;
;   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
10      ; 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)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; 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
9       ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
5       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
15      ; Max paradrop range
25      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; 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
artificial wings,   4,-2,  Rad, Too, 3, 4    ; AFl
symbols,            5, 1,  nil, nil, 0, 3    ; Alp
water pecking,      3,-2,  Nav, Tac, 3, 0    ; Amp
the sky above,      4, 1,  Mys, Mat, 1, 3    ; Ast
feather theory,     4,-1,  ToG, Phy, 2, 3    ; Ato
flying nests,       6,-1,  Cmb, Stl, 3, 4    ; Aut
worm banking,       4, 1,  Tra, Rep, 1, 1    ; Ban
internest conektin, 4, 0,  Iro, Cst, 0, 4    ; Bri
bark breaking,      6,-1,  nil, nil, 0, 4    ; Bro
pecking ceremony,   5, 0,  nil, nil, 0, 2    ; Cer
leaf mixing,        5,-1,  Uni, Med, 1, 3    ; Che
bird society,       4,-2,  Feu, Hor, 1, 0    ; Chi
bird conduct,       4, 1,  Alp, nil, 0, 2    ; CoL
wing warfare,       5,-1,  Mob, AFl, 3, 0    ; CA 
poop/feather mixin, 5,-1,  Ref, Exp, 2, 4    ; Cmb
interflock equality,5, 0,  Phi, Ind, 2, 2    ; Cmn
mass log nesting,   4, 1,  Min, MP,  3, 4    ; Cmp
pecking warfare,    7,-1,  Dem, Met, 2, 0    ; Csc
branch/bark buildin,4, 0,  Mas, Cur, 0, 4    ; Cst
flock work,         4, 0,  Ind, Eco, 2, 1    ; Cor
worms,              4, 1,  Bro, nil, 0, 1    ; Cur
flock liberty,      5, 1,  Ban, Inv, 2, 2    ; Dem
bird economics,     4, 1,  Uni, Ban, 2, 1    ; Eco
twig burning,       4, 0,  Met, Mag, 2, 4    ; E1 
feather nests,      4, 1,  E1,  Cor, 3, 4    ; E2 
adv nest building,  4, 0,  Whe, Cst, 0, 4    ; Eng
twig preservation,  3, 1,  Rec, SFl, 3, 2    ; Env
interflock intellig,2,-1,  Cmn, Dem, 3, 0    ; Esp
bird poop building, 5, 0,  Gun, Che, 2, 4    ; Exp
primitive bird soc.,4,-1,  War, Mon, 0, 0    ; Feu
adv movemtent,      4,-1,  Cmb, ToG, 2, 4    ; Fli
high birdship,      3,-2,  MT,  Csc, 2, 2    ; Fun
canopy nesting,     3, 0,  NP,  Sup, 3, 3    ; FP 
feather creation,   3, 2,  Med, Cor, 3, 3    ; Gen
beak armor,         4, 1,  Cmn, Tac, 3, 0    ; Gue
bird warfare,       8,-2,  Inv, Iro, 1, 0    ; Gun
flying,             4,-1,  nil, nil, 0, 0    ; Hor
feather/twig const.,6, 0,  RR,  Ban, 2, 1    ; Ind
adv bird thought,   6, 0,  Eng, Lit, 1, 4    ; Inv
branch breaking,    5,-1,  Bro, War, 0, 4    ; Iro
bird justice,       4,-1,  MP,  Gue, 3, 2    ; Lab
beak strengthening, 4, 0,  NP,  MP,  3, 3    ; Las
flock elite,        5,-1,  Chi, Gun, 1, 0    ; Ldr
birds of life,      5, 2,  Wri, CoL, 0, 3    ; Lit
twig tools,         4,-2,  Stl, Tac, 2, 4    ; Too
twig usage,         4,-1,  Phy, Iro, 1, 3    ; Mag
nest floating,      6,-1,  Alp, nil, 0, 1    ; Map
nest building,      4, 1,  nil, nil, 0, 4    ; Mas
log breaking,       5, 0,  Aut, Cor, 3, 4    ; MP 
egg counting,       4,-1,  Alp, Mas, 0, 3    ; Mat
bird cures,         4, 0,  Phi, Tra, 1, 1    ; Med
adv bark working,   6,-2,  Gun, Uni, 1, 0    ; Met
bird shrinking,     4, 1,  Too, E2,  3, 4    ; Min
adv beak skill,     8,-1,  Aut, Tac, 3, 0    ; Mob
pecking order,      5, 1,  Cer, CoL, 0, 2    ; Mon
the high bird,      5, 1,  Phi, PT,  1, 2    ; MT 
higher birddom,     4, 0,  Cer, nil, 0, 2    ; Mys
bird mapping,       6,-1,  Sea, Ast, 1, 1    ; Nav
leaf nesting,       6,-2,  Ato, MP,  3, 3    ; NF 
mass leaf nesting,  3, 0,  NF,  E2,  3, 3    ; NP 
bird thought,       6, 1,  Mys, Lit, 1, 2    ; Phi
birdistic theory,   4,-1,  Nav, Lit, 1, 3    ; Phy
adv materials,      4, 1,  Ref, SFl, 3, 4    ; Pla
elite bird warfare, 4, 0,  Sth, Mob, 3, 0    ; Plu
the high birds,     4, 0,  Cer, Hor, 0, 2    ; PT 
mud piling,         4, 1,  nil, nil, 0, 1    ; Pot
