;
;		      Rules.txt
;   
;	 "Death and Resurrection of an Empire"
; 
;	  by Mathias H. Köster; March, 2000  
;   
;   

;
;   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       ; Straßenbewegung-Multiplizierer
5       ; Trimere verloren in 1xChancen(abändern durch Seefahrt, Navigation)
3       ; Anzahl der Nahrungsmittel, die jeder Bürger pro Runde ißt
15      ; Reihen im Nahrungsmittelbehälter (Reihen* Stadt_Größe+1=Behälter)
10      ; Anzahl der Reihen in einem Schildbehälter
2       ; Siedler essen (Reg <= Monarchie)
2       ; Siedler essen (Reg >= kommunistisch)
8       ; Stadtgröße für die erste Unzufriedenheit auf der Häuptlingsebene
18      ; AufstandbasiertaufStädteanzahl(höherer Faktor vermindert Wirkung)
8       ; Aquädukt benötigt, um diese Größe zu überschreiten
10      ; Abwassersystem benötigt, um diese Größe zu überschreiten
10      ; Technisches Paradigma (höhere Zahl verlangsamt Forschung)
20      ; Grundzeit für Ingenieure, um das Terrain zu ändern (x2)
3       ; Monarchie zahlt von jetzt an Unterstützung für alle Einheiten
3       ; Kommunismus zahlt von jetzt an Unterstützung für alle Einheiten
8       ; Fundamentalismus zahlt von jetzt an Unterstützung für alle Einheiten
5       ; Kommunismus ist gleich der Palastdistanz
20      ; Fundamentalismus verliert diesen Prozentsatz der Wissenschaft
50      ; Prozent Schildstrafe für die Änderung des Produktionstyps
0       ; Maximaler Fallschirmjägerabwurf
75      ; Masse/Schub Paradigma(Erhöhung verlangsamt die-1,Ref,Exp,2,4; Cmb
8       ; Effektivste Wissenschaftsrate in Fundamentalismus(x10,folglich5=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
TradeNO, 			0, 0,   no, no, 0, 0     ; AFl
Administration,         4, 1,  nil, nil, 1, 4    ; Alp	*
Mathematics, 	 	4, 0,  nil, nil, 0, 3    ; Amp	*
Forced service,         3,-1,  nil, nil, 0, 0    ; Ast	*
Masonry,		5, 0,  nil, nil, 0, 4    ; Ato	*
EVENTUNITS,			0, 0,   no,  no, 0, 0   ; Aut	!
Adv. Economics,		6, 1,  Eco, nil, 1, 1    ; Ban	*	
Higher Mathematics,	7, 0,  Amp, nil, 1, 3    ; Bri	*
Diplomacy,		6, 2,  Alp, nil, 1, 2    ; Bro	*
Place of Worship,	5, 0,  Ato, nil, 0, 2    ; Cer	*
The Law,		5, 1,  Alp, nil, 1, 2    ; Che	*
*!* Ritterlichkeit *!*,		0, 0,   no, no, 0, 0    ; Chi	!
Elite Soldiers,         5,-1,  X7, nil, 1, 0    ; CoL	*
Siege Warfare,		4,-2,  CoL, Alp, 1, 0    ; CA	*
MysticismNO,			0, 0,   no, no, 0, 0    ; Cmb	
*!* Kommunismus *!*,        	0, 0,   no, no, 0, 0    ; Cmn	!
Saints,			4, 1,  Ato, nil, 1, 2    ; Cmp	*
Tributeduties,		6,-1,  CoL, Tra, 1, 0    ; Csc	*
Construction,		4, 0,  Bri, nil, 1, 4    ; Cst	*
Contact w/t Far East,	4, 2,  Map, nil, 1, 1    ; Cor	*
Far East Trade,		7, 2,  Cor, nil, 1, 1    ; Cur	*
*!* Demokratie *!*,		0, 0,   no, no, 0, 0    ; Dem	!
