;
;   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
2       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
4       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
0       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
7       ; Riot factor based on # cities (higher factor lessens the effect)
12      ; Aqueduct needed to exceed this size
16      ; Sewer System needed to exceed this size
30      ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
4       ; Communism pays support for all units past this
7       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
75      ; Percent shield penalty for production type change
14      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
4       ; 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
Advanced Flight,    4,-2,  Rad, Min, 3, 4    ; AFl
Anti Gravity,       5, 1,  Med, FP,  3, 3    ; Alp
Plasma Shielding,   5,-2,  Med, E2,  3, 4    ; Amp
Plasma Weaponry,    4,-2,  Med, E2,  3, 0    ; Ast
Atomic Theory,      4, 1,  Che, Phy, 3, 3    ; Ato
Plasma Coolant,     4, 1,  Med, E2,  3, 4    ; Aut
Banking,            9, 1,  nil, nil, 3, 1    ; Ban
Anti Matter,        4, 0,  Amp, Aut, 3, 3    ; Bri
AM Weaponry,        6,-2,  Bri, Ast, 3, 0    ; Bro
Electronics,        5, 0,  Cor, Phy, 3, 2    ; Cer
Chemistry,          5,-1,  Uni, nil, 3, 3    ; Che
AM Shielding,       5,-2,  Bri, Mag, 3, 4    ; Chi
Cloaking,           4,-1,  Bri, Inv, 3, 0    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 3, 4    ; Cmb
Communism,          5, 0,  Tra, Ban, 3, 2    ; Cmn
Computers,          4, 1,  Min, MP,  3, 4    ; Cmp
Conscription,       9,-1,  Dem, RR,  3, 0    ; Csc
Force Shielding,    5,-1,  U1,  ToG, 3, 4    ; Cst
The Corporation,    4, 0,  Dem, Uni, 3, 1    ; Cor
Fanatisism,         6,-1,  Gue, Fun, 3, 2    ; Cur
Democracy,          9, 1,  Ban, Rep, 3, 2    ; Dem
Replication,        5, 1,  Alp, Bro, 3, 4    ; Eco
Adv. Track Usage,   4, 0,  Mob, Lab, 3, 0    ; E1
Virtual Reality,    4, 1,  Gun, nil, 3, 2    ; E2
Engineering,        6, 0,  Exp, Ref, 3, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  X6,  nil, 3, 4    ; Exp
End of Sexism,      4, 1,  Lab, X1,  3, 2    ; Feu
Flight,             4,-1,  Cmb, Eng, 3, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 3, 2    ; Fun
Fusion Power,       3, 0,  NP,  X3,  3, 3    ; FP
Genetic Engineering,3, 2,  X2,  Rfg, 3, 4    ; Gen
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Artificial Int.,    5,-2,  Pot, PT,  3, 4    ; Gun
End of Ageism,      4, 1,  X1,  The, 3, 2    ; Hor
Equality at Work,   4, 1,  Feu, Hor, 3, 2    ; Ind
Adv. Espionage,     5,-1,  Ldr, Iro, 3, 0    ; Inv
Aerial Espionage,   5,-1,  Esp, AFl, 3, 0    ; Iro
Labor Union,        4,-1,  MP,  Gue, 3, 2    ; Lab
The Laser,          4, 0,  Ato, MP,  3, 3    ; Las
Robotic Espionage,  4,-1,  Esp, Rob, 3, 0    ; Ldr
Automatic Weapons,  5,-2,  Csc, Eng, 3, 0    ; Lit
Combined Stealth,   4,-2,  CA,  Sea, 3, 0    ; Too
Cyberdynamics,      4,-1,  Met, Med, 3, 4    ; Mag
Surveying,          9, 1,  nil, nil, 3, 1    ; Map
Nuclear Rocketry,   6,-2,  NF,  Roc, 3, 4    ; Mas
Mass Production,    6, 0,  Cmb, Cor, 3, 4    ; MP
Aerial Genetics,    5,-1,  U3,  nil, 3, 0    ; Mat
Plasma Research,    4, 1,  Whe, Cst, 3, 3    ; Med
Positronics,        6,-2,  Gun, Wri, 3, 4    ; Met
Miniaturization,    4, 1,  Eng, Cer, 3, 4    ; Min
Mobile Warfare,     8,-1,  Lit, Tac, 3, 0    ; Mob
