;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; 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
99      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
15      ; Monarchy  pays support for all units past this
15      ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; 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)
0       ; 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
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 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,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 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,  Min, MP,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, Met, 2, 0    ; Csc
Construction,       4, 0,  Mas, 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,        4, 1,  E1,  Cor, 3, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Genetic Engineering,3, 2,  Med, Cor, 3, 3    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  NP,  MP,  3, 3    ; Las
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 1, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, SFl, 3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, E1,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
The Dark Side,      5,-2,  Cmp, Mob, 3, 0    ; Rob
The Light Side,     6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Imperial Tech,      4, 1,  Cmp, Roc, 3, 3    ; SFl
Rebel Tech,         3,-2,  Sup, Rob, 3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE
Steel,              4,-1,  E1,  Ind, 2, 4    ; Stl
Defensive Tech,     4, 1,  Pla, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
User Def Tech A,    3, 0,  nil,  nil,  0, 0    ; U1
User Def Tech B,    3, 0,  nil,  nil,  0, 0    ; U2
User Def Tech C,    3, 0,  nil,  nil,  0, 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,    Mas,
Barracks,                 4,  1,    nil,
Food Storage,             6,  1,    Pot,
Temple,                   4,  1,    Cer,
Trading Mart,             8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
Defense Perimeter,        8,  0,    Mas,
Sewer System,             8,  2,    Cst,
Bank,                     12, 3,    Ban,
Force Temple,             12, 3,    MT,
University,               16, 3,    Uni,
Maglev,                   16, 4,    MP,
Cinema,                   10, 4,    Cst,
Robotic Factory,          20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
Energy Shield,            50, 6,    Las,
Robotic Cleaning,         20, 2,    Rec,
Nuclear Plant,            16, 4,    Ref,
Breeder Reactor,          24, 4,    E2,
Fusion Plant,             16, 2,    NP,
Trading Guild,            16, 4,    Eco,
Underground Construction, 12, 2,    San,
Food Distribution Center, 8,  3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
Laser Battery,            10, 2,    Roc,
Laser Fortress,           8,  1,    Met,
Anti-Matter Plant,        32, 4,    Env,
Space Food Colony,        6,  1,    Sea,
Space Mining Facility,    16, 3,    Min,
Spaceport,                16, 3,    Rad,
Police Station,           6,  2,    Cmn,
Space Dock,               8,  3,    Amp,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Privitization),          60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Established Space Lanes,  20, 0,    Map,
Great Library,            30, 0,    Lit,
Temple of Light,          30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Order of the Empire,      60, 0,    U1,
Galactic Mining HQ,       30, 0,    Eng,
Emperor's Palace,         20, 0,    Tra,
The Death Star,           40, 0,    MT,
Imperial Observatory,     30, 0,    Ast,
Carissian's Expedition,   40, 0,    Nav,
The Star Wars Trilogy,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
Imperial Senate,          40, 0,    The,
Imperial University,      40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    RR,
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE,
Temple of Yavin,          60, 0,    Ind,
Hoover Dam,               60, 0,    E2,
Anti-Matter Project,      60, 0,    NF,
United Nations,           60, 0,    Cmn,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Ideals of Old Republic,   60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
nil,        ; Lighthouse
nil,         ; Great Library