Economics,		4, 1,  Cur,  E2, 2, 1    ; Eco	*
Steal Furnaces,		4, 0,  Eng,  E2, 1, 2     ; E1	*
University,         	5, 1,  Phi,  Mon, 1, 4    ; E2	*
Gunpowder,		6,-2,  Cur, Bri, 1, 0    ; Eng	*
Chines Weapons,		7,-1,   CA, Cor, 1, 0    ; Env	*
Mercenary Armies,	5,-1,  Eng, Csc, 1, 0    ; Esp	*
Metallurgy,		7,-2,  E1, Env, 1, 0    ; Exp	*
Adv. ShipbuildingNO,	0, 0,   no, no, 0, 0    ; Feu!!!
*!* Flug *!*,               	0, 0,   no, no, 0, 0    ; Fli	!
Epirote Government,   	0, 0,   no, no, 0, 0    ; Fun	*
*!* Fusionskraft *!*,       	0, 0,   no, no, 0, 0    ; FP	!
Medicin,		3, 2,   Phi, nil, 1, 3    ; Gen	*
*!* Guerrillakampf *!*,     	0, 0,   no, no, 0, 0    ; Gue	!
*!* Schießpulver *!*,       	0, 0,   no, no, 0, 0    ; Gun	!
Armoury,		4, 1,  Cst, Exp, 1, 4    ; Hor	*
Islamic People,		0, 0,   nil, nil,  1, 2     ; Ind	*
*!* Erfindung *!*,          	0, 0,   no, no, 0, 0    ; Inv	!
Windmills,		5, 1,  Hor, Med, 1, 4    ; Iro	*
Trade Aliances,		4, 0,  Eco, nil, 1, 1    ; Lab	*
Serbian Knights,        7, 0,  Ldr, Csc, 3, 3    ; Las	*
Gorget Armour,       	6,-2,  Lit, CoL, 1, 0    ; Ldr	*
Round Shield,           5,-1,  Mag, Ast, 0, 0    ; Lit	*
Werkzeugautomaten,  0,-2,  no, no, 2, 4    ; Too!!!! NO
Serb Knowledge,         0, 0,  no, no, 0, 0    ; Mag	*
Seafearing,		6,-1,  Tra, Bro, 0, 1    ; Map	*
Venetian Expansion, 	0, 0,   no,  no, 0, 2    ; Mas	*
Massenproduktion,   0, 0,  no, no, 3, 4    ; MP
Hospitaler,         	0, 0,   no,  no, 0, 0    ; Mat	*
Adv. Agriculture,       5, 1,  Gen, Hor, 3, 1    ; Med	*
Union of Lyon failed,0, 0,  no, no, 1, 2    ; Met	*
Miniaturisierung,   0, 1,  no, no, 3, 4    ; Min
Mob. Kriegsart,     0,-1,  no, no, 3, 0    ; Mob
Monarchy,          	5, 1,  Che, Mys,  0, 2    ; Mon	*
Monotheism,		5, 1,  Cmp, nil,  1, 2    ; MT	*
Mysticism,             	4, 0,  Cer, nil,  0, 2    ; Mys	*
Adv. Shipbuilding,      6,-1,  NP, Exp,  1, 0    ; Nav	*
Kernspaltung,       0,-2,  no, no,  3, 3    ; NF
Rowing Contests,       	4, 0,  Sea, nil, 1, 1    ; NP	*
Philosophy,         	4, 1,  Cmb, MT,  0, 2    ; Phi	*
Pronoia,                6,-1,  Pla, Csc, 1, 0    ; Phy	*
Bithnian Infantery,     5,-1,  Pot, nil, 1, 0    ; Pla	*
Byzantine Tech,		0, 0,   no,  no, 0, 0    ; Plu  (Cst & Pot)	*
Byzantine Soldiers,     4,-1,  Plu, Ast, 0, 0    ; PT	*
Greek Fire,             8,-1,   PT, CoL, 0, 0    ; Pot	*
Radio,              0,-1,  no, no,  3, 4    ; Rad
Eisenbahn,          0, 0,  no, no,  2, 1    ; RR
Improved Sailing,      	3, 0,  Map, nil,  0, 0   ; Rec	*
Late Byz. Armies,       7,-1,  Phy, Esp, 1, 0    ; Ref	*
Adv. Agriculture,   0, 0,  no, no, 0, 0    ; Rfg
Die Republik,       0, 0,  no, no, 0, 0    ; Rep
Robotik,            0, 0,  no, no, 0, 0    ; Rob
Raketentechnik,     0, 0,  no, no, 0, 0    ; Roc
Sanitation,		6, 2,  Gen, nil, 1, 1    ; San	*
