;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1998 by MicroProse Software
;
;   Edited by Vegard Bjrketun 2001 for the
;   "Casus Belli II : Hostis Ante Portis" Scenario v1.3
;
;   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
2       ; Road movement multiplier
1       ; 1 in x chance ship of Army fleet lost (mod. by certain Wonders)
2       ; # of food each citizen eats per turn
30      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (dynasty <= Swedish Kingdom)
0       ; Settlers eat (dynasty >= Unused1)
5       ; City size for first unhappiness at Lieutenant level
50      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Drainage needed to exceed this size
8       ; Sewer System needed to exceed this size
85      ; Tech paradigm (higher # slows research)
0       ; Base time for engineers to transform terrain (x2)
10      ; Swedish Kingdom pays support for all units past this
1       ; Unused1 pays support for all units past this
1       ; Russian Empire pay support for all units past this
0       ; Unused1 is equivalent of this palace distance.
100     ; Russian Empire loose this % of science
60      ; Percent shield penalty for production type change
1       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
0       ; Max effective science rate of Russian Empire (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
Russian Military,   0, 9,  no,  no,  1, 0    ; AFl
Swedish Military,   0, 9,  no,  no,  1, 0    ; Alp
Norwegian Military, 0, 9,  no,  no,  1, 0    ; Amp
Heavy Artillery,    0, 9,  nil, nil, 1, 0    ; Ast
Army Fleet,         0, 9,  no,  no,  1, 0    ; Ato
Navy Fleet,         0, 9,  no,  no,  1, 0    ; Aut
Transporters,       0, 9,  no,  no,  1, 0    ; Ban
Jger Regiments,    0, 9,  nil, nil, 1, 0    ; Bri
Nationalism,        0, 9,  no,  no,  1, 0    ; Bro
Military,           0, 9,  no,  no,  1, 0    ; Cer
Unused01,           0, 9,  no,  no,  1, 0    ; Che
Unused02,           0, 9,  no,  no,  1, 0    ; Chi
Unused03,           0, 9,  no,  no,  1, 0    ; CoL
Unused04,           0, 9,  no,  no,  1, 0    ; CA
Unused05,           0, 9,  no,  no,  1, 0    ; Cmb
Unused06,           0, 9,  no,  no,  1, 0    ; Cmn
Unused07,           0, 9,  no,  no,  1, 0    ; Cmp
Unused08,           0, 9,  no,  no,  1, 0    ; Csc
Unused09,           0, 9,  no,  no,  1, 0    ; Cst
Unused10,           0, 9,  no,  no,  1, 0    ; Cor
Unused11,           0, 9,  no,  no,  1, 0    ; Cur
Unused12,           0, 9,  no,  no,  1, 0    ; Dem
Unused13,           0, 9,  no,  no,  1, 0    ; Eco
Unused14,           0, 9,  no,  no,  1, 0    ; E1
Unused15,           0, 9,  no,  no,  1, 0    ; E2
Unused16,           0, 9,  no,  no,  1, 0    ; Eng
Unused17,           0, 9,  no,  no,  1, 0    ; Env
Unused18,           0, 9,  no,  no,  1, 0    ; Esp
Unused19,           0, 9,  no,  no,  1, 0    ; Exp
Unused20,           0, 9,  no,  no,  1, 0    ; Feu
Unused21,           0, 9,  no,  no,  1, 0    ; Fli
Unused22,           0, 9,  no,  no,  1, 0    ; Fun
