;   WORLD WAR II: THE EUROPEAN THEATER
;   THIS FILE IS FOR THOSE WITHOUT THE FANTASTIC WORLDS CD-ROM
;
;
;   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
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)
9       ; City size for first unhappiness at Chieftain level
20      ; 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)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
6       ; Fascism pays support for all units past this
40      ; Communism is equivalent of this palace distance.
20      ; Fascism loses this % of science
50      ; Percent shield penalty for production type change
5       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; 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
Advanced Flight,    7,-2,  Rad, Too, 3, 4    ; AFl
Adv. Communications,5,-1,  Rad, E2,  3, 0    ; Alp   ***
Amphibious Warfare, 4,-2,  Nav, Gue, 3, 0    ; Amp
Anti-Air Missiles,  6,-1,  Roc, nil, 1, 3    ; Ast   ***
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  nil, Cst, 0, 4    ; Bri
British Army,       1, 0,  no,  no,  3, 0    ; Bro   ***
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Invasion Tech,      4,-2,  Las, U1,  1, 0    ; Chi
End Tech 1 (Russ),  1, 1,  no,  no,  0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Chi, Eco, 3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc   ***
Construction,       4, 0,  nil, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Met, Mag, 2, 4    ; E1
Electronics,        5, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  nil, Cst, 0, 4    ; Eng
Adv. Plane Designs, 8,-2,  AFl, Alp, 3, 2    ; Env   ***
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Free Fighters,      4,-1,  no,  no,  0, 0    ; Feu   ***
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fascism,            2,-2,  Cmn, Tac, 3, 2    ; Fun   ***
Fusion Bomb,        8, 0,  NP,  Min, 3, 3    ; FP    ***
Guided Projectiles, 6,-2,  Plu, nil, 3, 3    ; Gen   ***
Guerrilla Warfare,  5, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, nil, 1, 0    ; Gun
Heavy Artillery,    7,-1,  Too, Mob, 0, 0    ; Hor   ***
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Jet Propulsion,     6,-2,  Sup, Roc, 3, 0    ; Iro   ***
Labor Union,        4,-1,  SFl, Gue, 3, 2    ; Lab
Landing Craft,      6, 0,  MP,  Roc, 3, 3    ; Las
Leadership,         5,-1,  nil, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  nil, nil, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, nil, 1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Very Heavy Gun,     7,-2,  no,  no,  0, 0    ; Mas
Merchant Fleet,     5, 1,  Amp, Lab, 3, 4    ; MP    ***
German Artillery,   4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Cmp, nil, 3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, nil, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Mountain Warfare,   3, 0,  Tac, nil, 0, 2    ; Mys   ***
Navigation,         6,-1,  Sea, nil, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, E2,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  Cmp, 3, 3    ; NP
Philosophy,         6, 1,  nil, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Nuclear Testing,    8,-1,  NF,  Roc, 3, 4    ; Pla   ***  Plastics
Proximity Fuse,     8,-2,  War, Sup, 3, 0    ; Plu   ***  
Polytheism,         4, 0,  Cer, nil, 0, 2    ; PT
Heavy Armor,        8,-1,  no,  no,  0, 0    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Red Army,           1,-2,  no,  no,  3, 2    ; Rec   ***
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  nil, Lit, 0, 2    ; Rep
Rotary Wing,        5,-2,  Iro, CA,  3, 0    ; Rob   ***
Rocketry,           7,-2,  Gen, nil, 3, 0    ; Roc   ***
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, nil, 0, 1    ; Sea
Self Propelled Gun, 7,-1,  Mob, Too, 3, 3    ; SFl   ***
Special Operations, 5,-2,  Esp, Mys, 3, 0    ; Sth   *** 
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Strategic Bombing,  7,-1,  nil, Env, 3, 3    ; Sup   ***
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  nil, 1, 2    ; The
Theory of Gravity,  4, 0,  nil, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, nil, 0, 1    ; Tra
University,         5, 1,  nil, Phi, 1, 3    ; Uni
Unguided Projectiles,7,-2, Mob, AFl, 3, 0    ; War   ***
End Tech 2 (Axis),  1,-1,  no,  no,  0, 4    ; Whe
End Tech 3 (Ally),  1, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rob, 3, 3    ; ...
