;
;   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
5       ; 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)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
19      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
14      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
10      ; 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
10      ; Fundamentalism pays support for all units past this
15      ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
50      ; 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 = 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 leaders 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
Blank,              0, 0,  no,  no,  0, 0    ; AFl
Blank,              0, 0,  no,  no,  0, 0    ; Alp
Blank,              0, 0,  no,  no,  0, 0    ; Amp
Blank,              0, 0,  no,  no,  0, 0    ; Ast
Blank,              0, 0,  no,  no,  0, 0    ; Ato
Blank,              0, 0,  no,  no,  0, 0    ; Aut
Blank,              0, 0,  no,  no,  0, 0    ; Ban
Iron Railroad Bridge,1,1, Mys,  NP,  0, 1    ; Bri^Allows settlers to build bridges.
Blank,              0, 0,  no,  no,  0, 0    ; Bro
Cotton Gin,         3, 0, nil, nil,  0, 4    ; Cer Level 1 Improvements
Blank,              0, 0,  no,  no,  0, 0    ; Che
Blank,              0, 0,  no,  no,  0, 0    ; Chi
Blank,              0, 0,  no,  no,  0, 0    ; CoL
Blank,              0, 0,  no,  no,  0, 0    ; CA
Blank,              0, 0,  no,  no,  0, 0    ; Cmb
Power Loom ,        3,-1, Hor, Fun,  2, 2    ; Cmn^Allows government form of same name.^Decreases the effect of Cathedrals.
Blank,              0, 0,  no,  no,  0, 0    ; Cmp
Blank,              0, 0,  no,  no,  0, 0    ; Csc
Compound Steam Engine,1,1,Bri, San,  1, 1    ; Cst^Allows settlers to build fortresses.
Blank,              0, 0,  no,  no,  0, 0    ; Cor
Blank,              0, 0,  no,  no,  0, 0    ; Cur
Commercial Fertilizer,3,1,Rfg, nil,  3, 2    ; Dem^Allows government form of same name.
Blank,              0, 0,  no,  no,  0, 0    ; Eco
Blank,              0, 0,  no,  no,  0, 0    ; E1
Oil Drilling,       2, 1, Rfg, Hor,  3, 4    ; E2 ^Increases the effect of colosseums.
Blank,              0, 0,  no,  no,  0, 0    ; Eng
Blank,              0, 0,  no,  no,  0, 0    ; Env
Blank,              0, 0,  no,  no,  0, 0    ; Esp
Blank,              0, 0,  no,  no,  0, 0    ; Exp
Blank,              0, 0,  no,  no,  0, 0    ; Feu
Blank,              0, 0,  no,  no,  0, 0    ; Fli
Steel + Iron Plows, 3,-2, San, Cer,  1, 2    ; Fun^Allows government form of same name.
Blank,              0, 0,  no,  no,  0, 0    ; FP ^Improves Spaceship thrust by 25%.
Blank,              0, 0,  no,  no,  0, 0    ; Gen
Bessemer Converter, 3,-2,  Fun,Inv,  1, 0    ; Gue
Breechloading Rifle,3,-2,  Gue,nil,  1, 0    ; Gun^Barracks
Rifled Artillery,   3,-2,  Gun,Cst,  1, 0    ; Hor
Blank,              0, 0,  no,  no,  0, 0    ; Ind
Spinning Jenny,     3, 0, Mon, nil,  1, 4    ; Inv Level 2 Improvements
Blank,              0, 0,  no,  no,  0, 0    ; Iro
Blank,              0, 0,  no,  no,  0, 0    ; Lab
Blank,              0, 0,  no,  no,  0, 0    ; Las
Blank,              0, 0,  no,  no,  0, 0    ; Ldr
Blank,              0, 0,  no,  no,  0, 0    ; Lit
Blank,              0, 0,  no,  no,  0, 0    ; Too
Blank,              0, 0,  no,  no,  0, 0    ; Mag
Blank,              0, 0,  no,  no,  0, 0    ; Map
Blank,              0, 0,  no,  no,  0, 0    ; Mas
Blank,              0, 0,  no,  no,  0, 0    ; MP
Blank,              0, 0,  no,  no,  0, 0    ; Mat
Blank,              0, 0,  no,  no,  0, 0    ; Med
Large Artillery,    3,-2, Gue, SFl,  3, 0    ; Met
Internal Combustion,3,-2, Mob, Phi,  3, 0    ; Min
Machine Guns,       3,-2, Met,  E2,  3, 0    ; Mob^Barracks
Feed Grasses,       3, 0, Bri, Cer,  0, 2    ; Mon^Allows government form of same name.