Feudalism,          9, 1,  nil, nil, 3, 2    ; Mon
Monotheism,         5, 1,  Phi, nil, 3, 2    ; MT
Total Equality,     4, 1,  Eco, Ind, 3, 2    ; Mys
Extremist Environmentalism,4,1,Cur,Env,3,2   ; Nav
Nuclear Fission,    6,-2,  Ato, Exp, 3, 3    ; NF
Nuclear Power,      3, 0,  NF,  Sup, 3, 3    ; NP
Philosophy,         6, 1,  nil, nil, 3, 2    ; Phi
Physics,            4,-1,  Uni, nil, 3, 3    ; Phy
Plastics,           4, 1,  MP,  Min, 3, 4    ; Pla
Plumbing,           9, 0,  nil, nil, 3, 4    ; Plu
Cybernetics,        4,-1,  Sup, Mat, 3, 4    ; PT
Wargames,           4,-2,  CA,  Sea, 3, 0    ; Pot
Radio,              5,-1,  Fli, Cer, 3, 4    ; Rad
Railroad,           9, 0,  Map, Plu, 3, 1    ; RR
Recycling,          2, 1,  MP,  Dem, 3, 2    ; Rec
Refining,           5, 0,  X3,  Cor, 3, 4    ; Ref
Refrigeration,      3, 1,  Cer, San, 3, 1    ; Rfg
The Republic,       9, 1,  Tra, Mon, 3, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, Pla, 3, 0    ; Roc
Sanitation,         4, 2,  Plu, nil, 3, 1    ; San
Imp. Camo.,         5,-2,  Stl, SE,  3, 0    ; Sea
Space Flight,       4, 1,  Cmp, Mas, 3, 3    ; SFl
Stealth,            5,-2,  Sup, Rob, 3, 0    ; Sth
Ground Stealth,     4,-2,  Sth, E1,  3, 0    ; SE
Air Stealth,        4,-2,  Sth, AFl, 3, 0    ; Stl
Superconductor,     4, 1,  SFl, Las, 3, 3    ; Sup
Tactics,            6,-1,  Csc, nil, 3, 0    ; Tac
Theology,           3, 2,  MT,  nil, 3, 2    ; The
Sonic Weapons,      4,-2,  Rob, Pla, 3, 0    ; ToG
Diplomacy,          9, 1,  nil, nil, 3, 2    ; Tra
University,         5, 1,  nil, Phi, 3, 3    ; Uni
Dilithium,          6,-1,  CoL, Chi, 3, 0    ; War
GUT,                4, 2,  U1,  nil, 3, 3    ; Whe
Nanotech,           4, 0,  U2,  FP,  3, 4    ; Wri
Future Technology,  1, 0,  War, Mys, 3, 3    ; ...
String Theory,      4, 1,  U2,  nil, 3, 3    ; U1
Electroweak Theory, 4, 1,  X4,  nil, 3, 3    ; U2
Military Genetics,  5,-2,  X1,  Too, 3, 0    ; U3
Genetic Mod.,       4, 0,  Gen, Nav, 3, 4    ; X1
Genetics,           4, 0,  X5,  X6,  3, 3    ; X2
Nuclear Fusion,     4,-1,  NF,  nil, 3, 4    ; X3
Quantum Mechanics,  4, 1,  Ato, X6,  3, 3    ; X4
Evolutionary Theory,4, 1,  X7,  nil, 3, 4    ; X5
Bonding Theory,     4, 1,  Che, nil, 3, 4    ; X6
Biology,            4, 1,  Uni, nil, 3, 3    ; 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,
Houses of Parliment,      10, 0,    Tra,
Barracks,                  6, 1,    Mon,
Refrigerators,             8, 2,    Rfg,
Casino,                    6, 0,    Dem,
Bank,                     12, 3,    Ban,
Library,                  12, 1,    nil,
Courthouse,                8, 1,    Rep,
City Shielding,            8, 8,    Cst,
Sewer System,             12, 2,    San,
Share Exchange,           16, 4,    Cor,
Cathedral,                12, 1,    MT,
University,               16, 5,    Uni,
Mass Transit,             16, 0,    MP,
Cinema,                   10, 0,    Cer,
Manufacturing Plant,      20, 4,    Rob,
Robotic Plant,            32, 2,    Gun,
SDI Defense,              20, 8,    Sup,
Recycling Center,         20, 1,    Rec,
Coal Plant,               16, 4,    Ref,
Geothermal Plant,         16, 4,    Cer,
Nuclear Plant,            20, 4,    NP,
Comm. Sattelite,          24, 1,    SFl,
Replication System,       16, 4,    Eco,
Food Management,          16, 2,    Gen,
Superhighways,            20, 5,    Cmp,
Research Lab,             20, 5,    Cmp,
