sea, 000011000000001
Catapult,         X3,  0,  1.,0,  8a,1d,  1h,3f,  5,0,  0, San, 000000000000000
Chariots,         U2,  0,  2.,0,  5a,3d,  2h,2f,  3,0,  3, Sup, 000000000000000
P. Cavalry,       U2,  0,  2.,0,  4a,4d,  2h,2f,  6,0,  3, Fli, 000000000000000
B. Cavalry,       nil, 0,  3.,0,  4a,2d,  3h,2f,  7,0,  0, no,  000000000000000
Canute,           nil, 0,  1.,0, 18a,7d,  3h,3f, 99,0,  0, no,  000000000000101
Hannibal,         nil, 0,  1.,0, 15a,5d,  3h,3f, 99,0,  0, no,  000000000000001
Shaka,            nil, 0,  1.,0, 15a,6d,  3h,3f, 99,0,  0, no,  000000000000001
Caesar,           nil, 0,  1.,0, 16a,6d,  3h,3f, 99,0,  0, no,  000000000000001
Genghis Khan,     nil, 0,  2.,0, 19a,7d,  3h,3f, 99,0,  0, no,  000000000000001
Trireme,          X3,  2,  3.,0,  2a,1d,  1h,1f,  4,1,  2, Gun, 000000000000000
Quinquereme,      X3,  2,  3.,0,  4a,2d,  2h,1f,  5,2,  2, Roc, 000000000000000
Galley,           nil, 2,  4.,0,  0a,2d,  2h,1f,  6,4,  4, Gun, 000000000000000
Shield Boat,      X1,  2,  5.,0,  2a,3d,  3h,1f,  3,3,  4, Roc, 000000000000001
Dragon Boat,      X1,  2,  6.,0,  4a,2d,  3h,2f,  3,2,  2, Roc, 000000000000001
Junk,             U1,  2,  4.,0,  6a,4d,  4h,2f,  6,5,  4, Roc, 000000000000001
B. General,       nil, 0,  1.,0,  5a,3d,  2h,1f, 10,0,  0, no,  000000000000000
Heroes,           X1,  0,  1.,0,  7a,3d,  2h,2f,  5,0,  0, Env, 000000000000100
Halberdeers,      nil, 0,  1.,0,  2a,2d,  1h,1f,  3,0,  1, no,  000010000000000
Bezerkers,        X1,  0,  1.,0,  9a,3d,  1h,3f,  6,0,  2, Stl, 001000000000100
R. General,       nil, 0,  1.,0, 10a,4d,  3h,2f, 75,0,  0, no,  000000000000001
V. General,       nil, 0,  1.,0, 11a,3d,  3h,2f, 75,0,  0, no,  000000000000001
P. General,       nil, 0,  1.,0,  9a,3d,  3h,2f, 75,0,  0, no,  000000000000001
*nothing*,        nil, 0, 16.,1,  1a,1d,  1h,1f, 16,0,  0, no,  000000000000000
Envoy,            X3,  0,  1.,0,  0a,0d,  1h,1f,  2,0,  6, The, 000000000000000
Sorcerer,         X4,  0,  2.,0,  0a,0d,  1h,1f,  4,0,  6, Wri, 000000000000011
Shaman,           U1,  0,  1.,0,  0a,0d,  1h,1f,  4,0,  6, Sth, 000000000000001
Druid,            X1,  0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, NP,  000000000000000
*nothing*,        nil, 0,  1.,0,  1a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Mounted Archers,  U1,  0,  2.,0,  4a,6d,  3h,2f,  7,0,  1, E2,  000000000000000
Ninjas,           U1,  0,  1.,0, 10a,3d,  1h,3f,  4,0,  0, Stl, 001001000000011
Mangonel,         U1,  0,  1.,0, 12a,1d,  2h,5f,  8,0,  0, Bro, 000000001000000
Mounted Braves,   X2,  0,  1.,0,  4a,1d,  1h,2f,  3,0,  2, Fli, 000000000000000
Impis,            X2,  0,  1.,0,  5a,2d,  2h,2f,  4,0,  0, SE,  000001000000000
Explorer,         nil, 0, 60.,0,  0a,1d,  1h,1f,  4,0,  0, no,  000001000000000
Subedei Bahadur,  nil, 0,  1.,0, 10a,7d,  3h,3f, 80,0,  0, no,  000011000000001
Jebe Noyan,       nil, 0,  1.,0, 12a,9d,  3h,3f, 80,0,  0, no,  000011000000001
Test Unit 6,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Test Unit 7,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Test Unit 8,      nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  0, 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,     2,2,  0,1,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  ; Drt
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  ; Pln
Tundra,     1,2,  1,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,  ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,  ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,  ; Hil
Mountains,  3,6,  0,1,0,   no,  0, 0, 0,   yes, 1,10,  6,  no,  ; Mou
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,  ; Tun
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,  ; Gla
Swamp,      2,3,  1,0,0,   Tun, 0,15, 6,   For, 0,15,  0,  no,  ; Swa
Jungle,     2,3,  1,0,0,   Tun, 0,15, 6,   For, 0,15,  0,  no,  ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,  ; Oce
Oasis,      1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Game,       1,2,  3,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Grassland,  1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Glacier Oil,2,2,  0,4,0,
Furs,       1,2,  2,0,3,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Grassland,  1,2,  2,2,1,
Wheat,      1,2,  3,1,0,
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
Despotism,      Warlord,     Comrade
Republic,       Imperator,   High Priestess
Republic,       Dictator,    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,  0,  1,     5, Dictator,
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, 0, 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, -1,     3, Warlord,
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, 2, Mongols,     Mongol,      1,  0, -1,     3, Warlord,
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,            0, 3, 3, Vikings,     Viking,      1,  0, -1,     3, 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, Punians,     Punic,       1,  0, -1,     4, Imperator,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



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


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