War Mobilization,   7,-1,  Lab, MP,  3, 0    ; U1    ***
Wehrmacht,          1,-2,  no,  no,  3, 0    ; U2    ***
Adv. Atomic Theory, 7,-2,  Ast, NP,  3, 0    ; U3    ***
;
; 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,    nil,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    nil,
Church,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Lit,
Courthouse,               8,  0,    Rep,
City Walls,               8,  0,    nil,
Aqueduct,                 8,  1,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    U1,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    Ref,
Hydro Plant,              16, 4,    no,
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 1,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Ast,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    Sea,
Shipping Docks,           16, 3,    MP,
Airport,                  16, 3,    Rad,
Police Station,           6,  2,    Cmn,
Port Facility,            8,  3,    Amp,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Empire State Building,    20, 0,    nil,   ; Pyramids
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
Great Wall,               30, 0,    no,
Sun Tzu's War Academy,    30, 0,    no,
Big Ben and Parliament,   30, 0,    Eng,  ; King Richard's Crusade
The 1936 Olympics,        20, 0,    Tra,  ; Marco Polo's Embassy
Michelangelo's Chapel,    40, 0,    MT,
The Kremlin,              30, 0,    Cmn,  ; Copernicus' Observatory
The Suez Canal,           40, 0,    Nav,  ; Magellan's Expedition
Shakespeare's Theatre,    30, 0,    Med,
Nuremberg Rallies,        40, 0,    Inv,  ; Leonardo's Workshop
The Liberty Bell,         40, 0,    The,  ; J. S. Bach's Cathedral
Nazi Ideology,            40, 0,    ToG,  ; Isaac Newton's College
Lend Lease Assistance,    40, 0,    nil,  ; Adam Smith's Trading Co.
The Arc de Triomphe,      40, 0,    RR,   ; Darwin's Voyage
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE,
Women's Suffrage,         60, 0,    Ind,
FDR's New Deal,           60, 0,    E2,   ; Hoover Dam
Manhattan Project,       120, 0,    NF,
The Geneva Convention,    60, 0,    Cmn,  ; United Nations
Apollo Program,           60, 0,    no,
Max Planck Institute,     60, 0,    Ato,  ; SETI Program
St. Basil's Cathedral,    60, 0,    MT,   ; Cure for Cancer

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Magellan
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Shakespeare
Fli,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
Cmn,        ; Statue of Liberty
Gen,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; League of 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 fascism (stormtroopers)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Strongpoint,     nil, 0,  0.,0,  0a,6d,  2h,1f, 10,0,  1, no,  010010000000001
Engineers,       nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000010
Paratroopers,    nil, 0,  1.,0,  7a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
ANZAC Troops,    nil, 0,  2.,0,  5a,4d,  2h,2f,  4,0,  1, Bro, 000010000000010
Commandos,       nil, 0,  2.,0, 10a,5d,  2h,3f,  8,0,  0, Sth, 001001100000111 
Infantry,        nil, 0,  1.,0,  1a,4d,  2h,1f,  2,0,  1, Rec, 000000000000000
Infantry,        nil, 0,  1.,0,  1a,4d,  2h,1f,  2,0,  1, U2,  000000000000000
Infantry,        nil, 0,  1.,0,  1a,4d,  2h,1f,  2,0,  1, Bro, 000000000000000
Stormtroopers,   nil, 0,  2.,0,  6a,5d,  2h,1f,  5,0,  0, U2,  000110000000101
Partisans,       nil, 0,  2.,0,  4a,4d,  2h,2f,  5,0,  1, Feu, 000001100000010
Alpine Troops,   nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Mys, 000001000000000
Infantry,        nil, 0,  1.,0,  1a,4d,  1h,1f,  3,0,  1, Csc, 000000000000000
Panzer Grenadiers,nil,0,  3.,0,  8a,6d,  3h,1f,  6,0,  0, U2,  000000000000000
Machinegunners,  U2,  0,  1.,0,  0a,5d,  2h,2f,  4,0,  1, Tac, 000010000000001
Mech. Infantry,  U2,  0,  3.,0,  6a,6d,  3h,1f,  6,0,  0, Lab, 000000000000000
Ballistic Missile,Dem,1, 15.,1, 25a,0d,  2h,3f,  5,0,  0, Roc, 001000000000000
Guided Missile,  Dem, 1, 10.,1, 20a,0d,  1h,3f,  4,0,  0, Gen, 001000000000000
Tiger Tank,      nil, 0,  3.,0, 10a,5d,  3h,2f,  8,0,  0, U2,  000000000000000
Bazooka,         nil, 0,  2.,0, 12a,2d,  2h,2f,  2,0,  0, Bro, 001010000000000
Cavalry,         Stl, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Early Tank,      U2,  0,  3.,0,  7a,4d,  2h,2f,  5,0,  0, Stl, 000000000000000
Medium Tank,     Bro, 0,  3.,0, 10a,5d,  2h,1f,  6,0,  0, Mob, 000000000000000
Sherman Tank,    nil, 0,  3.,0, 10a,5d,  2h,2f,  8,0,  0, Bro, 000000000000000
T-34 Tank,       nil, 0,  3.,0, 10a,5d,  3h,2f,  8,0,  0, Rec, 000000001000000
Anti-Aircraft,   Plu, 0,  1.,0,  4a,4d,  1h,2f,  5,0,  1, Rad, 010000000010000