STA Laser Battery,        20, 5,    Las,
Coastal Fortress,          8, 0,    no,
Solar Plant,              32, 2,    Env,
Harbor,                    2, 0,    nil,
Offshore Platform,         2, 0,    Ref,
Airport,                  32,12,    Rad,
Unisex Facilities,         6, 2,    Feu,
Port Facility,             8, 3,    no,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Extended Food Life,      160, 0,    X1,
Terran Gardens,          160, 0,    Nav,
Space Elevator,          160, 0,    U2,
Pointless,               160, 0,    no,
University of Mars,      160, 0,    Uni,
Tax-free Gambling,       160, 0,    Cer,
Shielding Sattelites,    160, 0,    Amp,
Conscription,            160, 0,    Csc,
Mineral Optimization,    160, 0,    Min,
UNCMP HQ,                160, 0,    Tra,
Martian Christian HQ,    160, 0,    The,
Solar Observatory,       160, 0,    X6,
Pointless,               160, 0,    no,
Resistance Movement HQ,  160, 0,    Gue,
Military Reinitiation,   160, 0,    Tac,
Interpolitical Conference,160,0,    Cmn,
UNCME HQ,                160, 0,    X4,
Mineralogical Construction,160,0,   Rob,
Interstellar Voyage,     160, 0,    Sup,
Consul Network,          160, 0,    Dem,
Museum of Martian Biology,160,0,    X2,
Secret Service,          160, 0,    Inv,
Mohole Network,          160, 0,    Eng,
Munroe Project,          160, 0,    NF,
UNCMU HQ,                160, 0,    Tra,
Spy Sattalite Network,   160, 0,    Sth,
Spaceguard Program,      160, 0,    X3,
Cure for Ageing,         160, 0,    Hor,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Extended food life
Eco,        ; Terran Gardens
Bri,        ; Space elevator
nil,        ; Pointless
Whe,        ; Uni of Mars
Eco,        ; Tax-free gamling
War,        ; Shielding Sattelites
PT,         ; Conscription
Eco,        ; Mineral Optimization
nil,        ; UNCMP HQ
Eco,        ; Martian Chistian HQ
Bri,        ; Solar Observatory
nil,        ; Pointless
nil,        ; Resistance Movement HQ
PT,         ; Military Reinitiation
nil,        ; Interpolit. Conference
nil,        ; UNCME HQ
Eco,        ; Mineralogical Cons.
nil,        ; Interstellar Voyage
nil,        ; Consul Network
nil,        ; Museum of Martian History
Mag,        ; Secret Service
Bri,        ; Mohole Network
nil,        ; Monroe Project
Mys,        ; UNCMU HQ
nil,        ; Spy Sattelite Network
nil,        ; Spaceguard
nil,        ; Cure for Ageing


;
;    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
Pioneers,     Exp, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  5, nil, 000000000000000
Terraformers, nil, 0,  3.,0,  0a,5d,  2h,1f,  6,0,  5, Wri, 000000000000010
Riflemen,     Lab, 0,  1.,0,  4a,4d,  1h,1f,  4,0,  1, Csc, 000000000000000
Mchn. Gunners,U3,  0,  1.,0,  6a,4d,  1h,2f,  5,0,  0, Lit, 000000000000000
Track,        E1,  0,  3.,0,  7a,4d,  2h,2f,  6,0,  0, Mob, 000000000000000
Mech. Inf.,   PT,  0,  3.,0,  6a,7d,  1h,1f,  5,0,  1, Lab, 000000000000000
GM Infantry,  Met, 0,  2.,0,  7a,5d,  2h,2f,  6,0,  0, U3,  000000000000000
Engineers,    Wri, 0,  2.,0,  0a,3d,  2h,1f,  4,0,  5, Exp, 000000000000000
Fanatics,     Cur, 0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, Fun, 000100000000000
Partisans,    Cur, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Fanatisans,   nil, 0,  1.,0,  5a,5d,  2h,2f,  5,0,  0, Cur, 000101000000010
Cyb. Inf.,    Met, 0,  3.,0,  7a,8d,  2h,2f,  6,0,  1, PT,  000000000000000