Shipbuilding,     	4, 0,  SFl, Csc, 1, 1    ; Sea	*
Shipyards,           	4, 0,  Rec, nil, 1, 1    ; SFl	*
Advanced Infantery,     7,-2,   SE, Esp, 1, 0    ; Sth	*
Billmen,                6,-1,  Stl, Csc, 1, 0    ; SE	*
Frankish Knights,      	5,-1,  Sup, CoL, 1, 0    ; Stl	*
Knights,                4,-2,  Tac, Ast, 0, 0    ; Sup	*
Latin Knowledge,        0, 0,  no, no, 0, 0    ; Tac	*
Theologie,          0, 2,  no, no, 1, 2    ; The
Dalmatian Influences,   7, 0,  Uni, Esp, 1, 0    ; ToG	*
Trade,			4, 1,  nil, nil, 0, 1  ; Tra	*
Imperial Forces,    	6,-1,  War, Csc, 1, 0    ; Uni	*
Italian Weapons,        5,-1,  Whe, CoL, 0, 0    ; War	*
Venetian Reign,         4,-1,  Mas, Ast, 0, 0    ; Whe	*
Epirote Training,       5,-1,  X3, Ast, 0, 0     ; Wri	*
Renaissance Knowledge,  1, 0,  Lab,  Iro, 3, 3   ; ...
Ottoman Knowledge,  	0, 0,   no,   no,  0, 0    ; U1	*
Ottoman Auxiliary,  	5,-2,   U1,  Ast,  0, 0    ; U2	*
Gazi and Turcoman,  	6,-1,   U2,  CoL,  0, 0    ; U3	*
Medieval Armies, 	7,-2,   Eng,  X2,  0, 0    ; X1	*
Janissaries, 		8,-2,   U3,  Csc,  0, 0    ; X2	*
Epirote Tech,           0, 0,   no, no,  0, 0    ; X3	*
Epirote Armies,         8,-1,  Phy, Wri, 0, 0    ; X4	*
Trabzon Tech,		0, 0,  no,  no,  1, 0    ; X5	*
Great Mosque obsolete,	0, 0,  no,  no,  1, 2    ; X6	*
Training Grounds,	5,-1,  Ast, nil,  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.
;

;
;  Cityimprovments
;
;   Cost(x10), Upkeep, preq
;
@IMPROVE
Nichts,                    1, 0,    nil,
Palace,                   10, 0,    Ato,
Garrison,                  5, 3,     X7,
Granary,                   6, 1,    nil,
Place of Worship,          4, 1,    Cer,
Marketplace,               8, 1,    Tra,
Scholars,                  8, 2,    Bri,
Dungeon,                   8, 1,    Che,
City Wall,                 8, 2,    Ato,
Aquaduct,                  8, 3,    Cst,
Bank,                     12, 3,    Eco,
Cathedral,                12, 4,     MT, 
University,               16, 4,     E2,
Öff. Verkehrssyst.,       16, 4,     no, 
Mosque,                   10, 4,     no,
Armoury,                  20, 5,    Hor,
Fertigungsanlage,         32, 6,     no,
SDI Verteidgngsanl.,      20, 4,     no,
Recyclingszentrum,        20, 2,     no,
Kraftwerk,                16, 4,     no,
Wasserkraftwerk,          24, 4,     no, 
Kernkraftwerk,            16, 2,     no, 
Stock Exchange,           16, 5,    Ban,
Sewer System,             12, 4,    San,
Citadel,                   8, 3,    Med,
Autobahnen,               20, 5,    no,
Library,                  16, 3,    no,
SAM Raketenbatt.,         10, 2,    no,
Coastel Defense,           8, 2,    Sea,
Windmills,	          20, 2,    Iro,
Harbor,                    6, 1,    Map,
Bohrinsel,                16, 3,    no,
Flughafen,                16, 3,    no,
Polizeiwache,              6, 2,    no,