Unused23,           0, 9,  no,  no,  1, 0    ; FP
Unused24,           0, 9,  no,  no,  1, 0    ; Gen
Mobilization,       0, 9,  nil, nil, 1, 0    ; Gue
Unused26,           0, 9,  no,  no,  1, 0    ; Gun
Unused27,           0, 9,  no,  no,  1, 0    ; Hor
Unused28,           0, 9,  no,  no,  1, 0    ; Ind
Unused29,           0, 9,  no,  no,  1, 0    ; Inv
Unused30,           0, 9,  no,  no,  1, 0    ; Iro
Unused31,           0, 9,  no,  no,  1, 0    ; Lab
Unused32,           0, 9,  no,  no,  1, 0    ; Las
Unused33,           0, 9,  no,  no,  1, 0    ; Ldr
Unused34,           0, 9,  no,  no,  1, 0    ; Lit
Unused35,           0, 9,  no,  no,  1, 0    ; Too
Unused36,           0, 9,  no,  no,  1, 0    ; Mag
Unused37,           0, 9,  no,  no,  1, 0    ; Map
Unused38,           0, 9,  no,  no,  1, 0    ; Mas
Unused39,           0, 9,  no,  no,  1, 0    ; MP
Unused40,           0, 9,  no,  no,  1, 0    ; Mat
Unused41,           0, 9,  no,  no,  1, 0    ; Med
Unused42,           0, 9,  no,  no,  1, 0    ; Met
Unused43,           0, 9,  no,  no,  1, 0    ; Min
Unused44,           0, 9,  no,  no,  1, 0    ; Mob
Unused45,           0, 9,  no,  no,  1, 0    ; Mon
Unused46,           0, 9,  no,  no,  1, 0    ; MT
Unused47,           0, 9,  no,  no,  1, 0    ; Mys
Unused48,           0, 9,  no,  no,  1, 0    ; Nav
Unused49,           0, 9,  no,  no,  1, 0    ; NF
Unused50,           0, 9,  no,  no,  1, 0    ; NP
Unused51,           0, 9,  no,  no,  1, 0    ; Phi
Unused52,           0, 9,  no,  no,  1, 0    ; Phy
Unused53,           0, 9,  no,  no,  1, 0    ; Pla
Unused54,           0, 9,  no,  no,  1, 0    ; Plu  (Cst & Pot)
Unused55,           0, 9,  no,  no,  1, 0    ; PT
Unused56,           0, 9,  no,  no,  1, 0    ; Pot
Unused57,           0, 9,  no,  no,  1, 0    ; Rad
Unused58,           0, 9,  no,  no,  1, 0    ; RR
Unused59,           0, 9,  no,  no,  1, 0    ; Rec
Unused60,           0, 9,  no,  no,  1, 0    ; Ref
Unused61,           0, 9,  no,  no,  1, 0    ; Rfg
Unused62,           0, 9,  no,  no,  1, 0    ; Rep
Unused63,           0, 9,  no,  no,  1, 0    ; Rob
Unused64,           0, 9,  no,  no,  1, 0    ; Roc
Unused65,           0, 9,  no,  no,  1, 0    ; San
Unused66,           0, 9,  no,  no,  1, 0    ; Sea
Unused67,           0, 9,  no,  no,  1, 0    ; SFl
Unused68,           0, 9,  no,  no,  1, 0    ; Sth
Unused69,           0, 9,  no,  no,  1, 0    ; SE
Unused70,           0, 9,  no,  no,  1, 0    ; Stl
Unused71,           0, 9,  no,  no,  1, 0    ; Sup
Unused72,           0, 9,  no,  no,  1, 0    ; Tac
Unused73,           0, 9,  no,  no,  1, 0    ; The
Invasion of 1812,   0, 9,  no,  no,  1, 0    ; ToG
Peace of 1814,      0, 9,  no,  no,  1, 0    ; Tra
Military Reform,    0, 9,  no,  no,  1, 0    ; Uni
Not Russians,       0, 9,  no,  no,  1, 0    ; War
Not Swedes,         0, 9,  no,  no,  1, 0    ; Whe
Not Norwegians,     0, 9,  no,  no,  1, 0    ; Wri
Modern Technology,  0, 9,  nil, nil, 1, 0    ; ...
