;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   Fictional North America - Conflict and Exploitation
;   by Leons Petrazickis (St. Leo), petrazi@sprint.ca
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
10      ; City size for first unhappiness at Chieftain level
18      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
250     ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
100     ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
25      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = 1/2
;             1 = 3/4
;             2 = 5/6
;             3 = 7
;
;     Category = Knowledge category
;             0 = Gathering
;             1 = Military
;             2 = Navy
;             3 = Industrial
;             4 = Finance
;
@CIVILIZE
~~~~~~~~,		0,0,  no, no, 0, 0	; AFl	Airbases
Land Enclosure,		0,0,  nil, nil,	0, 0	; Alp
Crop Rotation,		0,0,  nil, nil,	0, 0	; Amp
Exploration,		0,0,  nil, nil,	0, 1	; Ast
Organized Regiments,	0,0,  nil, Alp,	0, 1	; Ato
~~~~~~~~,		0,0,  no, no, 0, 0	; Aut	Modern Cities
Steppe Horsemen,	0,0,  nil, Amp,	0, 1	; Ban
Road Construction,	0,0,  Lab, CoL,	1, 3	; Bri	Bridges
Mine Engineering,	0,0,  nil, Ast,	0, 1	; Bro
Pubs,			0,0,  nil, nil, 0, 4	; Cer	Temples
Cotton Planting,	0,0,  nil, Ast,	0, 0	; Che
Cotton Weaving,		0,0,  nil, Che,	0, 3	; Chi
Saw Mill,		0,0,  nil, nil,	0, 0	; CoL
Wind Saw Mill,		0,0,  nil, CoL,	0, 0	; CA
Printing Press,		0,0,  nil, CoL,	0, 4	; Cmb
~~~~~~~~,		0,0,  no, no, 0, 0	; Cmn	Communism
Sugar Cane Planting,	0,0,  nil, Ast,	0, 0	; Cmp
Sugar Refining,		0,0,  nil, Cmp,	0, 0	; Csc
Modern Fortifications,	0,0,  MP, Mat, 1, 1	; Cst	Forts
Tobacco Planting,	0,0,  nil, Ast,	0, 0	; Cor
Cigar Production,	0,0,  nil, Cor,	0, 0	; Cur
~~~~~~~~,		0,0,  no, no, 0, 0	; Dem	Democracy
Improved Trapping Techniques,	0,0,  nil, Ast,	0, 0	; Eco
Hat Production,		0,0,  nil, E1,	0, 0	; E1
Annual Events,		0,0,  nil, MT, 3, 4	; E2	Colosseums+1
Diplomatic Expertise,	0,0,  nil, nil,	0, 4	; Eng
Merchant Companies,	0,0,  nil, nil,	0, 4	; Env
Superior Hull Design,	0,0,  nil, nil,	0, 2	; Esp
Seed Drill,		0,0,  nil, Alp,	0, 0	; Exp	Transforming?
Money Lending,		0,0,  Alp, Env,	0, 4	; Feu
Trade Fairs,		0,0,  Csc, Env,	0, 4	; Fli
~~~~~~~~,		0,0,  no, no, 0, 0	; Fun	Fundamentalism
Improved Sea Routes,	0,0,  nil, Ast,	0, 0	; FP
Convoying,		0,0,  nil, Env,	0, 2	; Gen
Large Hulls,		0,0,  Gen, Nav,	1, 2	; Gue
~~~~~~~~,		0,0,  no, no, 0, 0	; Gun	EVIL TECH
Advanced Hull Design,	0,0,  Mat, Sea,	1, 2	; Hor
~~~~~~~~,		0,0,  no, no, 0, 0	; Ind	Industrial Cities
~~~~~~~~,		0,0,  no, no, 0, 0	; Inv	Renaissance People
Improved Infantry Tactics,	0,0,  Cmb, Ato,	1, 1	; Iro
X Mining,		0,0,  nil, Bro,	0, 0	; Lab