Barbed Wire,        3, 0, Rfg, nil,  2, 4    ; MT  Level 3 Improvements
Square Set Timbering,2,1,  no,  no,  0, 4    ; Mys^Increases the effect of temples.
Blank,              0, 0,  no,  no,  0, 0    ; Nav
Blank,              0, 0,  no,  no,  0, 0    ; NF
Streamlined Hulls,  1, 0, nil, nil,  0, 0    ; NP ^Increases ship movement rates by one.
Chemistry,          3, 1, Mob, Sth,  3, 3    ; Phi^Free civ. advance for first civ. to discover.
Blank,              0, 0,  no,  no,  0, 0    ; Phy
Blank,              0, 0,  no,  no,  0, 0    ; Pla
Blank,              0, 0,  no,  no,  0, 0    ; Plu
Blank,              0, 0,  no,  no,  0, 0    ; PT
Blank,              0, 0,  no,  no,  0, 0    ; Pot
Blank,              0, 0,  no,  no,  0, 0    ; Rad^Allows settlers to build airbases.
High Pressure Steam Engine,4,0,no,no,0, 1    ; RR ^Allows settlers to build railroads.
Blank,              0, 0,  no,  no,  0, 0    ; Rec
Blank,              0, 0,  no,  no,  0, 0    ; Ref
Mechanical Reaper,  4, 0, Cmn, nil,  3, 1    ; Rfg^Allows settlers to improve farmland.
Seed Drill,         3, 1,  no,  no,  0, 2    ; Rep^Allows government form of same name.
Dynamite,           3, 0, Met,  E2,  3, 4    ; Rob Level 4 Improvments
Blank,              0, 0,  no,  no,  0, 0    ; Roc
Paddlewheels,       1, 0,  NP, nil,  0, 0    ; San
Adv. Iron Working,  1, 0, Hor, San,  1, 0    ; Sea
Steel Armor Plate,  1, 0, Sea,  E2,  2, 0    ; SFl
Marine Engineering, 1, 0, SFl, Met,  3, 0    ; Sth
Improved Range Finding,1,0,Phi,Sth,  3, 0    ; SE
Blank,              0, 0,  no,  no,  0, 0    ; Stl
Blank,              0, 0,  no,  no,  0, 0    ; Sup
Blank,              0, 0,  no,  no,  0, 0    ; Tac
Blank,              0, 0,  no,  no,  0, 0    ; The
Blank,              0, 0,  no,  no,  0, 0    ; ToG
Blank,              0, 0,  no,  no,  0, 0    ; Tra
Blank,              0, 0,  no,  no,  0, 0    ; Uni
Blank,              0, 0,  no,  no,  0, 0    ; War
Blank,              0, 0,  no,  no,  0, 0    ; Whe
Blank,              0, 0,  no,  no,  0, 0    ; Wri
20th Century,       1, 0,  SE, Min,  3, 3    ; ...^Worth bonus points in Civilization score.