Terminators,  Mag, 0,  3.,0,  8a,9d,  2h,2f,  7,0,  1, Met, 000000000000000
Paratroopers, Sea, 0,  1.,0,  6a,4d,  2h,2f,  6,0,  0, CA,  000000100000000
Titan,        nil, 0,  4.,0, 10a,9d,  3h,3f, 12,0,  0, Mag, 000000000010001
Raiders,      Met, 0,  2.,0,  7a,5d,  2h,2f,  7,0,  0, Sea, 000001100000000
Storm Troopers,nil,0,  2.,0,  8a,7d,  3h,3f, 10,0,  0, Met, 000001100000000
Force Field,  Amp, 0,  1.,0,  1a,8d,  3h,1f, 12,0,  1, Cst, 000000000000000
Plasma Shield,Chi, 0,  1.,0,  1a,10d, 3h,2f, 14,0,  1, Amp, 000000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Tra, 000000000000010
AM Shield,    nil, 0,  1.,0,  1a,12d, 4h,3f, 18,0,  1, Chi, 000000000000000
Artillery,    Rob, 0,  1.,0,  8a,1d,  1h,2f,  6,0,  0, Min, 000000000000000
Howitzer,     ToG, 0,  2.,0,  9a,1d,  2h,2f,  8,0,  0, Rob, 000000000000000
Sonic Cannon, Ast, 0,  2.,0, 10a,1d,  2h,3f, 10,0,  0, ToG, 000000001000000
Plasma Cannon,Bro, 0,  2.,0, 14a,1d,  3h,3f, 12,0,  0, Ast, 000000001000000
AM Cannon,    nil, 0,  2.,0, 18a,1d,  3h,4f, 14,0,  0, Bro, 000000001000000
Light Track,  Mag, 0,  4.,0,  7a,6d,  2h,2f,  8,0,  0, E1,  000000000000000
Heavy Track,  Mag, 0,  2.,0,  9a,4d,  2h,2f, 10,0,  0, E1,  000000000000000
Medium Track, SE,  0,  3.,0,  8a,5d,  2h,2f,  8,0,  0, E1,  000000000000000
Stealth Track,nil, 0,  4.,0,  8a,5d,  2h,2f, 10,0,  0, SE,  000001000000010
Helicopter,   U3,  1, 10.,0,  8a,3d,  2h,1f, 10,0,  0, CA,  000000000000001
GM Helicopter,Gun, 1, 12.,0, 10a,4d,  2h,2f, 12,0,  0, U3,  000000000010001
AI Helicopter,nil, 1, 14.,0, 12a,5d,  3h,3f, 14,0,  0, Gun, 000000000010001
SA/SM Battery,nil, 0,  1.,0,  0a,6d,  3h,3f,  8,0,  1, Roc, 010000000000000
Baloon,       Phy, 1,  4.,0,  0a,1d,  1h,1f,  1,0,  0, nil, 000000000000001
Dirigible,    CA,  1,  6.,0,  4a,4d,  1h,1f,  4,0,  0, Phy, 000000000000001
Fighter,      Stl, 1, 10.,1,  6a,6d,  2h,1f, 10,0,  3, Fli, 000000000010001
Stealth Ftr., Mat, 1, 12.,1,  8a,8d,  3h,2f, 12,0,  3, Stl, 000000000010001
GM Fighter,   Gun, 1, 14.,1,  9a,9d,  3h,2f, 14,0,  3, Mat, 000000000010001
AI Fighter,   CoL, 1, 16.,1, 10a,10d, 4h,2f, 16,0,  3, Gun, 000000000010001
Wraith,       nil, 1, 18.,1, 12a,10d, 4h,3f, 18,0,  3, CoL, 000000000010001
Bomber,       Pot, 1,  8.,2, 12a,3d,  2h,2f, 12,0,  0, AFl, 000000000000001
Stealth Bmr., Mat, 1, 10.,2, 14a,4d,  3h,3f, 14,0,  0, Pot, 000000000000001
GM Bomber,    E2,  1, 12.,2, 16a,5d,  3h,3f, 16,0,  0, Mat, 000000000000001
AI Bomber,    nil, 1, 12.,3, 18a,6d,  3h,4f, 18,0,  0, E2,  000000000000001
Nuclear Msl., SFl, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Mas, 000000000000001
Rover,        Gue, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  0, nil, 000001000000010
Special Agent,nil, 0,  4.,0,  0a,1d,  6h,6f,  5,0,  6, Inv, 000001000000011
Spy,          Inv, 0,  3.,0,  0a,0d,  1h,1f,  4,0,  6, Esp, 000000000000010
Spy Probe,    nil, 0,  3.,0,  0a,0d,  1h,1f,  5,0,  6, Ldr, 000001100000011
Spy Plane,    nil, 1, 10.,6,  0a,7d,  2h,1f,  6,0,  0, Iro, 000000000000001
Freight,      nil, 0,  2.,0,  1a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Cargo Plane,  nil, 1, 12.,10, 0a,9d,  3h,1f, 10,0,  5, FP,  000000000000001
Interceptor,  Alp, 1, 20.,1,  8a,0d,  1h,2f,  4,0,  3, Roc, 001000000010000
Hyperceptor,  nil, 1, 32.,1, 12a,0d,  2h,3f,  6,0,  3, Alp, 001000000010000
Cruise Msl.,  Bri, 1, 14.,1, 20a,0d,  2h,3f, 12,0,  0, Roc, 001000000000001