User Def Tech A,    0, 9,  no,  no,  1, 0    ; U1
User Def Tech B,    0, 9,  no,  no,  1, 0    ; U2
User Def Tech C,    0, 9,  no,  no,  1, 0    ; U3
Extra Advance 1,    0, 9,  no,  no,  1, 0    ; X1
Extra Advance 2,    0, 9,  no,  no,  1, 0    ; X2
Extra Advance 3,    0, 9,  no,  no,  1, 0    ; X3
Extra Advance 4,    0, 9,  no,  no,  1, 0    ; X4
Extra Advance 5,    0, 9,  no,  no,  1, 0    ; X5
Extra Advance 6,    0, 9,  no,  no,  1, 0    ; X6
Extra Advance 7,    0, 9,  no,  no,  1, 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,
Loyal City Council,         0, 0,    Uni,
-,                          0, 0,    no, 
-,                          0, 0,    no,
Chapel,                    10, 1,    nil,
Marketplace,               15, 1,    nil,
-,                          0, 0,    no,
-,                          0, 0,    no,
Idea of Humanism,           0, 0,    nil,
Drainage,                  20, 1,    nil,
Bank,                      30, 1,    nil,
Church,                    20, 1,    nil,
-,                          0, 0,    no,
-,                          0, 0,    no, 
Free Settlement,           50, 1,    Bro,
Timber Mill,               50, 1,    nil,
Coalminers,                50, 1,    nil, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
Iron Foundry,              50, 1,    nil, 
Water Wheel,               30, 1,    nil,
Arms Factory,              60, 1,    nil,
Stock Exchange,            70, 1,    nil,
Sewer System,              50, 1,    nil,
-,                          0, 0,    no, 
Merchant House,            40, 1,    nil,
-,                          0, 0,    no, 
-,                          0, 0,    no, 
-,                          0, 0,    no,
-,                          0, 0,    no, 
Fishing Boats,             14, 1,    nil,
Commerce Ships,            40, 1,    nil,
-,                          0, 0,    no, 
City Prison,               14, 1,    nil,
Shipyard,                  50, 1,    nil, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
(Capitalization),           1, 0,    nil,
-,                          0, 0,    no, 
Nidaros Cathedral,          1, 0,    Gue,
British-Swedish Alliance,   1, 0,    Gue,
Fortress Sveaborg,          1, 0,    Gue, 
-,                          0, 0,    no, 
-,                          0, 0,    no,
-,                          0, 0,    no, 
The French-Russian Alliance,1, 0,    Gue, 
The Winter Palace,          1, 0,    Gue,
-,                          0, 0,    no, 
The Peter-Paul Cathedral,   1, 0,    Gue, 
-,                          0, 0,    no,
The Fortress Kronstadt,     1, 0,    Gue,
The Fortress Akershus,      1, 0,    Gue,
-,                          0, 0,    no, 
-,                          0, 0,    no,
-,                          0, 0,    no, 
King Gustaf IV Adolf,       1, 0,    Gue, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
Increased Autonomy,         1, 0,    Gue, 
Natural Resources,          1, 0,    Gue, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
-,                          0, 0,    no, 
The French-Danish Alliance, 1, 0,    Gue,

;
; Expiration advancements for Wonders of the Napoleonic Era
;
@ENDWONDER
no,         ; -
Wri,        ; Nidaros Cathedral
Whe,        ; British-Swedish Alliance
nil,        ; Fortress Sveaborg
no,         ; -
no,         ; -
no,         ; -
ToG,        ; The French-Russian Alliance
nil,        ; The Winter Palace
no,         ; -
nil,        ; The Peter-Paul Cathedral
no,         ; -
nil,        ; The Fortress Kronstadt
Wri,        ; The Fortress Akershus
no,         ; -
no,         ; -
no,         ; -
Whe,        ; King Gustaf IV Adolf
no,         ; -
no,         ; -
no,         ; -
Wri,        ; Increased Autonomy
War,        ; Natural Resources 
no,         ; -
no,         ; -
no,         ; -
no,         ; -
Tra,        ; The French-Danish Alliance


;
;    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 ships
;
;   
@UNITS
Diplomat,            Uni, 0,  1.,0,  0a,0d,  1h,0f,  1,0,  6, Cer, 000001000000011
3-Pd Artillery,      Whe, 0,  3.,0,  8a,2d,  2h,5f, 10,0,  0, Alp, 000000000000010
Hussars,             nil, 0,  4.,0,  4a,2d,  1h,3f,  5,0,  0, Bro, 000000000000011
Cossacks,            War, 0,  4.,0,  6a,1d,  1h,4f,  5,0,  0, AFl, 000100000000011
.3-Pd Artillery,     War, 0,  3.,0,  8a,2d,  2h,5f, 10,0,  0, AFl, 000000000000010
Militia,             nil, 0,  1.,0,  3a,2d,  2h,2f,  3,0,  0, Bro, 000001000000010
Jgers,              nil, 0,  2.,0,  4a,3d,  2h,2f,  7,0,  0, Bri, 000001000000011
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
Storm Troops.,       Wri, 0,  3.,0,  8a,1d,  1h,3f,  6,0,  0, Amp, 000000000000100
Casualties,          Uni, 0,  0.,0,  0a,0d,  1h,1f,  1,0,  0, Gue, 000000000000010
Infantry,            Whe, 0,  2.,0,  5a,3d,  2h,2f,  5,0,  0, Alp, 000000000000000
Infantry.,           Wri, 0,  2.,0,  5a,3d,  1h,2f,  5,0,  0, Amp, 000000000000000
Storm Troops,        Whe, 0,  3.,0,  8a,1d,  1h,4f,  6,0,  0, Alp, 000000000000100
.Infantry,           War, 0,  2.,0,  5a,3d,  2h,2f,  5,0,  0, AFl, 000000000000000
.Storm Troops,       War, 0,  3.,0,  8a,1d,  1h,4f,  6,0,  0, AFl, 000000000000100
Dragoons.,           Wri, 0,  3.,0,  5a,2d,  1h,3f,  7,0,  0, Amp, 000000000000000
Dragoons,            Whe, 0,  3.,0,  5a,2d,  2h,3f,  7,0,  0, Alp, 000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
.Dragoons,           War, 0,  3.,0,  5a,2d,  2h,3f,  7,0,  0, AFl, 000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
Cuirassiers,         Whe, 0,  3.,0,  8a,3d,  2h,4f, 10,0,  0, Alp, 000000000000000
.Cuirassiers,        War, 0,  3.,0,  8a,3d,  2h,4f, 10,0,  0, AFl, 000000000000000
Entrenched Infantry.,Wri, 0,  1.,0,  2a,5d,  3h,2f,  5,0,  1, Amp, 000000000000000
6-Pd Artillery.,     Wri, 0,  2.,0, 12a,2d,  1h,5f, 14,0,  0, Amp, 000000000000000
6-Pd Artillery,      Whe, 0,  2.,0, 12a,2d,  1h,6f, 14,0,  0, Alp, 000000000000000
.6-Pd Artillery,     War, 0,  2.,0, 12a,2d,  1h,6f, 14,0,  0, AFl, 000000000000000
18-Pd Artillery,     nil, 0,  1.,0, 20a,1d,  2h,6f, 18,0,  0, Ast, 000000001000000
Entrenched Infantry, Whe, 0,  1.,0,  2a,5d,  3h,2f,  5,0,  1, Alp, 000000000000000
.Entrenched Infantry,War, 0,  1.,0,  2a,5d,  3h,2f,  5,0,  1, AFl, 000000000000000
Commerce Wagon,      War, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, AFl, 000000000000000
Commerce Wagon,      Whe, 0,  2.,0,  0a,2d,  1h,1f,  3,0,  7, Alp, 000000000000000
Commerce Wagon,      Wri, 0,  2.,0,  0a,2d,  1h,1f,  3,0,  7, Amp, 000000000000000
Sandels,             Uni, 0,  3.,0,  8a,4d,  3h,3f,  1,0,  0, Cer, 000000000000000
von Dbeln,          Uni, 0,  3.,0,  8a,4d,  3h,4f,  1,0,  0, Cer, 000000000000000
Adlercreutz,         Uni, 0,  3.,0,  7a,4d,  3h,3f,  1,0,  0, Cer, 000000000000000
Duncker's Jgers,    Uni, 0,  2.,0,  8a,4d,  4h,3f,  1,0,  0, Cer, 000001000000011
Transporter,         Uni, 2,  3.,0,  0a,2d,  1h,1f,  1,4,  4, Ban, 000000000100000
Coastal Frigate,     nil, 2,  4.,0,  5a,4d,  3h,3f,  6,1,  2, Ato, 000000000101000
Schebeck,            nil, 2,  4.,0,  4a,4d,  2h,3f,  5,0,  2, Ato, 000000000101000
Frigate,             nil, 2,  5.,0,  5a,5d,  5h,3f, 10,0,  2, Aut, 000000000001001
Ship-of-the-Line,    nil, 2,  5.,0,  6a,5d,  6h,6f, 18,0,  2, Aut, 000000000001000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
Kamensky,            Uni, 0,  3.,0,  8a,4d,  4h,4f,  1,0,  0, Cer, 000000000000000
von Buxhvden,       Uni, 0,  3.,0,  8a,4d,  4h,4f,  1,0,  0, Cer, 000000000000000
de Tolly,            Uni, 0,  3.,0,  8a,4d,  4h,4f,  1,0,  0, Cer, 000000000000000
Kulnev's Cossacks,   Uni, 0,  4.,0,  8a,3d,  2h,4f,  1,0,  0, Cer, 000000000000000
Christian August,    Uni, 0,  3.,0,  7a,4d,  3h,4f,  1,0,  0, Cer, 000000000000000
Earthwork,           Uni, 1,  0.,0,  0a,5d,  5h,3f,  1,0,  0, Cer, 000000000000001
Fortress,            Uni, 1,  0.,0,  0a,10d, 5h,3f,  1,0,  0, Cer, 100000000000001
-,                   Uni, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
Advanced Fortress,   Uni, 1,  0.,0,  0a,15d, 5h,3f,  1,0,  0, Cer, 100000000000001
Famine,              Uni, 1,  3.,0, 10a,0d,  1h,9f,  1,0,  0, Cer, 001000001010000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
-,                   nil, 0,  0.,0,  0a,0d,  1h,1f,  0,0,  0, no,  000000000000000
;
; 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 Revolution
;        1 Danish Province
;        2 Swedish Kingdom
;        3 -
;        4 Russian Empire
;        5 -
;        6 -
;
@TERRAIN
Desert,         1,2,  0,0,0,   no,  0,0, 1,   no,  0,0,  1,  Tun,   ; Drt
Plains,         1,3,  0,0,0,   yes, 2,0, 1,   no,  0,0,  1,  Grs,   ; Pln
Grassland,      1,2,  1,1,0,   yes, 2,0, 1,   no,  0,0,  1,  no,    ; Grs
Forest,         6,3,  0,2,0,   no,  0,0, 1,   no,  0,0,  1,  Tun,   ; For
Hills,          2,3,  0,0,0,   yes, 2,0, 1,   yes, 4,0,  1,  no,    ; Hil
Mountains,      6,3,  0,0,0,   no,  0,0, 1,   yes, 5,0,  1,  no,    ; Mou
Tundra,         1,2,  1,0,0,   no,  0,0, 1,   no,  0,0,  1,  Grs,   ; Tun
Wooded Hills,   6,3,  1,1,0,   no,  0,0, 1,   yes, 3,0,  1,  Hil,   ; Gla
Wetlands,       3,2,  1,0,0,   yes, 1,0, 1,   no,  0,0,  1,  Grs,   ; Swa
Jungle,         8,3,  2,0,0,   no,  0,0, 1,   no,  2,0,  1,  Tun,   ; Jun
Ocean,          1,3,  1,0,1,   no,  0,0, 1,   no,  0,0,  1,  no,    ; Oce