adv bird comm.,     5,-1,  Fli, E1,  3, 4    ; Rad
interflock connect, 6, 0,  SE,  Bri, 2, 1    ; RR 
feather disposal,   2, 1,  MP,  Dem, 3, 2    ; Rec
bird poop mix,      4, 0,  Che, Cor, 2, 4    ; Ref
feather fans,       3, 1,  E1,  San, 3, 1    ; Rfg
flock senate,       5, 1,  CoL, Lit, 0, 2    ; Rep
log usage,          5,-2,  Cmp, Mob, 3, 0    ; Rob
adv wings,          6,-2,  AFl, E2,  3, 0    ; Roc
eggshell disposal,  4, 2,  Med, Eng, 2, 1    ; San
exploration,        4, 1,  Map, Pot, 0, 1    ; Sea
the beyond,         4, 1,  Cmp, Roc, 3, 3    ; SFl
unseeable wing,     3,-2,  Sup, Rob, 3, 0    ; Sth
bird propulsion,    4,-1,  Phy, Inv, 2, 3    ; SE 
leaves,             4,-1,  E1,  Ind, 2, 4    ; Stl
underwater nesting, 4, 1,  Pla, Las, 3, 3    ; Sup
feather warfare,    6,-1,  Csc, Ldr, 2, 0    ; Tac
bird religeon,      3, 2,  MT,  Feu, 1, 2    ; The
falling,            4, 0,  Ast, Uni, 1, 3    ; ToG
worm trading,       4, 2,  Cur, CoL, 0, 1    ; Tra
bird school,        5, 1,  Mat, Phi, 1, 3    ; Uni
pecking fights,     4,-1,  nil, nil, 0, 0    ; War
the wing,           4,-1,  Hor, nil, 0, 4    ; Whe
pecking,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 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,
high nest,                10, 0,    Mas,
bird training,             4, 1,    AFl,
worm pit,                  6, 1,    Pot,
nest of worship,           4, 1,    Cer,
worm trading post,         8, 1,    Cur,
flying school,             8, 1,    Wri,
supreme nest of law,       8, 1,    CoL,
bark bunker,               8, 0,    Mas,
worm nest,                 8, 2,    Cst,
worm depository,          12, 3,    Ban,
tree of worship,          12, 3,    MT, 
school of birdism,        16, 3,    Uni,
flying nest,              16, 4,    MP, 
pecking grounds,          10, 4,    Cst,
nest building site,       20, 4,    Ind,
adv nest building area,    4, 6,    Rob,
ariel patrol,              1, 0,    Las,
feather disposal,         20, 2,    Rec,
bird poop nest,           16, 4,    Ref,
feather nest,              2, 4,    E2, 
leaf nest,                 4, 2,    NP, 
worm exchange,            10, 4,    Eco,
waste nest,               12, 2,    San,
worm market,               4, 1,    Rfg,
flying nestways,          20, 5,    Aut,
lab nest,                 16, 3,    Cmp,
canopy,                   10, 2,    Roc,
twig fortress,             8, 1,    Met,
adv nests,                 4, 4,    Env,
minnow net,                6, 1,    Sea,
floating feathers,        16, 3,    Min,
birdport,                 16, 3,    Rad,
bird law,                  6, 2,    Cmn,
bird dock,                 8, 3,    Amp,
egret Structural,          2, 0,    SFl,
egret Component,          10, 0,    Pla,
egret Module,             15, 0,    Sup,
worm mining,               1, 0,    Cor,
the hollow trees,         20, 0,    Mas,
the bird lagoon,          15, 0,    Pot,
the robin statue,         12, 0,    Bro,
the makaw's call of land, 12, 0,    Map,
the tern pecking symbols, 20, 0,    Lit,
the willow tree,          20, 0,    Mys,
the haunted forest,       18, 0,    Mas,
falkon's war academy,     25, 0,    Feu,
coocoo's crusade,         18, 0,    Eng,
caw's interflock place,   30, 0,    Tra,
canary chapel,            40, 0,    MT, 
myna's house,             30, 0,    Ast,
pelikin's expedition,     40, 0,    Nav,
warbler's song,           30, 0,    Med,
sparro's nest,            50, 0,    Inv,
ostrich temple,           40, 0,    The,
owl's college,            40, 0,    ToG,
finch trading co,         30, 0,    Eco,
condor's voyage,          18, 0,    RR, 
eagle pillars,            40, 0,    Dem,
feather tower,            20, 0,    SE, 
hummingbird's suffrage,   30, 0,    Ind,
fether dam,               50, 0,    E2, 
nest project,             99, 0,    NF, 
the inter flock embassy,  60, 0,    Cmn,