Mob Msl Launch,nil,0,  2.,0,  0a,1d,  2h,1f,  8,0,  0, Pla, 000000000001000
Nuclear Kamo.,Wri, 0,  1.,0, 99a,1d,  2h,1f, 10,0,  0, NF,  001100000000001
Nuclear Mole, nil, 0,  3.,0, 99a,4d,  2h,1f, 14,0,  0, Wri, 001101000000011
IPBM,         nil, 1, 16.,2, 99a,6d,  1h,1f, 18,0,  0, SFl, 001000000000001
Asteroid,     nil, 1,  6.,0, 99a,8d,  6h,1f,  4,0,  0, Alp, 001000000000000
AM Missile,   nil, 1, 20.,1, 98a,0d,  2h,9f, 18,0,  0, Bri, 001000000000001

;
; 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
Fines,      1,2,  3,1,0,   Pln, 0, 5, 1,   For, 0, 5,  1,  Mou,   ; Drt
Food 1,     1,2,  4,1,0,   yes, 1, 5, 1,   Drt, 0,10,  0,  Grs,   ; Pln
Food 2,     1,2,  5,1,1,   yes, 2, 5, 1,   Drt, 0,10,  0,  For,   ; Grs
Resource 1, 1,3,  1,2,0,   Drt, 0,10, 0,   yes, 2, 5,  1,  Hil,   ; For
Resource 2, 1,4,  1,2,0,   Drt, 0,10, 0,   yes, 4, 5,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   yes, 2,10, 0,   yes, 3,10,  4,  Drt,   ; Mou
CO2 Ice,    2,2,  1,1,0,   yes, 1,15, 3,   no,  0, 0,  0,  Drt,   ; Tun
Icecap,     3,3,  1,0,1,   no,  0, 0, 0,   yes, 1,15,  3,  Drt,   ; Gla
Swamp,      2,3,  1,0,0,   Pln, 0, 5, 1,   For, 0, 5,  2,  Pln,   ; Swa
Crater,     4,1,  0,0,0,   no,  0, 0, 0,   yes, 1,20,  0,  Drt,   ; Jun
Lake,       1,2,  5,1,6,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Gems,       1,2,  3,1,3,
Fungi,      1,2,  4,2,1,
Food 2,     1,2,  5,1,2,
Coal 1,     1,3,  0,4,1,
Coal 2,     1,4,  0,4,1,
Gold,       3,6,  0,1,10,
CO2 Ice,    2,2,  1,1,0,
Icecap,     3,3,  1,0,1,
Swamp,      2,3,  1,0,0,
Crater,     4,1,  0,0,0,
Lake,       1,2,  5,1,6,
Fines Oil,  1,2,  3,2,1,
Nutrients,  1,2,  6,0,0,
Food 2,     1,2,  5,1,2,
Oil 1,      1,3,  0,3,3,
Oil 2,      1,4,  0,3,3,
Iron,       3,6,  0,10,0,
CO2 Ice,    2,2,  1,1,0,
Icecap,     3,3,  1,0,1,
Swamp,      2,3,  1,0,0,
Crater,     4,1,  0,0,0,
Lake,       1,2,  5,1,6,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Militarism,     General,     General
Feudalism,      King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       President,   President
Democracy,      Prime Minister,Prime Minister

;
;   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
Jean,         Joan,                1, 1, 1, French,      French,      0, -1,  1,
Lenin,        Catherine,           0, 2, 0, Russians,    Russian,     1,  1, -1,
Hans,         Hilda,               1, 3, 3, Germans,     German,      0,  0,  1,
Bruce,        Sheila,              0, 4, 0, Australians, Australian, -1,  1,  0,
Arnie,        Pam,                 1, 5, 1, Americans,   American,    1,  0, -1,
John,         Jane,                0, 6, 1, British,     British,    -1, -1,  0,
Gandhi,       Gandhi,              1, 7, 2, Indians,     Indian,     -1,  0,  0,
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,  0,
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, 0, Mongols,     Mongol,      1,  1, -1,
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,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, 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, 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
Meat,
Nylon,
Polymers,
Clothing,
Dilithium,
Coal,
Copper,
DNA Fragments,
Wine,
Silk,
Silver,
Additives,
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
Private
Sergeant
Captain
Commander
Major
General

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