Improved Iron Weapons,	0,0,  Lab, Ato,	1, 1	; Las
Weapon Craftsmanship,	0,0,  Lab, Ato,	1, 1	; Ldr
Horse Artillery,	0,0,  Lab, Tra,	1, 1	; Lit
Improved Cavalry Tactics,	0,0,  Cmb, Tra,	1, 1	; Too
Clipper Ship,		0,0,  nil, Hor,	2, 2	; Mag	Good Triremes
Hussars,		0,0,  Ban, Too,	1, 1	; Map
Square-Set Timbering,	0,0,  nil, Lab,	1, 0	; Mas
Siege Engineering,	0,0,  Cmb, Lab,	1, 1	; MP
University,		0,0,  Med, Cmb,	1, 4	; Mat
Apprentice Workers,	0,0,  Csc, Alp,	0, 3	; Med
Journeyman Workers,	0,0,  Cur, Med,	1, 3	; Met
National Bureacracy,	0,0,  Eng, Feu,	0, 4	; Min
Advanced Hull Design,	0,0,  Sea, Gue, 1, 2	; Mob
~~~~~~~~,		0,0,  no, no, 0, 0	; Mon	Monarchy
Theatres,		0,0,  nil, Mys, 2, 4	; MT	Cathedrals
Taverns,		0,0,  nil, Cer, 1, 4	; Mys	Temples
Navigation,		0,0,  FP, Esp,	0, 2	; Nav	Good Triremes
Propaganda,		0,0,  Mat, Min,	1, 4	; NF
Privateering,		0,0,  Eng, Nav,	1, 2	; NP	Fast Ships
~~~~~~~~,		0,0,  no, no, 0, 0	; Phi	Renaissance People
Clipper Ship,		0,0,  Mob, nil, 2, 2	; Phy
Paddlewheels,		0,0,  Mob, RR, 2, 2	; Pla
Advanced Metalworking,	0,0,  Pla, nil, 3, 2	; Plu
Industrial Machines,	0,0,  Med, Mat, 1, 4	; PT
Industrial Funding,	0,0,  Rad, PT, 2, 4	; Pot
Crucible Process,	0,0,  Mas, Med, 0, 0	; Rad
Early Steam Railroads,	0,0,  Mas, Bri,	1, 3	; RR	Railroads
~~~~~~~~,		0,0,  no, no, 0, 0	; Rec
Heavy Artillery,	0,0,  Cst, Rad, 2, 1	; Ref
Moldboard Plow,		0,0,  Exp, nil,	1, 3	; Rfg	Farmland
~~~~~~~~,		0,0,  no, no, 0, 0	; Rep	Republic
High Grade Steel,	0,0,  Ref, Pot, 3, 1	; Rob
Light Artillery Tactics,0,0,  Lit, Rad, 2, 1	; Roc
Improved Cav. Weapons,	0,0,  Too, Rad, 2, 1	; San
Improved Sail Design,	0,0,  CA, Esp,	1, 2	; Sea	Good Triremes
Repeating Cac. Carbine,	0,0,  San, nil, 3, 1	; SFl
Hussars,		0,0,  Ban, Too, 1, 1	; Sth
Scouting,		0,0,  Sth, nil, 2, 1	; SE
Field Artillery Tactics,0,0,  Roc, Rob, 3, 1	; Stl
Nationalism,		0,0,  Rec, NF, 2, 1	; Sup
Improved Inf. Tactics,	0,0,  Ato, NF, 1, 1	; Tac
Festivals,		0,0,  nil, MT, 3, 4	; The	Cathedrals+1
Early Rifles,		0,0,  Tac, Rad, 2, 1	; ToG
Animal Husbandry,	0,0,  Amp, nil,	0, 0	; Tra	MUST HAVE
Long Range Rifles,	0,0,  ToG, Pot, 3, 1	; Uni
Improved Iron Weapons,	0,0,  Ato, Lab, 1, 1	; War
Bayonet,		0,0,  War, Rad, 2, 1	; Whe
Needle Gun,		0,0,  Whe, Pot, 3, 1	; Wri
Future Technology,  1, 0,  nil,  nil, 3, 3    ; ...
Weapon Craftsmanship,	0,0,  Ato, Lab, 1, 1	; U1
Explosives,		0,0,  U1, PT, 2, 1	; U2
Elite Military Training,0,0,  U2, Wri, 3, 1	; U3
Venice,			0,0,  nil, nil, 0, 0	; X1
Hafsid Emirate,		0,0,  nil, nil, 0, 0	; X2
Teutonic Knights,	0,0,  nil, nil, 0, 0	; X3
England,		0,0,  nil, nil, 0, 0	; X4
Spain,			0,0,  nil, nil, 0, 0	; X5
France,			0,0,  nil, nil, 0, 0	; X6
Independents,		0,0,  nil, nil, 0, 0	; X7	99