Artillery,       Hor, 0,  1.,0, 10a,1d,  2h,1f,  5,0,  0, Too, 000000001000000
Howitzer,        Mat, 0,  2.,0, 12a,2d,  2h,2f,  7,0,  3, Hor, 000000001000000
Fighter,         Env, 1,  8.,1,  4a,2d,  2h,1f,  5,0,  3, Rad, 000000000010000
Tactical Bomber, nil, 1,  8.,2,  8a,1d,  2h,2f,  7,0,  3, Rad, 000000000000000
Level Bomber,    nil, 1, 10.,2, 12a,2d,  2h,2f, 12,0,  0, AFl, 000000000000001
Spitfire,        nil, 1,  8.,1,  5a,3d,  2h,2f,  6,0,  3, Bro, 000000000010000
Stuka Dive Bomber,nil,1,  8.,1, 10a,1d,  2h,2f,  8,0,  0, U2,  000000000000000
Stormovik,       CoL, 1, 10.,1, 10a,3d,  2h,2f,  8,0,  0, Env, 000000000010000
Mosquito,        Wri, 1, 12.,1, 10a,2d,  2h,2f,  8,0,  0, Env, 000000000010000
Marines,         Wri, 0,  2.,0, 10a,5d,  1h,1f,  6,0,  0, Amp, 000000000000100
Bf 109,          Whe, 1,  8.,1,  5a,3d,  2h,2f,  7,0,  3, Env, 000000000010000
Destroyer,       nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
U-Boat,          nil, 2,  6.,0, 10a,3d,  3h,2f,  5,0,  2, U2,  000000000001001
Cruiser,         nil, 2,  5.,0,  6a,6d,  3h,2f,  8,1,  2, Stl, 000000000000001
VT Anti-Air,     nil, 0,  1.,0,  6a,5d,  1h,2f,  5,0,  1, Plu, 010000000010000
Landing Craft,   nil, 2,  4.,0,  0a,5d,  3h,1f,  3,4,  4, Las, 000000000000000
Battleship,      nil, 2,  4.,0, 12a,12d, 5h,2f, 16,0,  2, Mob, 000000000000001
Submarine,       U2,  2,  4.,0, 10a,3d,  3h,2f,  6,0,  2, Amp, 000000000001001
Transport,       Wri, 2,  6.,0,  0a,3d,  2h,1f,  5,8,  4, Chi, 000000000000000
Carrier,         nil, 2,  5.,0,  0a,10d, 5h,2f, 16,0,  2, U1,  000000010000000
Atomic Bomb,     FP,  1, 10.,1,  99,0d,  1h,1f, 16,0,  0, NP,  001000000000000
Spy,             Whe, 0,  2.,0,  0a,2d,  1h,1f,  3,0,  6, Esp, 000000000000011
ICBM,            nil, 1, 50.,1,  99,0d,  1h,1f, 20,0,  0, FP,  001000000000000
Flying Fortress, Wri, 1, 20.,2, 14a,5d,  3h,3f, 14,0,  0, Sup, 000000000000001
Freight,         nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000001000000010
Helicopter,      nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, Rob, 000000000000001
Jet Fighter,     nil, 1, 12.,1,  6a,3d,  2h,3f,  6,0,  3, Iro, 000000000010001
Rocket Launcher, CoL, 0,  3.,0, 12a,2d,  2h,2f,  6,0,  0, War, 000001000010000
Mobile Artillery,nil, 0,  3.,0, 12a,2d,  2h,2f,  9,0,  0, SFl, 000000001000000

;
; 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 Fascism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     2,3,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  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,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  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,  0,0,0,   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
Oil,        2,3,  1,8,4,   yes, 1, 5, 5,   yes, 8,10,  3,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Game,       1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Oil,        1,2,  1,8,4,
Fish,       1,2,  3,0,2,
Oasis,      1,2,  3,1,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Oil,        2,3,  1,8,4,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Dictator,    Dictator
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fascism,        General,     General
Republic,       President,   President
Democracy,      Premier,     Premier

;
;   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, 4, Fuehrer, Fuehrerin    
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  0, 4, Fuehrer, Fuehrerin
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1, -1, 4, Fuehrer, Fuehrerin
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0, -1,  1, 4, Fuehrer, Fuehrerin
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1, -1,  1, 4, Fuehrer, Fuehrerin    
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1, 4, Fuehrer, Fuehrerin    
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,      1,  1, -1, 5, President, President, 6, Premier, Premier
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     0, -1, -1, 2, Czar, Czarina, 4, President, President
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,       -1, -1,  0,
Louis XIV,    Joan of Arc,         0, 7, 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,    -1, -1,  1,     
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,    -1, -1, -1, 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,     
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,   -1, -1,  0,     
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1, -1,  0, 5, Dictator, Dictator
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,    -1, -1,  1,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,    

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













