;
;   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
3       ; 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
10      ; 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
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; 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
Antigravity,        4,-2,  Rad, Too, 3, 4    ; AFl
Trinary Code,       5, 1,  nil, nil, 0, 3    ; Alp
Atmospheric Warfare,3,-2,  Nav, Tac, 3, 0    ; Amp
Innerspace,         4, 1,  Mys, Mat, 1, 3    ; Ast
Subspace Theory,    4,-1,  ToG, Phy, 2, 3    ; Ato
Electromotor,       6,-1,  Cmb, Stl, 3, 4    ; Aut
Data Banks,         4, 1,  Tra, Rep, 1, 1    ; Ban
Stratus Bridge,     4, 0,  Iro, Cst, 0, 4    ; Bri
Molecular Alloy,    6,-1,  nil, nil, 0, 4    ; Bro
Psychic Divinity,   5, 0,  nil, nil, 0, 2    ; Cer
Atomistry,          5,-1,  Uni, Med, 1, 3    ; Che
Mentoration,        4,-2,  Feu, Hor, 1, 0    ; Chi
Consensurate,       4, 1,  Alp, nil, 0, 2    ; CoL
Modular Weapons,    5,-1,  Mob, AFl, 3, 0    ; CA
Microfission,       5,-1,  Ref, Exp, 2, 4    ; Cmb
Uniformity,         5, 0,  Phi, Ind, 2, 2    ; Cmn
Biocalc Circuit,    4, 1,  Min, MP,  3, 4    ; Cmp
Geneticons,         7,-1,  Dem, Met, 2, 0    ; Csc
Replication,        4, 0,  Mas, Cur, 0, 4    ; Cst
Eye of the Cosmos,  4, 0,  Ind, Eco, 2, 1    ; Cor
Credits,            4, 1,  Bro, nil, 0, 1    ; Cur
Egalitarianism,     5, 1,  Ban, Inv, 2, 2    ; Dem
Crediform,          4, 1,  Uni, Ban, 2, 1    ; Eco
EM Fields,          4, 0,  Met, Mag, 2, 4    ; E1
PSI Chips,          4, 1,  E1,  Cor, 3, 4    ; E2
AI Construction,    4, 0,  Whe, Cst, 0, 4    ; Eng
Adv. Terraforming,  3, 1,  Rec, SFl, 3, 2    ; Env
Telepathy,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Matter Synthesis,   5, 0,  Gun, Che, 2, 4    ; Exp
Remote Mind,        4,-1,  War, Mon, 0, 0    ; Feu
Teleporters,        4,-1,  Cmb, ToG, 2, 4    ; Fli
Technocracy,        3,-2,  MT,  Csc, 2, 2    ; Fun
Antimatter Reaction,3, 0,  NP,  Sup, 3, 3    ; FP
Gene Sythesis,      3, 2,  Med, Cor, 3, 3    ; Gen
Cybernetic Warfare, 4, 1,  Cmn, Tac, 3, 0    ; Gue
Adv.Laser Systems,  8,-2,  Inv, Iro, 1, 0    ; Gun
Cybernetic Systems, 4,-1,  nil, nil, 0, 0    ; Hor
Volume Synthesis,   6, 0,  RR,  Ban, 2, 1    ; Ind
Artificial Thought, 6, 0,  Eng, Lit, 1, 4    ; Inv
Atomic Metals,      5,-1,  Bro, War, 0, 4    ; Iro
Drone Commission,   4,-1,  MP,  Gue, 3, 2    ; Lab
The Tacheon,        4, 0,  NP,  MP,  3, 3    ; Las
Teleform,           5,-1,  Chi, Gun, 1, 0    ; Ldr
Memory Core,        5, 2,  Wri, CoL, 0, 3    ; Lit
Nano Pulse,         4,-2,  Stl, Tac, 2, 4    ; Too
Graviton Generator, 4,-1,  Phy, Iro, 1, 3    ; Mag
Cosmotography,      6,-1,  Alp, nil, 0, 1    ; Map
Permaplast,         4, 1,  nil, nil, 0, 4    ; Mas
Mass Replication,   5, 0,  Aut, Cor, 3, 4    ; MP
Telemetrics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Metamorphasis,      4, 0,  Phi, Tra, 1, 1    ; Med
Organic Metals,     6,-2,  Gun, Uni, 1, 0    ; Met
Micronization,      4, 1,  Too, E2,  3, 4    ; Min
Stellar Warfare,    8,-1,  Aut, Tac, 3, 0    ; Mob
Autocracy,          5, 1,  Cer, CoL, 0, 2    ; Mon
Psionic Principles, 5, 1,  Phi, PT,  1, 2    ; MT
Psionic Theory,     4, 0,  Cer, nil, 0, 2    ; Mys
Televector,         6,-1,  Sea, Ast, 1, 1    ; Nav
Antimatter Fusion,  6,-2,  Ato, MP,  3, 3    ; NF
Antimatter Power,   3, 0,  NF,  E2,  3, 3    ; NP
Mind Control,       6, 1,  Mys, Lit, 1, 2    ; Phi
Levitation,         4,-1,  Nav, Lit, 1, 3    ; Phy
Plasmodium,         4, 1,  Ref, SFl, 3, 4    ; Pla
Instachannel,       4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Multiverse,         4, 0,  Cer, Hor, 0, 2    ; PT
Microshell,         4, 1,  nil, nil, 0, 1    ; Pot
Telesis,            5,-1,  Fli, E1,  3, 4    ; Rad
Canalization,       6, 0,  SE, Bri,  2, 1    ; RR
Multicycling,       2, 1,  MP, Dem,  3, 2    ; Rec
Remolecularizor,    4, 0,  Che, Cor, 2, 4    ; Ref
Cryonics,           3, 1,  E1,  San, 3, 1    ; Rfg
The Order of Psion, 5, 1,  CoL, Lit, 0, 2    ; Rep
Synthetics,         5,-2,  Cmp, Mob, 3, 0    ; Rob
Psionic Drive,      6,-2,  AFl, E2,  3, 0    ; Roc
Protein Synthesis,  4, 2,  Med, Eng, 2, 1    ; San
Surfaction,         4, 1,  Map, Pot, 0, 1    ; Sea
Interstellar Flight,4, 1,  Cmp, Roc, 3, 3    ; SFl