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,			1,  0,    nil,
Palace,				10, 0,    nil,
Barracks,			4,  0,    nil,
Granary,			6,  0,    nil,
Tavern,				4,  0,    Cer,
Marketplace,			8,  0,    nil,
Library,			8,  0,    Uni,
Courthouse,               8,  0,    no,		;Ignore
City Walls,			8,  0,    nil,
Wells,				8,  0,    nil,
Large Marketplace,		12, 0,    Tra,
Ballcourt,			12, 0,    MT,
Large Library,			16, 0,    Uni,
Mass Transit,             16, 0,    no,		;Ignore
Amphitheatre,			10, 0,    Eco,
Factory,                  20, 0,    no,		;Ignore
Manufacturing Plant,      32, 0,    no,		;Ignore
SDI Defense,              20, 0,    no,		;Ignore
Recycling Center,         20, 0,    no,		;Ignore
Power Plant,              16, 0,    no,		;Ignore
Hydro Plant,              24, 0,    no,		;Ignore
Nuclear Plant,            16, 0,    no,		;Ignore
Great Marketplace,		16, 0,    Tra,
Fountains,			12, 0,    Rfg,
Large Granary,			8, 0,    Rfg,
Merchant Guilds,		20, 0,    Tra,
Great Library,			16, 0,    Uni,
SAM Missile Battery,      10, 0,    no,		;Ignore
Coastal Fortress,          8, 0,    no,		;Ignore
Solar Plant,              32, 0,    no,		;Ignore
Wharf,				6,  0,    Sea,
Dock,				16, 0,    Nav,
Airport,                  16, 0,    no,		;Ignore
Police Station,           6,  0,    no,		;Ignore
Port,				8,  0,    Mag,
SS Structural,            8,  0,    no,		;Ignore
SS Component,             16, 0,    no,		;Ignore
SS Module,                32, 0,    no,		;Ignore
(Trade Benefits),         60, 0,    no,
Colossal Granaries,		20,	20,	Rec,	;Pyramids
Buffalofighting Arena,		20,	20,	SFl,	;Hanging Gardens
University,			20,	20,	CA,	;Collosus
Olaf Leifson's Saga,		20,	20,	Phy,	;Lighthouse
Great Library,            30, 0,    no,
Great Winery,			30,	30,	NF,	;Oracle
Tough Urban Dwellings,		30,	30,	Whe,	;Great Wall
Military Academy,		30,	30,	War,	;Sun Tzu's
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Ballcourt Championships,	40,	40,	Sth,	;Michelangelo's Chapel
Astronomy,			30,	30,	Chi,	;Copernicus'
Great Shipyards,		40,	40,	Pla,	;Magellan's
Cult of Solitude,		30,	30,	SE,	;Shake's
Leonardo's Workshop,      40, 0,    no,
Adraconian Justice,		40,	40,	Stl,	;Bach's
Algebra,			40,	40,	CoL,	;Isaac's
Adam Smith's Trading Co., 40, 0,    no,
Alapessos' Workshop,		40,	40,	Che,	;Darwin's
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
Scientific Grants,		60,	60,	Cmb,	;Seti
Fertility Festival,		60,	60,	Sup,	;Cancer