Shipyards,                 8, 3,    Sea,
RS Struktur,               8, 0,    no,
RS Bauteil,               16, 0,    no,
RS Modul,                 32, 0,    no,
(Tax Collectors),         60, 0,    Eco,
Aleppo,                   30, 0,    nil,
Painted Churches,         30, 0,    nil,
Order of St. John,        30, 0,    nil,
The Golden Horn,          30, 0,    nil,
Rila Monastery,           30, 0,    nil,
Michael's Restauration,   30, 0,    nil,
Theodosius Land Wall,     40, 0,    nil,
Byz. Discipline,          40, 0,    nil,
Acropolis,                40, 0,    nil,
M. Polos Embassy,         40, 0,    nil,
Great Mosque,             40, 0,    nil, 
The Wonder of the Morea,  40, 0,    nil,
Naval Warfare Acadamy,    40, 0,    nil
Hippodrome,               40, 0,    nil,
Leon. Werkstätte,         40, 0,    no,
Hagia Sofia,              50, 0,    nil,
Arabic Science,           40, 0,    nil,
Venetian Trade Routes,    40, 0,    nil,
Ancient City of Nessebar, 40, 0,    nil, 
Freiheitsstatue,          40, 0,    no,
Palailogai Residence,     40, 0,    nil, 
Athos Monastery,          50, 0,    nil,
Hoover Damm,              60, 0,    no, 
Manhattan Projekt,        60, 0,    no, 
Vereinte Nationen,        60, 0,    no,
St Pantelejon,            50, 0,    nil,
SETI Programm,            60, 0,    no,
Greek churches,           50, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Aleppo
Alp,        ; Painted Churches
nil,        ; Order of St. John
nil,        ; The Golden Horn
Alp,        ; Rila Monastery
Met,        ; Michael's Restauration
Exp,        ; Theodosius Land Wall
nil,        ; Byz. Discipline
Alp,        ; Acropolis
nil,        ; M. Polos Ambassy
X6,         ; Great Mosque
nil,        ; The Wonder of the Morea 
nil,        ; Sea Warfare Academy
nil,        ; Hippodrome
nil,        ; Leon. Werkstätte
nil,        ; Hagia Sofia
nil,        ; Arabic Science
Alp,        ; The Silk Road
Alp,        ; Ancient City of Nessebar
nil,        ; Statue of Liberty
Alp,        ; Palailogai Residence
nil,        ; Athos Monastery
nil,        ; Hoover Damm
nil,        ; Manhattan Project
nil,        ; United Nations
Alp,        ; St Pantelejon
nil,        ; SETI Program
Alp,        ; Greek churches


;
;    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,  8,0,  5, nil, 000000000000000
Engineers,    	nil, 0,  2.,0,  0a,1d,  1h,1f, 10,0,  5, Med, 000000000000000
Infantery,    	nil, 0,  1.,0,  5a,6d,  2h,1f,  5,0,  1, Phy, 000010000000000
Man-at-Arms, 	Pla, 0,  1.,0,  3a,4d,  2h,1f,  4,0,  1,  PT, 000010000000000
Palace Guard,   Phy, 0,  1.,0,  3a,7d,  2h,1f,  7,0,  1, Pot, 000010000000001
Bithnian Inf.,   X3, 0,  1.,0,  7a,4d,  2h,1f,  6,0,  0, Pla, 000001000000101
Epirote Inf.,   nil, 0,  1.,0,  6a,5d,  2h,1f,  5,0,  1, X4,  000100000000000