Cloaking Device,    3,-2,  Sup, Rob, 3, 0    ; Sth
Impulsor,           4,-1,  Phy, Inv, 2, 3    ; SE
Liquid Metal,       4,-1,  E1,  Ind, 2, 4    ; Stl
Laser Circuit,      4, 1,  Pla, Las, 3, 3    ; Sup
AI Composite,       6,-1,  Csc, Ldr, 2, 0    ; Tac
Tele Theory,        3, 2,  MT,  Feu, 1, 2    ; The
Gravimetric Pulse,  4, 0,  Ast, Uni, 1, 3    ; ToG
Acquisition,        4, 2,  Cur, CoL, 0, 1    ; Tra
Bioimplants,        5, 1,  Mat, Phi, 1, 3    ; Uni
Gamma Trainer,      4,-1,  nil, nil, 0, 0    ; War
Remote Transport,   4,-1,  Hor, nil, 0, 4    ; Whe
Trinary Core,       4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  Rec, 3, 3    ; ...
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
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; 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,
Command Base,             10, 0,    Mas,
Military Stn.,            4,  1,    nil,
O2 Generator,             6,  1,    Pot,
Psi Chamber,              4,  1,    Cer,
Component Mall,           8,  1,    Cur,
Trinary Lab,              8,  1,    Wri,
Code Station,             8,  1,    CoL,
Pressure Dome,            8,  0,    Mas,
Data Stream,              8,  2,    Cst,
Assembler Bank,           12, 3,    Ban,
Telepathy Academy,        12, 3,    MT,
Data Access Node,         16, 3,    Uni,
Transport Tube,           16, 4,    MP,
Gene Clinic,              10, 4,    Cst,
Matter Plant,             20, 4,    Ind,
Replicator Plant,         32, 6,    Rob,
Antitron Shield,          20, 4,    Las,
Multicycle Center,        20, 2,    Rec,
Regenerator,              16, 4,    Ref,
Bio Plant,                24, 4,    E2,
Antimatter Reactor,       16, 2,    NP,
Credit Muliplier,         16, 4,    Eco,
Regeneration Grid,        12, 2,    San,
Cryo Stasis Tube,          8, 3,    Rfg,
MACH Channel,             20, 5,    Aut,
AI Consortium,            16, 3,    Cmp,
Psionic Launchers,        10, 2,    Roc,
Nautical Defense Depot,    8, 1,    Met,
Planet Regenerator,       32, 4,    Env,
O2 Multiplier,            6,  1,    Sea,
Hydroform Extractor,      16, 3,    Min,
Teleport,                 16, 3,    Rad,
Mind Control Center,      6,  2,    Cmn,
Space Port,               8,  3,    Amp,
SS Structural,            8,  0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Martia de Mars,           20, 0,    Mas,
Microscopic Ecodome,      20, 0,    Pot,
The Monolith,             20, 0,    Bro,
Binary Beacon,            20, 0,    Map,
Mass Data Node,           30, 0,    Lit,
Psionic Platform,         30, 0,    Mys,
Planetary Deflector,      30, 0,    Mas,
Psionic War College,      30, 0,    Feu,
AI Tactical Ops,          30, 0,    Eng,
World Share Charter,      20, 0,    Tra,
ESP Championships,        40, 0,    MT,
Cebrino's Moleculizer,    30, 0,    Ast,
Monocula's Expedition,    40, 0,    Nav,
Hibernation Film,         30, 0,    Med,
Matter Converter,         40, 0,    Inv,
Teledome,                 40, 0,    The,
Data Crystal Trade,       40, 0,    ToG,
Interspecies Exchange,    40, 0,    Eco,
Hydro Travel Duct,        40, 0,    RR,
Eye of Tranquility,       40, 0,    Dem,
Universal Translator,     30, 0,    SE,
Robot Laws,               60, 0,    Ind,
Bio Energy Field,         60, 0,    E2,
Antimatter Test Field,    60, 0,    NF,
Planetary NET,            60, 0,    Cmn,
Galactic Trade,           60, 0,    SFl,
Subspace Project,         60, 0,    Cmp,
DNA Treatmet Center,      60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Seedling,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Hatchling,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
Ocula,        Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Robot Sentry, Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000
Gammateer,    Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000
Laserman,     Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Remoticon,    Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Disintegrator,Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Synthoid,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Rioteer,      nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Robotaur,     nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Gammagunner,  nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Shock Troops, nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Rocketron,    nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mechatron,    nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Walker,       Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