;
; 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
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
nil,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
@UNITS
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Engineers
Peasant Levies,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Warriors
Calivermen,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Phalanx
Skirmishers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Archers
Sharpshooters,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Legion
Pikemen,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Pikemen
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Musketeers
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Fanatics
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Partisans
Halberdiers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Regulars,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Rifle Infantry,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Arquebusiers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Musketeers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Grenadiers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Guards,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Bowmen,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Elephants
Squires,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Crusaders
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Knights
Cossacks,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Hussars,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Scouts,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Knights,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Horse Artillery,no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Light Artillery,no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Field Artillery,no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Howitzer
Carbineers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Lancers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Harquebusiers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Cuirassiers,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Culverin,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Royal Artillery,no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Heavy Artillery,no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
Siege Artillery,no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Galleon
Carrack,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Frigate
Clipper,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Ironclad
Fluyte,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Destroyer
Frigate,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Cruiser
Galleon,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;AEGIS
Indiaman,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Battleship
Ironclad,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Submarine
Merchant Steamship,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Carrier
Raider,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Transport
Ship-of-the-Line,	no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Cruise Missile
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Nuke
Sloop,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Diplo
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Spy
Trader,		no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Caravan
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000	;Freight
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000
*nothing*,        no, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, no,  000000000000000

; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,		1,2,  0,1,0,   yes, 1, 5, 3,   no,  1, 5,  3,  no,  ; Drt
Plains,		1,2,  2,1,0,   yes, 2, 5, 1,   no,  0,15,  0,  no,  ; Pln
Grassland,	1,2,  3,0,1,   yes, 2, 5, 1,   no,  0,10,  0,  no,  ; Grs
Deciduous F.,	1,3,  2,1,0,   no,  0, 5, 5,   yes, 0, 5,  0,  no,  ; For
Alpine,		3,4,  1,1,1,   no,  1,10, 0,   yes, 3,10,  1,  no,  ; Hil
Coniferous F.,	3,6,  0,1,1,   no,  1,10, 0,   no,  1,10,  6,  no,  ; Mou
Tundra,		1,2,  1,0,0,   no,  1,10, 1,   no,  0, 0,  0,  no,  ; Tun
Glacier,	2,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,  ; Gla - Not Used
Swamp,		3,3,  1,0,1,   no,  0,15, 6,   no,  0,15,  0,  no,  ; Swa
Rainforest,	2,3,  2,0,1,   no,  0,15, 6,   no, 2,10,  0,  no,  ; Jun
Ocean,		1,2,  2,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,  ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  2,3,0,
Grassland,  1,2,  2,0,1,
Pheasant,   1,3,  3,2,0,
Coal,       3,4,  1,2,1,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,;Not used
Peat,       3,3,  1,4,1,
Gems,       2,3,  2,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  4,1,0,
Grassland,  1,2,  2,0,1,
Silk,       1,3,  2,2,3,
Wine,       3,4,  1,1,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,;Not used
Spice,      3,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,		Ms.
Despotism,      Emperor,	Empress
Monarchy,       King,		Queen
Empire,		Emperor,	Empress
Theocracy,      Emperor,	Empress
Republic,       Dictator,	Consul
Democracy,      President,	President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
X,	Y,	0, 1, 0,	Venetians,	Venetian,	-1,  1,  1,	3, Doge, Doge
X,	Y,	0, 2, 0,	Hafsids,	Hafsid,		1, 1,  -1,	3, Emir, Emir
X,	Y,	0, 3, 0,	Teutonics,	Teuton,		1, 0,  -1,	3, Grand Master, Grand Mistress
X,	Y,	0, 4, 0,	English,	English,	1,  -1,  -1,	3, King, Queen
X,	Y,	0, 5, 0,	Spaniards,	Spanish,	1,  -1,  -1,	3, King, Queen
X,	Y,	0, 6, 0,	French,		French,		1,  -1, -1,	3, King, Queen
X,	Y,	1, 7, 0,	Independents,	Independents,	-1, -1,  1,	3, Autocrat, Autocrat
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0, -1,     3, Warlord,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, Mongols,     Mongol,      1,  0, -1,     3, Warlord,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            0, 3, 3, Vikings,     Viking,      1,  0, -1,     3, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Punians,     Punic,       1,  0, -1,     4, Imperator,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



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


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


@DIFFICULTY
Merchant
Baron
Duke
Prince
King
Emperor

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