Armoured Inf.,  ToG, 0,  1.,0,  7a,4d,  3h,1f,  9,0,  0, War, 000000000000000
Nono,     	nil, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, no,  000010000000000
IMPASSABLE,   	nil, 1,  0.,2, 0a,40d,  5h,1f, 20,0,  3, no,  000000000000000
It. Mercenary,	nil, 0,  1.,0,  8a,6d,  2h,3f,  9,0,  0, Esp, 000000000000100
Soldier,	Uni, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Whe, 000000000000100
Trapezuntines,	nil, 0,  1.,0,  8a,5d,  2h,2f,  6,0,  0, X5,  000000000000000
Ottoman Inf., 	nil, 0,  1.,0,  9a,5d,  3h,1f,  7,0,  0, X1,  000000000000101
Frank. Knight,	nil, 0,  3.,0,  7a,3d,  3h,1f,  8,0,  0, Stl, 000000000000000
Cavalry,  	Phy, 0,  3.,0,  6a,2d,  2h,1f,  6,0,  0,  PT, 000000000000000
Hospitaler,   	nil, 0,  2.,0,  8a,2d,  2h,2f,  9,0,  0, Sup, 000000000000000
Epirote Soldier,nil, 0,  3.,0,  9a,2d,  2h,1f,  6,0,  0, X4,  000110000000000
Ottoman Gazi,  	 X1, 0,  2.,0,  8a,4d,  2h,1f,  7,0,  0,  U3, 000000000000000
Golden Horde, 	nil, 0,  4.,0, 14a,4d,  3h,2f, 10,0,  0, Aut, 000000000000010
Turkish Sipahi,	nil, 0,  2.,0, 10a,5d,  3h,1f,  8,0,  0,  X1, 000000000000000
Turk. Auxiliary, U3, 0,  2.,0,  6a,2d,  2h,1f,  5,0,  0,  U2, 000000000000000
Venetian Knight,Uni, 0,  2.,0,  8a,3d,  2h,1f,  7,0,  0, Whe, 000000000000000
Siege Tower,    nil, 0,  1.,0, 12a,2d,  3h,1f,  6,0,  0,  CA, 000000000000000
Bombard,      	nil, 0,  1.,0, 15a,1d,  2h,3f, 10,0,  0, Exp, 000000000000000
Siege Gun,   	nil, 0,  1.,0, 12a,3d,  2h,3f,  8,0,  0, Exp, 010000000000000
City Defense,  	nil, 1,  1.,0, 15a,1d,  2h,3f, 10,0,  0,  no, 000000000000000
Janissary,    	nil, 0,  1.,0,  8a,5d,  2h,3f,  7,0,  0,  X2, 000010000000100
Pronoia Cavelry,nil, 0,  3.,0,  7a,4d,  2h,1f,  7,0,  0, Ref, 000000000000000
Byz. Cavalaryman,nil, 0,  2.,0, 7a,3d,  2h,1f,  7,0,  0,  X5, 000000000000001
Epi/Bulg. Inf.,	nil, 0,  1.,0,  6a,6d,  3h,2f,  8,0,  1,  X4, 000000000000000
Byz. Militia, 	nil, 0,  1.,0,  4a,7d,  2h,2f,  5,0,  1,  X5, 000010001000000
Med. Warship,  	nil, 2,  5.,0,  5a,3d,  1h,2f,  6,1,  2, Map, 100000000001000
War Galley,  	nil, 2,  4.,0,  7a,4d,  2h,1f,  9,1,  2, Sea, 100000000001000
Round Ship,   	nil, 2,  4.,0,  0a,3d,  2h,1f,  5,4,  4, Map, 100000000001000
Galease,    	nil, 2,  3.,0,  9a,5d,  3h,1f, 11,2,  2, Nav, 100000000000000
Levy,	 	nil, 0,  1.,0,  3a,3d,  1h,1f,  2,0,  1, Ast, 000010000000000
Infanterymen,   nil, 0,  1.,0,  4a,7d,  2h,1f,  7,0,  1, Sth, 000010000000100
Spearmen,      	nil, 0,  1.,0,  5a,5d,  2h,1f,  7,0,  1, SE,  000010000000100
Serb Knight,	nil, 0,  3.,0, 10a,4d,  3h,2f,  8,0,  0, Las, 000000000000000
Heavy Infantery,nil, 0,  1.,0,  8a,5d,  2h,1f,  7,0,  0, Lit, 000000000000100
Byz. Soldier, 	Phy, 0,  1.,0,  8a,4d,  3h,1f,  6,0,  0, Pot, 000000000000100
Murtartoi Archer,Phy, 0, 1.,0,  4a,6d,  1h,2f,  4,0,  1, Pot, 000010001000100