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 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   10, 0,    Inv,
Barracks,                 4,  1,    nil,
Granary,                  4,  1,    Cer,
Temple,                   4,  1,    Cer,
MarketPlace,              4,  1,    Cer,
Library,                  4,  1,    Cer,
Courthouse,               4,  1,    Cer,
City Walls,               6,  0,    Inv,
Aqueduct,                 6,  2,    Inv,
Bank,                     6,  3,    Inv,
Cathedral,                8,  3,    MT,
University,               6,  3,    Inv,
Mass Transit,             8,  4,    MT,
Colosseum,                6,  4,    Inv,
Factory,                  8,  4,    MT,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,0,0,no,
Recycling Center,0,0,no,
Power Plant,0,0,no,
Hydro Plant,0,0,no,
Nuclear Plant,0,0,no,
Stock Exchange,           32, 4,    Rob,
Sewer System,             8,  2,    MT,
Supermarket,              8,  3,    Rfg,
Railroad Station,         8,  5,    MT,
Research Lab,             32, 3,    Rob,
SAM Missile Battery,0,0,no,
Coastal Fortress,         8,  1,    MT,
Power Plant,              32, 4,    Rob,
Harbor,                   6,  1,    Inv,
Docks,                    16, 3,    MT,
Airport,0,0,no,
Police Station,           6,  2,    Rob,
Shipyards,                8,  3,    MT,
SS Structural,0,0,no,
SS Component,0,0,no,
SS Module,0,0,no,
(Capitalization),         60, 0,    MT,
Pyramids,                 20, 0,    Cer,
Hanging Gardens,          20, 0,    Cer,
Colossus,                 20, 0,    Cer,
Lighthouse,               20, 0,    Cer,
Great Library,            30, 0,    Cer,
Oracle,                   30, 0,    Cer,
Great Wall,               30, 0,    Cer,
Sun Tzu's War Academy,    30, 0,    Inv,
King Richard's Crusade,   30, 0,    Inv,
Marco Polo's Embassy,     20, 0,    Inv,
Michelangelo's Chapel,    40, 0,    Inv,
Copernicus' Observatory,  30, 0,    Inv,
Magellan's Expedition,    40, 0,    Inv,
Shakespeare's Theatre,    30, 0,    Inv,
Leonardo's Workshop,      40, 0,    MT,
J. S. Bach's Cathedral,   40, 0,    MT,
Isaac Newton's College,   40, 0,    MT,
Adam Smith's Trading Co., 40, 0,    MT,
Darwin's Voyage,          40, 0,    MT,
CN Tower,                 40, 0,    MT,
Eiffel Tower,             30, 0,    MT,
Women's Suffrage,         60, 0,    Rob,
Hoover Dam,               60, 0,    Rob,
Manhattan Project,        60, 0,    Rob,
United Nations,           60, 0,    Rob,
Apollo Program,           60, 0,    Rob,
SETI Program,             60, 0,    Rob,
Cure for Cancer,          60, 0,    Rob,
 
;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
Rfg,        ; Pyramids
nil,        ; Hanging Gardens
Rob,        ; Colossus
nil,        ; Lighthouse
Rob,        ; Great Library
nil,        ; Oracle
Rob,        ; Great Wall
Rob,        ; Sun Tzu's War Academy
Rob,        ; King Richard's Crusade
Rob,        ; Marco Polo's Embassy
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Leonardo's Workshop
nil,        ; J.S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
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
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
@UNITS
Prospector,   nil, 0, 2.,0,  0a,2d,   1h,1f,  4,0,  5, nil, 000001000000010 ;Settlers
Engineers,    nil, 0, 4.,0,  0a,4d,   2h,1f,  4,0,  5, nil, 000001000000011 ;Settlers
Skirmishers,  Gue, 0, 1.,0,  1a,1d,   1h,1f,  1,0,  1, nil, 000010000000001 ;Light Inf.
Sharpshooters,Mob, 0, 1.,0,  2a,2d,   2h,2f,  2,0,  1, Gue, 000010000000001 ;Light Inf.
Grenadiers,   Gun, 0, 1.,0,  3a,3d,   1h,1f,  3,0,  0, nil, 000001000000010 ;Heavy Inf.
Guards,       Mob, 0, 1.,0,  4a,4d,   2h,2f,  4,0,  0, Gun, 000001000000010 ;Heavy Inf.
Regulars,     Gun, 0, 1.,0,  2a,2d,   1h,1f,  2,0,  1, nil, 000000000000000 ;Infantry
Rifle Infantry,Mob,0, 1.,0,  3a,3d,   2h,2f,  3,0,  1, Gun, 000000000000000 ;Infantry
Rangers,      nil, 0, 1.,0,  3a,4d,   3h,3f,  3,0,  0, Mob, 000010000000001 ;Light Inf.
Militia,      nil, 0, 1.,0,  3a,3d,   2h,2f,  1,0,  0, Gun, 110001000001011 ;Partisans
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,1,no,000000000000000
Infantry,     nil, 0, 1.,0,  4a,5d,   3h,3f,  4,0,  1, Mob, 000000000000000 ;Infantry
Machine Gunners,nil,0,1.,0,  5a,6d,   3h,3f,  5,0,  0, Mob, 000001000000111 ;Heavy Inf.
Blank,nil,0,1.,0,6a,4d,2h,1f,6,0,1, no,000000100000000
Mobile Art.,  nil, 0, 3.,0, 8a,3d,   4h,4f,  5,0,  0, Met,  000001000000011 ;Light Art.