nil,        ; Oracle
nil,         ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; Michelangelo'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
;
;
@UNITS
Engineers,    Exp, 0, 2.,0,  0a,2d,   2h,1f,  4,0,  5, Exp, 000000000000000
Colony Ship,  nil, 0, 2.,0,  0a,3d,   2h,1f,  4,0,  5, nil, 000000000000010
Troopers,     nil, 0, 1.,0,  3a,4d,   2h,1f,  4,0,  1, SFl, 000000000000000
Gamorreans,   SFl, 0, 1.,0,  1a,2d,   1h,1f,  1,0,  1, Bro, 000000000000000
Saurins,      SFl, 0, 1.,0,  3a,2d,   1h,1f,  2,0,  1, War, 000000000000000
Mercenaries,  nil, 0, 1.,0,  5a,2d,   1h,2f,  4,0,  0, Feu, 000001000000000
Laser Defense,nil, 0, 1.,0,  1a,4d,   1h,2f,  3,0,  1, Feu, 000000000010000
Bounty Hunter,nil, 0, 2.,0,  4a,3d,   2h,2f,  4,0,  0, Feu, 000001000000000
Warriors,     Sup, 0, 1.,0,  2a,1d,   1h,1f,  1,0,  1, nil, 000000000000000
Dark Trooper, nil, 0, 2.,0,  9a,5d,   2h,2f, 12,0,  0, SFl, 000000100000110
Stormtroopers,nil, 0, 1.,0,  5a,4d,   2h,1f,  5,0,  0, SFl, 000001000000000
Rebels,       nil, 0, 1.,0,  4a,5d,   2h,1f,  5,0,  1, Sth, 000001000000000
Elite Commando,nil,0, 2.,0,  8a,5d,   2h,2f, 10,0,  0, Sth, 000001000000110
Blaster Cannon,nil,0, 1.,0,  2a,5d,   2h,3f,  4,0,  1, Feu, 000000000010000
Turbolaser,   nil, 0, 1.,0,  3a,7d,   3h,3f,  6,0,  1, Sup, 000000000010000
R-41 Starchaser,nil,0, 3.,0,  8a,3d,  2h,2f,  7,0,  0, Sup, 000000000000000
Cloud Fighter,nil, 0, 2.,0,  7a,3d,   2h,1f,  5,0,  0, Sth, 000000000000000
R2 Series Droid,nil,0, 1.,0,  3a,1d,  1h,1f,  4,0,  0, Sth, 000000000000000
Snowspeeder,  nil, 0, 4.,0,  9a,6d,   2h,2f,  9,0,  0, Sth, 100000000000011
Probe Droid,  nil, 0, 2.,0,  4a,2d,   1h,1f,  4,0,  0, SFl, 000000000000000
IG-Series Assasin,nil,0, 2.,0,  6a,2d,2h,1f,  5,0,  0, SFl, 000000000000000
AT-ST,        nil, 0, 2.,0,  8a,3d,   2h,2f,  7,0,  0, SFl, 000000000000000
Imperial Walker,nil,0, 3.,0, 10a,5d,  3h,2f,  9,0,  0, SFl, 000000000000001
X-Wing,       nil, 1,12.,1,  9a,3d,   2h,2f, 10,0,  3, Sth, 100000001010011
A-Wing,       nil, 1,16.,1,  8a,2d,   2h,2f,  8,0,  0, Sth, 100000001010011
B-Wing,       nil, 1, 9.,2, 10a,5d,   3h,2f, 13,0,  0, Sth, 100000001010011
Y-Wing,       nil, 1, 8.,3, 12a,2d,   1h,2f,  9,0,  0, Sth, 100000001000011
TIE Fighter,  nil, 1,10.,1,  4a,2d,   1h,2f,  6,0,  3, SFl, 000000001010011
TIE Bomber,   nil, 1, 8.,3, 13a,1d,   1h,2f, 10,0,  0, SFl, 000000001000011
Victory Star Dest.,nil,0, 5.,0, 12a,11d,2h,2f, 18,1,  0, SFl,100000011000001
TIE Interceptor,nil,1,15.,1,  8a,3d,  2h,2f,  9,0,  3, SFl, 100000001010011
TIE Defender, nil, 1,11.,2, 11a,4d,   2h,3f, 14,0,  0, SFl, 100000001010011
Skyhopper,    nil, 0, 3.,0,  1a,1d,   1h,1f,  4,2,  4, Sup, 000000000100000
Millenium,    Alp, 1,20.,0, 20a,10d,  3h,3f, 99,3,  0, Sup, 000000000000000
Tyderian Shuttle,nil,0, 4.,0,  0a,2d, 2h,1f,  5,5,  4, Sup, 000000000000000
Assault Transport,nil,0, 6.,0,  5a,2d,2h,1f,  6,4,  0, Sup, 100000001000001
Strike Cruiser,nil,0, 4.,0, 10a,4d,   3h,2f, 12,0,  0, Sup, 000000001011001
Corellian Corvette,nil,0, 6.,0,  6a,5d,3h,1f, 10,0,  0, Sup,100000001010001
Nebulon B,    nil, 0, 5.,0,  9a,6d,   4h,2f, 14,0,  0, Sup, 100000011010001
Dreadnought,  nil, 0, 5.,0, 11a,9d,   4h,2f, 16,0,  0, Sup, 000000001010001
Star Destroyer,nil,0, 4.,0, 15a,14d,  5h,2f, 22,2,  0, SFl, 000000011010001
Calamari Cruiser,nil,0, 4.,0, 14a,14d,5h,2f, 20,2,  0, Sth, 000000011010001
Escort Carrier,nil,0, 5.,0,  3a,10d,  4h,2f, 16,0,  0, Sup, 000000011010001
Transport Ship,nil,0, 4.,0,  0a,2d,   3h,1f,  8,8,  4, Sup, 000000000000000
Proton Torpedo,nil,1,12.,1, 12a,0d,   1h,3f,  8,0,  0, Sup, 001000001000000
Anti-Matter Missile,nil,1,16.,1, 99a,0d,1h,1f, 20,0,  0, Sup,001000000000000
Jedi,         nil, 0, 4.,0, 10a,7d,   1h,2f, 50,0,  6, Roc, 010011101000111
Sith Lord,    nil, 0, 3.,0, 11a,6d,   1h,2f, 50,0,  6, Rob, 010011101000111
Jawa Trader,  Cor, 0, 1.,0,  0a,1d,   1h,1f,  5,0,  7, Tra, 000000000000010
Sandcrawler,  nil, 0, 2.,0,  0a,1d,   1h,1f,  5,0,  7, Cor, 000000000000010
Surveylance Craft,nil,0, 5.,0,  0a,2d,1h,1f,  3,0,  6, Sup, 000001000000011
Mercenary Fighter,nil,1,12.,1,  7a,3d,2h,2f, 10,0,  0, Sup, 100000001010010
Modified Nebulon-B,nil,0, 5.,0, 10a,8d,4h,2f, 16,0,  0, Sup,000000011010011
Carrack Cruiser,nil,0, 6.,0,  8a,2d,  3h,2f, 11,0,  0, Sup, 000000001011000