RMS,          PT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
Arachnid,     MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
Unused,       Ldr, 0,  2.,0,  5a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Unused,       Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Tentacles,    Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, no, 000000000000000
Rocket Car,   Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000
Tesla Tank,   nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Repulser,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Unused,       nil, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Unused,       nil, 0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
ORB,          nil, 0,  2.,0, 12a,12d, 3h,2f,  7,0,  0, no, 000000001000000
Enemy Saucer, Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomballoon,   Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Unused,       nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Saucer,       nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Unused,       nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001
Monocula,     Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Monocula,     Mag, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Monocula,     Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
Pontooneer,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Monocula,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Unused,       nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Unused,       nil, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
Unused,       nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Nauticals,    nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Nauticals,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Unused,       nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Unused,       nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Lithodrome,   nil, 1, 1.,16, 18a,0d,  1h,3f,  6,0,  0, Roc, 000000000000000
Psionic Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Curator,      Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Televisual,   nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Tradesman,    Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Swap Nodule,  nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Seeker,       Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Monolith,     nil, 0,  0.,0,  0a,0d,  1h,1f,  5,0,  0, no,  000000000000000
Discolith,    nil, 0,  0.,0,  0a,0d,  1h,1f,  5,0,  0, no,  000000000000000
Tetralith,    nil, 0,  0.,0,  0a,0d,  1h,1f,  5,0,  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 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Cratered,   1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Powder,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Flats,      1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Canyons,    2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Highlands,  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
Permafrost, 1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Glacier,    2,2,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Fungus,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Fungus,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Sea,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Crystals,   1,2,  3,1,0,
Fungiform,  1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Diamonds,   2,3,  3,2,0,
Plutonium,  2,4,  1,2,0,
Platinum,   3,6,  0,1,6,
Ice,        1,2,  3,1,0,
Fissure,    2,2,  1,1,4,
Plutonium,  2,3,  1,4,0,
Sporians,   2,3,  1,0,4,
Monocula,   1,2,  3,0,2,
Ice,        1,2,  0,4,0,
Relics,     1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Vapor,      2,3,  1,2,3,
Crystals,   2,4,  1,0,4,
Diamonds,   3,6,  0,4,0,
Ooze,       1,2,  2,0,3,
Carbon,     2,2,  0,4,0,
Sporians,   2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Nauticals,  1,2,  2,2,3,




@GOVERNMENTS
Provisional,    Mr.,         Ms.