egret project,            80, 0,    SFl,
flockProgram,             40, 0,    Cmp,
cure of all,              40, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; the hollow trees
no,         ; the bird lagoon
Fli,        ; the robin statue
Mag,        ; the makaw's call of land
E1,         ; the tern pecking symbols
The,        ; the willow tree
Met,        ; the haunted forest
Mob,        ; falkon's war academy
Ind,        ; coocoo's crusade
Cmn,        ; caw's interflock place
nil,        ; canary chapel
nil,        ; myna's house
nil,        ; pelikin's expedition
nil,        ; warbler's song
Aut,        ; sparro's nest
nil,        ; ostrich temple
nil,        ; owl's college
nil,        ; finch trading co
nil,        ; condor's voyage
nil,        ; eagle pillars
nil,        ; feather tower
nil,        ; hummingbird's suffrage
nil,        ; fether dam
nil,        ; nest project
nil,        ; the inter flock embassy
nil,        ; egret project
nil,        ; flockProgram
nil,        ; cure of all


;
;    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
flock,        Exp, 0,  1.,0,  0a,1d,  2h,1f,  3,0,  5, nil, 000000000000000
owl,          nil, 0,  2.,0,  2a,5d,  2h,1f,  4,0,  5, Exp, 000000000000000
hummingbird,  Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
pigeon,       Feu, 0,  2.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
blackbird,    Gun, 0,  2.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
finch,        Gun, 0,  1.,0,  4a,3d,  1h,1f,  3,0,  1, Iro, 000000000000000
oriole,       Gun, 0,  1.,0,  2a,5d,  1h,1f,  2,0,  1, Feu, 000010000000000
warbler,      Csc, 0,  2.,0,  4a,4d,  2h,1f,  3,0,  1, Gun, 000000000000000
high birds,   nil, 0,  3.,0,  8a,8d,  3h,1f,  2,0,  1, Fun, 000100000000000
peafowl,      nil, 0,  2.,0,  8a,8d,  2h,1f,  4,0,  1, Gue, 000001000000010
egret,        nil, 0,  3.,0,  8a,8d,  2h,1f,  4,0,  1, Tac, 000011000000000
turkey,       nil, 0,  2.,0,  7a,7d,  2h,1f,  3,0,  1, Csc, 000000000000000
sandpiper,    nil, 0,  2.,0,  9a,9d,  2h,1f,  4,0,  0, Amp, 000000000000100
eagle,        nil, 0,  3.,0,  8a,8d,  2h,1f,  6,0,  1, CA,  000000100000000
falcon,       nil, 0,  3.,0,  8a,18d, 3h,1f,  5,0,  1, Lab, 000000000000000
tanager,      Chi, 0,  2.,0,  2a,2d,  1h,1f,  2,0,  0, Hor, 000000000000000
bluebird,     PT,  0,  2.,0,  3a,3d,  1h,1f,  3,0,  0, Whe, 000000000000000
mockingbird,  MT,  0,  2.,0,  4a,4d,  1h,1f,  6,0,  0, PT,  000000000000000
canary,       Ldr, 0,  2.,0,  5a,5d,  1h,1f,  6,0,  0, MT,  000000000000000
cardinal,     Ldr, 0,  2.,0,  6a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000
robin,        Tac, 0,  2.,0,  5a,4d,  2h,1f,  5,0,  0, Ldr, 000000000000000
Cavalry,      no,  0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, no,  000000000000000
ostrich,      nil, 0,  4.,0, 13a,13d, 3h,1f,  6,0,  0, Mob, 000000000000000
sparrow,      Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
coot,         Too, 0,  1.,0, 10a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
lark,         Rob, 0,  1.,0, 12a,2d,  2h,2f,  5,0,  0, Too, 000000000000000
heron,        nil, 0,  3.,0, 18a,7d,  3h,2f,  4,0,  0, Rob, 000000001000000
bulbul,       Sth, 1, 10.,1, 10a,3d,  2h,2f,  2,0,  3, Fli, 000000000010001
makaw,        Sth, 1, 10.,99, 12a,1d,  2h,2f, 12,0,  0, AFl, 000000000000001
thrush,       nil, 1,  8.,0, 12a,6d,  2h,2f, 10,0,  0, CA,  100000000000001
condor,       nil, 1, 12.,1, 16a,4d,  2h,2f,  8,0,  3, Sth, 000000000010001
vulture,      nil, 1, 12.,2, 20a,2d,  2h,2f, 10,0,  0, Sth, 000000000000001
seagull,      Nav, 2,  4.,0,  1a,3d,  1h,1f,  2,3,  4, Map, 000000000000001
flamingo,     Mag, 2,  5.,0,  2a,2d,  1h,1f,  2,4,  4, Nav, 000000000000000
pelican,      Ind, 2,  6.,0,  2a,4d,  2h,1f,  4,6,  4, Mag, 000000000000000
malard duck,  E1,  2,  4.,0,  5a,5d,  2h,1f,  5,2,  2, Mag, 000000000000000