Hussars,      Gue, 0, 2.,0, 2a,1d,   1h,1f,  1,0,  0, nil,  000000000000001 ;Light Cvl.
Cuirasseurs,  Gun, 0, 2.,0, 3a,1d,   1h,1f,  2,0,  0, nil,  000000000000010 ;Heavy Cvl.
Railroad Gun, nil, 0, 2.,0, 12a,3d,  6h,6f,  6,0,  0, Met,  000000000000000 ;Heavy Art.
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Scouts,       Min, 0, 2.,0, 3a,2d,   2h,2f,  2,0,  0, Gue,  000000000000001 ;Light Cvl.
Carbine Cav., Min, 0, 2.,0, 4a,2d,   2h,2f,  3,0,  0, Gun,  000000000000010 ;Heavy Cvl.
Mech. Inf.,   nil, 0, 2.,0, 5a,3d,   3h,3f,  4,0,  0, Min,  000000000000001 ;Light Cvl.
Armor,        nil, 0, 2.,0, 6a,3d,   3h,3f,  5,0,  0, Min,  000000000000010 ;Heavy Cvl.
Horse Art.,   Hor, 0, 1.,0, 3a,1d,   1h,1f,  4,0,  0, nil,  000000000000000 ;Light Art.
Artillery,    Hor, 0, 1.,0, 4a,1d,   2h,2f,  4,0,  0, nil,  000000000000000 ;Heavy Art.
Field Art.,   Met, 0, 2.,0, 5a,2d,   2h,2f,  4,0,  0, Hor,  000000000000000 ;Light Art.
Siege Art.,   Met, 0, 1.,0, 6a,2d,   3h,3f,  4,0,  0, Hor,  000000000000000 ;Heavy Art.
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Frigate,      SFl, 2, 3.,0,  2a,1d,   1h,1f,  3,3,  2, nil, 000000000000001 ;Raider
Ship-of-the-Line,Sth,2,2.,0, 4a,2d,   1h,1f,  4,3,  0, nil, 000000001000000 ;Battleship
Raider,       SE,  2, 5.,0,  4a,1d,   2h,2f,  4,4,  2, San, 000000000000001 ;Raider
Ironclad,     SE,  2, 4.,0,  6a,3d,   2h,2f,  5,2,  0, Sea, 000000001000000 ;Battleship
Adv. Ironclad,nil, 2, 6.,0,  8a,4d,   3h,3f,  6,0,  0, SFl, 000000001000000 ;Battleship
Armored Cruiser,nil,2,7.,0,  6a,2d,   3h,3f,  5,0,  2, Sth, 000000000000001 ;Raider
Battle Cruiser,nil, 2,9.,0,  9a,3d,   4h,4f,  7,0,  2, SE,  000000000000001 ;Raider
Dreadnought,  nil, 2, 8.,0, 12a,6d,   4h,5f,  8,2,  0, SE,  000000001000000 ;Battleship
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Trader,       San, 2, 3.,0,  0a,1d,   1h,1f,  3,2,  4, nil, 000000000000000 ;Transport
Paddlewheeler,Sth, 2, 5.,0,  0a,2d,   2h,2f,  5,4,  4, San, 000000000000000 ;Transport
Freighter,    nil, 2, 7.,0,  0a,4d,   4h,4f,  7,8,  4, Sth, 000000000000000 ;Transport
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Sappers,      Gue, 0, 2.,0,  3a,2d,   1h,1f,  3,0,  0, nil, 001000000000000 ;Missile
Developer,    nil, 0, 3.,0,  0a,5d,   2h,1f,  5,0,  6, nil, 000001100000011 ;Spy
War Engineers,Rob, 0, 4.,0,  6a,3d,   1h,1f,  3,0,  0, Gue, 001000000000000 ;Missile
Railcars,     nil, 0, 4.,0,  0a,1d,   1h,1f,  5,0,  7, nil, 000001100000011 ;Caravan
Saboteurs,    nil, 0, 6.,0, 12a,4d,   1h,1f,  3,0,  0, Rob, 001000000000000 ;Missile
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Minutemen,    nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Drillers,     nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Ranchers,     nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Blank,        nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Foresters,    nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Farmers,      nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000
Miners,       nil,0,0.,0,0a,0d,0h,0f,0,0,0,no,000000000000000

;
; Note: the above 3 unit types (extra land, ship, air) are available
; for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 3 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5, 3,  Pln,   ; Drt
Plains,     1,2,  2,1,2,   yes, 2, 1, 1,   For, 0,15, 0,  Grs,   ; Pln
Grassland,  1,2,  2,1,1,   yes, 2, 5, 1,   For, 0,10, 0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 2, 5,   no,  0, 5, 0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 4, 5, 1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 2,10, 6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0, 0,  Drt,   ; Tun