Planet Unity,   Unitor,      Unitrix
Autocracy,      Supremier,   Supremier
Militarism,     General,     General
Technocracy,    Project Head,Project Head
Macro Order,    Programmer,  Programmer
Pantisocracy,   Citizen,       Citizen

;
;   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
Binary,                  CPU,  0, 1, 1, Technoids,    Technoid,   0,  1,  1, 5, Primary, The First One, First, First  
Cebrinio,           Cebrinia,  0, 2, 0, Martians,     Martian,   -1, -1,  1, 1, Unitor, Unitrix, 2, Imperator, Imperatrix
Keskin,                  Ina,  0, 3, 3, PSI-CORPS,    PSY-CORPS,  1, -1,  1, 4, Chief, Chief, 6, Commander, Commander   
Mechanic,             Device,  1, 4, 0, Mechanoids,   Mechanoid,  0,  0,  1, 1, Foreman, Foreman, 2, Engineer, Engineer
Armatron,              Timex,  0, 5, 1, Chronos,      Chrono,    -1,  0,  1, 4, Watcher, Watcher, 5, Speaker, Speaker
Dissectix,          Bisectam,  1, 6, 2, Sectoids,     Sectoid,    0,  1, -1  6, Exectutor, Executrix, Prime One, Prime One 
Xenon,                 Certa,  0, 7, 2, Ancients,     Ancient,   -1, -1,  0, 2, Curator, Curator, 6, Premier, Premier
Binary,                  CPU,  0, 1, 1, Technoids,    Technoid,   0,  1,  1, 5, Primary, The First One, First, First  
Cebrinio,           Cebrinia,  0, 2, 0, Martians,     Martian,   -1, -1,  1, 1, Unitor, Unitrix, 2, Imperator, Imperatrix
Keskin,                  Ina,  0, 3, 3, PSI-CORPS,    PSY-CORPS,  1, -1,  1, 4, Chief, Chief, 6, Commander, Commander   
Mechanic,             Device,  1, 4, 0, Mechanoids,   Mechanoid,  0,  0,  1, 1, Foreman, Foreman, 2, Engineer, Engineer
Armatron,              Timex,  0, 5, 1, Chronos,      Chrono,    -1,  0,  1, 4, Watcher, Watcher, 5, Speaker, Speaker
Dissectix,          Bisectam,  1, 6, 2, Sectoids,     Sectoid,    0,  1, -1  6, Exectutor, Executrix, Prime One, Prime One 
Xenon,                 Certa,  0, 7, 2, Ancients,     Ancient,   -1, -1,  0, 2, Curator, Curator, 6, Premier, Premier
Binary,                  CPU,  0, 1, 1, Technoids,    Technoid,   0,  1,  1, 5, Primary, The First One, First, First  
Cebrinio,           Cebrinia,  0, 2, 0, Martians,     Martian,   -1, -1,  1, 1, Unitor, Unitrix, 2, Imperator, Imperatrix
Keskin,                  Ina,  0, 3, 3, PSI-CORPS,    PSY-CORPS,  1, -1,  1, 4, Chief, Chief, 6, Commander, Commander   
Mechanic,             Device,  1, 4, 0, Mechanoids,   Mechanoid,  0,  0,  1, 1, Foreman, Foreman, 2, Engineer, Engineer
Armatron,              Timex,  0, 5, 1, Chronos,      Chrono,    -1,  0,  1, 4, Watcher, Watcher, 5, Speaker, Speaker
Dissectix,          Bisectam,  1, 6, 2, Sectoids,     Sectoid,    0,  1, -1  6, Exectutor, Executrix, Prime One, Prime One 
Xenon,                 Certa,  0, 7, 2, Ancients,     Ancient,   -1, -1,  0, 2, Curator, Curator, 6, Premier, Premier
 
Enigmo,         Mystique,      1, 7, 0, Mysterions,   Mysterious, 1,  0, -1,
Monster,        Monster,       0, 1, 0, Monsters,     Monster,   -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Protoplasm,
Optics,
Circuits,
H20,
Hemimetals,
DNA,
Celluloid,
Helium,
Tentacles,
CO2,
Hydrogen,
Molybdenum,
Silicon,
Synthetics,
Duraform,
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
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