albatross,    E1,  2,  6.,0,  7a,7d,  3h,1f,  6,1,  2, SE,  000000000000000
penguin,      no,  2, 10.,0,  9a,9d,  3h,1f,  1,0,  2, Cmp, 100000000000001
cormorant,    no,  2,  5.,0, 12a,12d, 3h,2f,  2,0,  2, Fli, 100000000000001
osprey,       no,  2,  5.,0, 13a,13d, 3h,2f, 10,1,  2, Too, 110000000000001
tern,         nil, 2,  8.,0, 15a,15d, 4h,2f, 18,2,  2, Aut, 000000000000001
shearwater,   nil, 2,  8.,0, 15a,2d,  3h,2f,  6,1,  2, Cmb, 000000000001001
Carrier,      no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
petrel,       nil, 2,  5.,0,  1a,20d, 3h,1f,  1,99,  4, Ind, 000000000000000
bird poop,    nil, 1, 12.,1, 50a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000
suicidal crow,nil, 1, 12.,1, 99a,0d,  1h,1f, 12,0,  0, Roc, 001000000000000
parrot,       Esp, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
dove,         nil, 0,  6.,0,  6a,6d,  1h,1f,  3,0,  6, Esp, 000000000000011
worm trader,  Cor, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
egg trader,   nil, 0,  4.,0,  3a,3d,  1h,1f,  5,0,  7, Cor, 000000000000010
pheasant,     Gue, 0,  5.,0,  1a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
chicken,      nil, 0,  5.,0, 14a,12d, 1h,1f, 15,0,  0, Plu, 000000000000000
cockatoo,     nil, 0,  1.,0,  1a,25d, 2h,1f, 18,1,  1, Plu, 000000000000000
mynabird,     nil, 0,  2.,4, 25a,25d,12h,2f, 40,0,  0, Plu, 110010001010111
crow,         nil, 0,  6.,0, 30a,1d,  2h,1f, 25,0,  0, Plu, 000000000000000
booby,        nil, 0,  6.,0, 10a,10d, 2h,1f,  3,0,  0, Plu, 000001000000000
quail,        nil, 0,  3.,0, 18a,17d, 2h,1f, 29,0,  0, no,  000000000000000
grey parrot,  nil, 0,  6.,0, 15a,15d,12h,1f, 10,0,  0, Plu, 110111101010111
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; 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
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Pln,   ; Drt
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Grs,   ; Pln
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Grs,   ; For
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Pln,   ; Hil
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Mou
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Drt,   ; Tun
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Tun,   ; Gla
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Pln,   ; Swa
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  Pln,   ; Jun
nesting ground,1,3,  2,4,1,   yes, 1, 5, 2,   For, 0,10,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,2,0,
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,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Flock revoluti, Mr.,         Ms.
Birdtatorship,  Emperor,     Empress
Pecking order,  King,        Queen
Interflock equ, Comrade,     Comrade
High birdism,   High Priest, High Priestess
Flock senate,   Consul,      Consul
Flock liberty,  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
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 0, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 0, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 0, 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, 0, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     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,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 0, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 0, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 0, 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, 0, Carthaginians,Carthaginian, 0,  0, -1,
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
Feathers,
Twigs,
Eggs,
Worms,
Bugs,
Mud,
Bark,
Bird poop,
Water,
Fish,
leaves,
Fruit,
Metal,
Minerals,
Special F,
Regergita,


@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
egg	
chick
chicken
rooster
hawk
eagle

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