Glacier,    2,2,  0,0,1,   no,  0, 0, 0,   yes, 1,15, 3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15, 0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15, 0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,    ; Oce
Oasis,      1,2,  4,1,3,
Pasture,    1,2,  4,4,4,
Grassland,  1,2,  2,1,2,
Lumber,     2,3,  3,2,0,
Coal,       2,4,  1,4,2,
Gold,       3,6,  0,2,4,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,5,
Fuel,       2,3,  1,4,0,
Gems,       2,3,  1,2,9,
Fish,       1,2,  4,2,4,
Oil,        1,2,  1,4,5,
Wheat,      1,2,  4,3,4,
Grassland,  1,2,  4,1,2,
Cotton,     2,3,  1,2,3,
Wool,       2,4,  1,0,4,
Iron,       3,6,  0,4,2,
Furs,       1,2,  2,1,4,
Oil,        2,2,  0,4,4,
Spice,      2,3,  4,1,4,
Fruit,      2,3,  4,1,1,
Whales,     1,2,  4,4,2,




@GOVERNMENTS
Anarchy,        Sir,         Lady
Despotism,      Dictator,    Dictator
Monarchy,       King,        Queen
Empire,         Emperor,     Empress
Theocracy,      Caliph,      Caliph
Republic,       Consul,      Consul
Democracy,      Prime Minister,Prime Minister

;
;   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
Lester Pearson,Kim Campbell,       0, 1, 3, Canadians,   Canadian,   -1,  1,  1,   4, Lord Protector, Lady Protector
Caesar,       Livia,               0, 2, 1, Romans,      Roman,       0,  1,  1,   4, High Priest, High Priestess
Otto von Bismark,Maria Theresa,    0, 3, 3, Germans,     German,      1, -1,  1,   4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Nefertiti,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,   4, High Priest, High Priestess
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,   4, Reverend, Reverend, 6, President, President
Alexander,    Kleopatra,           1, 6, 1, Greeks,      Greek,       0,  1, -1,   4, High Priest, High Priestess
Asoka,        Rakailankshma,       0, 7, 2, Indians,     Indian,     -1, -1,  0,   4, Brahman, Brahman
Peter,        Catherine,           1, 1, 3, Russians,    Russian,     1,  0, -1,   4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,   4, Shaman, Shaman
Louis XIV,    Jeanne d'Arc,        0, 3, 3, French,      French,      1,  1,  1,   4, Pope, Pope
William Hughes,Victoria,           0, 4, 3, Australians, Australian,  0,  1,  0,   4, Lord Protector, Lady Protector
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,   4, Son of Heaven, Daughter of Heaven
Winston Churchill,Elizabeth I,     1, 6, 3, English,     English,     0,  1,  0,   4, Lord Protector, Lady Protector
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,   4, Dalai Lama, Dalai Lama
Muhammad,     Fatima,              0, 1, 1, Arabs,       Arab,        1,  1, -1,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,   4, Shogun, Shogun
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,   4, Druid, Druid
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,   4, Pope, Pope
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,   4, High Priest, High Priestess
Karlis Ulmanis,Via Artmane,        0, 6, 3, Baltics,     Baltic,     -1,  0, -1,   4, Vadonis, Vadona
William of Orange,Mary,            0, 7, 3, Low Countries,Low Countries,  0,  1,   4, Stadtholder, Stadtholder

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
Canned Food,
Cotton,
Wool,
Timber,
Coal,
Iron,
Oil,
Horses,
Fabric,
Paper,
Lumber,
Steel,
Fuel,
Clothing,
Furniture,
Hardware,


@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
Tutorial (Easiest)
Introductory
Easy
Normal
Hard
Nigh-On Impossible

@ATTITUDES
Dark Green ++++
Green +++
Silver ++
Grey +
Light Brown
Dark Brown -
Yellow --
Red ---
Crimson ----