;
; 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
Space,      1,2,  2,1,2,   yes, 2, 1, 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, 2, 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, 5,10, 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
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15, 0,  Pln,   ; Jun
Unknown,    1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Asteroid Belt,1,2,3,5,5,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,4,0,
Gold,       3,6,  0,2,8,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Wormhole,   1,2,  4,2,4,
Oil,        1,2,  4,5,4,
Satellite,  1,2,  5,2,5,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,8,2,
Furs,       1,2,  2,0,3,
Oil,        1,2,  4,5,4,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Dark Matter,1,2,  4,4,2,




@GOVERNMENTS
Anarchy,        Diktat,      Diktat
Despotism,      General,     General
Monarchy,       Emperor,     Empress
Communism,      Admiral,     Admiral
Fundamentalism, Chief Trader, Chief Tradess
Republic,       Chief of State,Chief of State
Democracy,      Philosopher,Philosopher

; This file has been modified by Nylz' Civ2 Tribe Editor v1.01
; on 04/06/98 at 6:08:44 PM
; For more information about the Civ2 Tribe Editor take a look at:
; http://www.universal.nl/users/folmer/software.htm

@LEADERS
Palpatine,    Palpatine,           0, 1, 1, Imperials,   Empire,      1,  1, -1,     1, Dictator, Dictator,  4, Imperator, Imperatrix
Fierrak,      Fierraka,            0, 2, 0, Fierrkans,   Fierrkan,   -1, -1,  1,
Joranum,      Maria,               0, 3, 3, Joranmites,  Joranmite,   1, -1,  1,     2, Kaiser, Kaiserin,  4, Archbishop, Archbishop,  5, Chancellor, Chancellor
Trelston,     Tralora,             1, 4, 0, Trenedians,  Trenedian,   0,  0,  1,
Akbar,        Leia,                0, 5, 1, Alliance,    Alliance,   -1,  1,  1,
Alextr,       Alextria,            1, 6, 1, Graks,       Grak,        0,  1, -1,     6, Prime Minister, Prime Minister
Grannman,     Indranmann,          0, 7, 3, Lordsas,     Lordsa,     -1, -1,  0,
Terrah,       Terraha,             1, 1, 3, Cardassians, Cardassian,  1,  1, -1,
Souso,        Reuibi,              0, 2, 0, Kans,        Kan,         1,  0,  0,
Los,          Arc,                 0, 3, 3, Ench,        Ench,        1,  1,  1,     4, Archbishop, Archbishop,  6, Premier, Premier
Leid,         Heng,                0, 4, 0, Anekds,      Anekd,       0, -1,  1,
Wuto,         Pin 'ig Pong,        0, 5, 3, Breaseles,   Breasele,    0,  0,  1,     3, Chairman, Chairperson
Nelso,        Yulian,              1, 6, 3, Romasagas,   Romasaga,    0,  1,  0,
Kamilu,       Himeko,              0, 7, 0, Nobbirs,     Nobbir,      1,  1, -1,
Son Goku,     Buruma,              1, 1, 0, Nogards,     Nogard,     -1,  1,  0,
Toriyama,     Akira,               0, 2, 1, Pmuls,       Pmul,        1, -1, -1,     2, Shogun, Shogun,  6, Prime Minister, Prime Minister
Hayao,        Miyazaki,            1, 3, 3, Nausicaas,   Nausicaa,    1,  1,  0,     1, Warlord, Warlord
Yamashita,    Kouen,               1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Jabba,        Jabba,               0, 7, 0, Hutts,       Hutt,        1,  1,  1,

;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Computer Games,
Cloth,
Salt,
Coal,
Copper,
Tiberium,
Wine,
Silk,
Silver,
Spice,
Gems,
Latinum,
Deutrium,
Plutonium,


@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 Spaceport,    E
Go to,              G


@DIFFICULTY
Droid
Force Attuned
Force Sensitive
Jedi
Jedi Master
The Force

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged














