;
;   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
5       ; 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)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
1000      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
12      ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
0      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10       ; Max effective science rate in fascism (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
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, no,  3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Phy, 2, 3    ; Ato
Automobile,         6,-1,  nil, nil, 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,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  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,  nil, nil, 2, 4    ; E1 
Electronics,        4, 1,  nil, nil, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  nil, nil, 2, 4    ; Fli
Fascism,            3,-2,  nil, nil, 2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  nil, 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,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  Chi, no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, no,  2, 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, no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  no,  Uni, 1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  nil, nil, 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,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  nil, nil, 1, 3    ; Phy
Plastics,           4, 1,  no,  SFl, 3, 4    ; Pla
Plumbing,           4, 0,  nil, nil, 1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  nil, nil, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  no,  3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  E1,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  Csc, no,  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,  nil, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Wri, no,  3, 3    ; FT 
German Tech,        3, 0,  no,  no,  0, 0    ; U1 
French Tech,        3, 0,  no,  no,  0, 0    ; U2 
British Tech,       3, 0,  no,  no,  0, 0    ; U3 
Italian Tech,       3, 0,  no,  no,  0, 0    ; X1 
Belgian Tech,       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
Nothig,                    1, 0,    nil,
Palace,                   10, 0,    nil,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Church,                    4, 1,    Cer,
Marketplace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT, 
University,               16, 3,    Uni,
Public Transport,         16, 4,    MP, 
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Industrial Plant,         32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    no, 
RADAR,                    10, 2,    no, 
Coastal Fortress,          8, 1,    Alp,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    Cmn,
Docks,                     8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
S.S. Headquaters,         60, 0,    nil,
Nottre Dame,              40, 0,    nil,
Alsace & Lorraine,        20, 0,    nil,
Rock of Gibraltar,        20, 0,    nil,
Gran Biblioteca,          30, 0,    no, 
Orculo,                  30, 0,    no, 
Nazi Ideology,            30, 0,    nil,
Nuremberg Rallies,        30, 0,    nil,
Big Ben and Parliament,   30, 0,    nil,
Trafalgar Square,         40, 0,    nil,
B.B.C.,                   40, 0,    nil,
Gaussian School,          30, 0,    nil,
London Bridges,           40, 0,    nil,
Shakespeare's Theatre,    30, 0,    nil,
Taller de Leonardo,       40, 0,    no, 
J.S. Bach's Cathedral,    40, 0,    nil,
Isaac Newton's College,   40, 0,    nil,
Krupp Steelworks,         40, 0,    nil,
Arc de Triomphe,          40, 0,    nil,
Unification of Italy,     60, 0,    nil,
Eiffel Tower,             30, 0,    nil,
Women's Suffrage,         60, 0,    nil,
German Industry,          60, 0,    nil,
Proyecto Manhattan,       60, 0,    no, 
Geneva Convention,        60, 0,    nil,
The 1936 Olympics,        60, 0,    nil,
Von Braun's Laboratories, 60, 0,    nil,
Versailles,               60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; S.S. Headquaters
nil,        ; Nottre Dame
nil,        ; Alsace & Lorraine
nil,        ; Rock of Gibraltar
nil,        ; Gran Biblioteca
nil,        ; Orculo
nil,        ; Nazi Ideology
nil,        ; Nuremberg Rallies
nil,        ; Big Ben and Parliament
nil,        ; Trafalgar Square
nil,        ; B.B.C.
nil,        ; Gaussian School
nil,        ; London Bridges
nil,        ; Shakespeare's Theatre
nil,        ; Taller de Leonardo
nil,        ; J.S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; Krupp Steelworks
nil,        ; Arc de Triomphe
nil,        ; Unification of Italy
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; German Industry
nil,        ; Proyecto Manhattan
nil,        ; Geneva Convention
nil,        ; The 1936 Olympics
nil,        ; Von Braun's Laboratories
nil,        ; Versailles


;
;    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
Wehrmacht,    no,  0,  1.,0,  6a,5d,  2h,1f,  4,0,  1, U1,  000000000000000
Swiss Troops, no,  0,  0.,0,  0a,50d, 4h,2f,  4,0,  1, no,  000010000000000
Alpine Troops,no,  0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, U1,  000001000000000
Fortifications,no,  0,  0.,0,  0a,10d, 3h,1f,  6,0,  1, no,  000000000000001
Colonial Inf.,no,  0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, U2,  000000000000000
French Inf.,  no,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, U2,  000000000000000
not used,     nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Waffen SS,    no,  0,  1.,0,  7a,4d,  2h,1f,  5,0,  0, U1,  000100000000000
Fallschirmjger,no,  0,  1.,0,  6a,4d,  2h,1f,  6,0,  0, U1,  000000100000010
Italian Troops,no,  0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, X1,  000000000000000
Infantery,    X1,  0,  1.,0,  4a,4d,  2h,1f,  4,0,  1, Alp, 000000000000000
not used,     nil, 1, 0.,1, 0a,2d,  1h,1f,  6,0,  0, no,  001000000000000
Panzergranadiers,no,  0,  3.,0,  5a,4d,  3h,1f,  4,0,  1, U1,  000000000000010
Flak,         no,  0,  1.,0,  1a,4d,  2h,2f,  4,0,  3, nil, 010000000000000
Mech. Inf.,   U1,  0,  3.,0,  5a,2d,  3h,1f,  5,0,  0, Alp, 000000000000010
77mm Gun,     nil, 0,  1.,0, 14a,1d,  2h,1f,  4,0,  0, U1,  000000001000000
105mm Gun,    nil, 0,  1.,0, 16a,1d,  2h,3f,  5,0,  0, Alp, 000000001000000
150mm Gun,    nil, 0,  1.,0, 18a,1d,  2h,4f,  6,0,  0, U1,  000000001000000
Anti-tanks,   no,  0,  1.,0,  1a,6d,  2h,2f,  4,0,  1, Alp, 000010000000000
Matilda,      nil, 0,  3.,0,  9a,4d,  4h,1f, 11,0,  0, U3,  000000000000010
Cavalry,      U1,  0,  3.,0,  3a,2d,  2h,1f,  4,0,  0, Alp, 000000000000000
not used,     nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Renault 35,   nil, 0,  3.,0,  9a,5d,  3h,1f,  6,0,  0, U2,  000000000000010
Panzer III,   nil, 0,  4.,0,  9a,5d,  3h,1f,  7,0,  0, U1,  000000000000010
Panzer IV,    nil, 0,  3.,0, 18a,7d,  3h,2f,  8,0,  0, U1,  000000000000010
Panzer T-38,  nil, 0,  3.,0,  9a,5d,  2h,1f,  6,0,  0, U1,  000000000000010
Fiat tank,    nil, 0,  4.,0,  6a,3d,  2h,1f,  3,0,  0, X1,  000000000000010
Hurricane,    nil, 1, 10.,1,  8a,3d,  2h,2f,  6,0,  3, U3,  000000000010001
Spitfire,     nil, 1, 11.,1,  9a,4d,  2h,2f,  6,0,  3, U3,  000000000010001
Lancaster,    nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, U3,  000000001000001
Me Bf109,     nil, 1, 10.,1,  8a,3d,  2h,2f,  6,0,  3, U1,  000000000010001
Ju87 Stuka,   nil, 1,  9.,1,  9a,2d,  2h,2f,  6,0,  0, U1,  000000001000001
Junker 88,    Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, U1,  000000001000001
Heinkel 111,  Sth, 1,  7.,2, 11a,1d,  2h,2f, 12,0,  0, U1,  000000001000001
Morane,       nil, 1,  9.,1,  7a,3d,  2h,2f,  6,0,  3, U2,  000000000010001
Transport,    nil, 2,  5.,0,  0a,4d,  3h,1f,  5,8,  4, Alp, 000000000000000
Battleship,   nil, 2,  4.,0, 16a,16d, 4h,2f, 16,0,  2, Alp, 000000000000001
Cruiser,      nil, 2,  5.,0, 10a,8d,  3h,2f,  8,0,  2, Alp, 100000000000001
Destroyer,    nil, 2,  6.,0,  8a,6d,  3h,1f,  6,0,  2, Alp, 100000000000001
Battle Cruiser,nil, 2,  5.,0, 12a,9d,  3h,2f, 11,0,  2, Alp, 100000000000001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, Alp, 000000010000001
Submarine,    nil, 2,  3.,0, 14a,4d,  3h,2f,  6,0,  2, U1,  000000000001001
BEF Infantery,nil, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, U3,  000000000000000
not used,     nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  5, no,  000000000001001
not used,     nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
not used,     nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
not used,     nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
not used,     nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
not used,     nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
not used,     nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
not used,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
155mm Gun,    U1,  0,  1.,0, 18a,1d,  2h,4f,  6,0,  0, Alp, 000000001000000
75mm Gun,     U1,  0,  1.,0, 14a,1d,  2h,1f,  4,0,  0, Alp, 000000001000000
B1,           nil, 0,  2.,0, 18a,4d,  5h,2f, 14,0,  0, U2,  000000000000010
Somua,        nil, 0,  3.,0,  6a,4d,  4h,1f,  8,0,  0, U2,  000000000000010
Hawk 75,      nil, 1,  8.,1,  6a,3d,  2h,2f,  6,0,  3, X2,  000000000010001
Fiat fighter, nil, 1,  7.,1,  6a,2d,  2h,2f,  6,0,  3, X1,  000000000010001
Renault 17,   nil, 0,  4.,0,  6a,3d,  2h,1f,  3,0,  0, X2,  000000000000010
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
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Prairies,   1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 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, 1,10,  6,  Hil,   ; Mou
Channel,    2,6,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Schoorl,    1,1,  3,0,1,   yes, 1, 5, 6,   no,  0,15,  0,  no,    ; Swa
Suburbs,    2,5,  2,1,2,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Sea,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Prairie,    1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Games,      1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Farm,       1,2,  4,1,1,
Industrial, 2,3,  2,4,2,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Prairies,   1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Silk,       2,3,  1,2,3,
Oil,        2,2,  0,4,0,
Farm,       1,2,  4,1,1,
Industrial, 2,3,  2,4,2,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,       Mr.,       Mrs.
Despotism,     Emperor,   Empress
Monarchy,      King,         Queen
Communism,      Comrade,    Comrade
Fascism,        Fhrer,      Fhrerin
Republic,      President, President
Democracy,     Prime Minister, Prime Ministress

;
;   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
Cesar,        Livia,               0, 1, 0, Romanos,     Romano,      0,  1,  1,     1, Dictador, Dictador, 2, Emperador, Emperatriz
Hammurabi,    Ishtari,             0, 2, 0, Babilonios,  Babilonio,  -1, -1,  1,
Federico,     Mara Teresa,        0, 3, 3, Alemanes,    Alemn,      1, -1,  1,     4, Fhrer, Fhrerin, 6, Canciller, Canciller
Ramss,       Cleopatra,           1, 4, 0, Egipcios,    Egipcio,     0,  0,  1,     1, Faran, Faran, 2, Gran Faran, Gran Faran
Abe Lincoln,  E. Roosevelt,        0, 5, 0, Americanos,  Americano,  -1,  0,  1,     4, Reverendo, Reverendo, 5, Portavoz, Portavoz
Alejandro,    Hiplita,            1, 6, 1, Griegos,     Griego,      0,  1, -1,     6, Primer Ministro, Primera Ministra
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indios,      Indion,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catalina la Grande,  1, 1, 3, Rusos,       Ruso,        1,  0, -1,     2, Zar, Zarina, 4, Patriarca, Matriarca
Shaka,        Shakala,             0, 2, 0, Zulus,       Zul,        1,  0,  0,
Luis XIV,     Juana de Arco,       0, 3, 3, Franceses,   Francs,     1,  1,  1,     4, Fhrer, Fhrerin, 6, Premier, Premier
Moctezuma,    Nazca,               0, 4, 0, Aztecas,     Azteca,      0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinos,      Chino,       0,  0,  1,     3, Chairman, Chairperson
Enrique VIII, Isabel I,            1, 6, 0, Ingleses,    Ingls,      0,  1,  0,     4, Lord Protector, Lady Protector, 6, Primer Ministro, Primera Ministra
Genghis Khan, Bortei,              0, 7, 0, Mongoles,    Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celtas,      Celta,      -1,  1,  0,     4, Druida, Druida
Tokugawa,     Amaterasu,           0, 2, 0, Japoneses,   Japons,     1, -1, -1,     2, Shogun, Shogun, 6, Primer Ministro, Primera Ministra
Canuto,       Gunnhilda,           1, 3, 3, Vikingos,    Vikingo,     1,  1,  0,     1, Warlord, Warlord
Felipe II,    Isabel,              1, 4, 0, Espanoles,   Espaol,    -1,  1, -1,     4, Fhrer, Fhrerin
Xerxes,       Scheherezade,        0, 5, 0, Persas,      Persa,       0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Anbal,       Dido,                0, 6, 1, Cartagineses,Carthagins, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Jefe, Jefa, 2, Gran Jefe, Gran Jefa

Saladino,    ...,     0, 5, rabes,       rabe,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultn, Sultana
Atahualpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Furs,
Wool,
Bisutery,
Cloth,
Salt,
Coal,
Copper,
Tinte,
Wine,
Silk,
Silver,
Spices,
Gems,
Gold,
Oil,
Uranium,


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


@DIFFICULTY
Recruit
Sergeant
Captain
Coronel
General
Field Marshall

@ATTITUDES
Adoration
Entusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Angry