Ven. Infantery,	nil, 0,  1.,0,  7a,7d,  2h,1f,  8,0,  1, Uni, 000000000000100
Knight, 	nil, 0,  2.,0,  9a,4d,  2h,2f,  9,0,  0, Uni, 000000000000000
Castle,  	nil, 0,  0.,0,  0a,8d,  3h,1f, 20,0,  1, Aut, 000010000000000
Yaya,   	nil, 0,  1.,0,  5a,6d,  2h,1f,  4,0,  1, X1,  000010000000000
Crusaders,      Eng, 0,  2.,0,  9a,1d,  2h,1f,  9,0,  0, Sup, 000000000000000
Caravan,     	nil, 0,  2.,0,  0a,1d,  1h,1f,  6,0,  7, Tra, 000000000000010
Dal. Crossbow, 	nil, 0,  2.,0,  5a,7d,  2h,2f,  5,0,  1, ToG, 000010001000100
Dal. Knight,    nil, 0,  3.,0, 10a,4d,  3h,1f,  9,0,  0, ToG, 000000000000000
Bul. Auxiliary,	nil, 0,  2.,0, 10a,3d,  2h,1f,  8,0,  0, Ldr, 000000000000000
Trebuchet, 	nil, 0,  1.,0, 13a,3d,  1h,4f,  9,0,  0, Env, 000000001000000
Cavalrymen,   	 X3, 0,  2.,0,  8a,2d,  3h,2f,  7,0,  0, Phy, 000000000000000
Anatolian Inf.,	Ref, 0,  1.,0,  7a,3d,  2h,2f,  5,0,  0, Pot, 000001000000001
Byz. Archers,	nil, 0,  1.,0,  7a,6d,  2h,2f,  6,0,  1, Phy, 000010001000100
Latin Archers,	nil, 0,  1.,0,  4a,6d,  1h,2f,  5,0,  1, Sth, 000000001000100
Ottoman Archers, X1, 0,  1.,0,  5a,4d,  2h,2f,  5,0,  1,  U2, 000010001000000
Crossbow,	nil, 0,  1.,0,  6a,5d,  2h,2f,  6,0,  0, SE,  000000000000100
Tribal Horsemen, X1, 0,  3.,0,  7a,3d,  2h,2f,  7,0,  0,  U3, 000000000000000
Serb Infantery,	nil, 0,  1.,0,  7a,6d,  2h,1f,  6,0,  1, Ldr, 000000000000000
It. Crossbowmen,ToG, 0,  1.,0,  4a,5d,  2h,2f,  6,0,  1, War, 000000001000100

;
; Hinweis: Die oben genannten 11 Einheitstypen 
;(extra Land, Schiff,; Luft und Testeinheiten) 
; sind für benutzerdefinierte Einheitsstypen erhältlich. Wenn diesen
;Einheiten Voraussetzungen gegeben werden, die nicht "nein" sind, werden sie
;im Spiel erscheinen, wenn die angegebene Technologie erreicht wurde. 
;Verwenden Sie sie, wenn Sie Ihre eigenen Einheitstypen schaffen wollen, 
;ohne die vordefinierten Einheiten aufzugeben.  Stellen Sie sicher, daß das
;"Rollenfeld" richtig definiert ist, damit der Computer versteht wie die neuen
; Einheiten in ihren eigenen Zivilisationen verwendet werden sollen.
; 
; Es ist nicht notwendig, daß die extra Einheiten, verwendet werden 
; müssen, um genau eine Einheit von jedem Typ zu wählen. Sie könnten drei 
; Bodeneinheiten schaffen. Die gelieferten Schaltflächen sind jedoch für alle
;drei Einheiten vorgesehen. Die drei extra Einheitstypen haben Standard-
;Schaltflächen. Es ist jedoch etwas schwieriger, die Schaltflächen selbst zu
; ändern. Die Schaltflächen sind als GIF's in UNITS.GIF gespeichert.
;
; Diesen elf Einheiten können Sound-Effekte hinzugefügt werden, verwenden 
;Sie hierzu die Dateien 
; CUSTOM1.WAV, CUSTOM2.WAV und CUSTOM3.WAV für die Extra-Einheiten und 
; Extra1.wav bis Extra8.wav für die 8 Testeinheiten. Bei diesen Dateien
; sollte es sich um 8-Bit-Mono-Dateien mit einer Sample-Rate von 22050Hz 
;handeln.