Oasis,          1,2,  3,0,3,
Horse Herds,    1,2,  0,4,4,
Cattle,         1,2,  5,2,2,
Timber,         6,3,  0,5,2,
Sheep,          2,2,  4,2,4,
Gold,           6,3,  0,1,12,
Goats,          1,2,  4,1,2,
Iron Deposits,  6,3,  0,4,3,
Peat Beds,      3,3,  0,3,0,
Fruit,          8,3,  3,0,2,
Game Fish,      1,2,  2,0,3,
Game,           8,1,  1,1,0,
Farm,           2,2,  1,1,1,
Cattle,         1,2,  5,2,2,
Elk,            6,3,  3,1,1,
Surface Coal,   2,2,  0,4,1,
Silver,         6,3,  0,2,8,
Reindeer,       1,2,  2,0,1,
Turkeys,        6,3,  4,0,1,
Reeds,          3,3,  1,1,1,
Village,        1,4,  2,1,6,
Fishing Grounds,1,2,  3,0,2,




@GOVERNMENTS
Revolution,        Citoyen,       Citoyenne
Danish Province,   Governor,      - 
Swedish Kingdom,   King,          -
-,                 -,             -
Russian Empire,    Emperor,       -
-,                 -,             -
-,                 -,             -

;
;   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 = Revolution, 6 = -)
;
;   male, female = titles for leader of government
;
@LEADERS 
Alexander I,            , 0, 1, 3, Russians,   Russian,    1, 1,-1,  
-,                      , 0, 2, 3, -,          -,          1, 1,-1, 
Gustaf IV Adolf,        , 0, 3, 3, Swedes,     Swedish,    1, 1,-1,
-,                      , 0, 4, 3, -,          -,          1, 1,-1,  
Prince Christian August,, 0, 5, 3, Norwegians, Norwegian, -1, 1, 1,
-,                      , 0, 6, 3, -,          -,          1, 1,-1, 
-,                      , 0, 7, 3, -,          -,          1, 1,-1, 
Alexander I,            , 0, 1, 3, Russians,   Russian,    1, 1,-1,  
-,                      , 0, 2, 3, -,          -,          1, 1,-1, 
Gustaf IV Adolf,        , 0, 3, 3, Swedes,     Swedish,    1, 1,-1,
-,                      , 0, 4, 3, -,          -,          1, 1,-1,  
Prince Christian August,, 0, 5, 3, Norwegians, Norwegian, -1, 1, 1,
-,                      , 0, 6, 3, -,          -,          1, 1,-1, 
-,                      , 0, 7, 3, -,          -,          1, 1,-1, 
Alexander I,            , 0, 1, 3, Russians,   Russian,    1, 1,-1,  
-,                      , 0, 2, 3, -,          -,          1, 1,-1, 
Gustaf IV Adolf,        , 0, 3, 3, Swedes,     Swedish,    1, 1,-1,
-,                      , 0, 4, 3, -,          -,          1, 1,-1,  
Prince Christian August,, 0, 5, 3, Norwegians, Norwegian, -1, 1, 1,
-,                      , 0, 6, 3, -,          -,          1, 1,-1, 
-,                      , 0, 7, 3, -,          -,          1, 1,-1, 

Saladin,     , 0, 5,    Arabs,                  Arab,       1, 0, 1, 
Atawallpa,   , 0, 1,    Incas,                  Inca,      -1, 1, 1,

;
;   Trading Commodities
;
@CARAVAN
Livestock,
Copper,
Gold,
Iron,
Timber,
Tobacco,
Wool,
Coffee,
Leatherwork,
Cotton,
Beer,
Wine,
Textiles,
Silver,
Spices,
Linen,


@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 Barracks,     E
Go to,              G


@DIFFICULTY
Lieutenant 
Captain  
Major    
Colonel     
General  
Field Marshal

@ATTITUDES
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