;
; Ideen:
;
; 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,   no,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,   no,   ; Pln
Meadows,    1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  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,  4,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,   no,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,   no,   ; Tun
Land Wall,  1,4,  2,1,0,   no,  1, 5, 2,   no,  0,10,  0,   no,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,   no,   ; Swa
Maccie,     2,3,  1,2,0,   no,  0, 5, 5,   no,  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,
Sheep,      1,2,  2,3,0,
Grasland,   1,2,  2,1,0,
Wild,       2,3,  3,2,0,
Wine,       2,4,  3,1,4,
Gold,       3,6,  0,1,6,
Wild,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Olives,     2,3,  3,2,2,
Fish,       1,2,  4,1,2,
Camels,     1,2,  2,2,1,
Wheat,      1,2,  4,1,0,
Grasland,   1,2,  2,1,0,
Olives,     2,3,  3,2,2,
Wine,       2,4,  3,1,4,
Iron,       3,6,  0,4,0,
Fures,      1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spices,     2,3,  3,0,4,
Olives,     2,3,  3,2,2,
Fish,       1,2,  4,1,2,




@GOVERNMENTS
Anarchy,        Tyrann,      Tyranness
Despotism,      Despot,      Despotess
Monarchy,       Emperor,     Empress
Kommunism,      Emperor,     Empress
Monarchy,       Despot,      Despotess
Republic,       Doge,        Dogess
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
Enrico Dandalo,Livia,              0, 1, 3, Venetians,  Venetian,    1,  1,  0,
John IV,      Ishtari,             0, 2, 0, Trapezuntines, Trapezuntine,-1, -1,  1,
Friedrich,    Maria Theresa,       0, 3, 3, Deutsche,    Deutsch,     1, -1,  1,     4, Erzbischof, Erzbischofin, 6, Kanzler, Kanzlerin
Ramesses,     Cleopatra,           1, 4, 0, Ägypter,     Ägyptisch,   0,  0,  1,     1, Pharaoh, Pharaohin, 2, Großer Pharaoh, Große Pharaohin
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Amerikaner,  Amerikanisch,-1,  0,  1,    4, Hochwürden, Hochwürden, 5, Sprecher, Sprecherin
Constantine XI,Hippolyta,          1, 6, 0, Byzantines,  Byzantine,   1,  1, -1,
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Inder,       Indisch,    -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Katharina die Große, 1, 1, 3, Russen,      Russisch,    1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Theodor I,    Jeanne d'Arc,        0, 3, 3, Epirotes,    Epirote,     1,  1, -1,
Montezuma,    Nazca,               0, 4, 0, Azteken,     Aztekisch,   0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinesisch,  0,  0,  1,     3, Vorsitzender, Vorsitzende
Henry VIII,   Elizabeth I,         1, 6, 3, Engländer,   Englisch,    0,  1,  0,     4, Regent, Regentin, 6, Premierminister,  Premierministerin
Stefan Duschan,Bortei,             0, 7, 3, Serbs,       Serbian,     1,  1, -1,     3, Tsar, Tsarina
Cunobelin,    Boadicea,            1, 1, 0, Kelten,      Keltisch,   -1,  1,  0,     4, Druide, Druidin
Tokugawa,     Amaterasu,           0, 2, 2, Japaner,     Japanisch,   1, -1, -1,     2, Shogun, Shogun, 6, Premierminister, Premierministerin
Canute,       Gunnhild,            1, 3, 3, Wikinger,    Wikingisch,  1,  1,  0,     1, Kriegsherr, Kriegsherrin
Balduin II,   Isabella,            1, 4, 3, Latins,      Latin,       1,  1,  0,
Mehmed II,    Scheherezade,        0, 5, 2, Ottomans,    Ottoman,     1,  1,  0,     3, Sultan, Sultaness, 
Hannibal,     Dido,                0, 6, 1, Karthager,   Karthagisch, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Häuptling, Häuptling, 2, Großer Häuptling, Großer Häuptling

Saladin,    ...,     0, 5, Araber,       Arabisch,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultanin
Atawallpa,  ...,     0, 1, Inkas,       Inkaisch,       -1,  1,  1,




;
;   Trading Commodities
;
@CARAVAN
Camels,
Woll,
Cattle,
Cloth,
Salt,
Wood,
Olives,
Oranges,
Wine,
Silk,
Silver,
Spices,
Carpets,
Gold,
Oil,
Weapons,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Castle,       F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Aid the sick,       p
Build Village,      E
Go to,              G


@DIFFICULTY
Peasant
Citizen
Merchant
Sultan
King
Emperor

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Receptive [+]
Neutral 
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]



