;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 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
4       ; 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)
9       ; Aqueduct needed to exceed this size
11      ; Sewer System needed to exceed this size
30      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
20      ; 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
Algebra,            1, 2,  Feu, nil, 1, 3    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Arches,             0, 0,  Ast, Fli, 1, 2    ; Amp
Architecture,       4, 1,  Bri, Cor, 0, 3    ; Ast
Boat Making,        3,-1,  Bro, Eng, 1, 4    ; Ato
 ,                  0, 0,  no,  no,  0, 0    ; Aut
Bronze Working,     4,-1,  Ind, Lab, 1, 1    ; Ban
Bridge Building,    4, 0,  Cmp, E1,  0, 4    ; Bri
Carpentry,          6, 0,  FP,  Ldr, 0, 4    ; Bro
Charioteering,      8,-2,  Bro, Cur, 0, 4    ; Cer
Construction,       5, 0,  Bro, Exp, 1, 2    ; Che
Counting,           1, 0,  Alp, nil, 1, 3    ; Chi
Code of Laws,       4, 1,  Alp, Lab, 0, 2    ; CoL
Currency,           4, 1,  Feu, Inv, 1, 1    ; CA 
Domestication,      5, 0,  nil, nil, 0, 2    ; Cmb
Imperialism,        5, 0,  Phi, Rep, 1, 2    ; Cmn
Engineering,        4, 1,  Che, nil, 1, 4    ; Cmp
Fabric Making,      4, 2,  nil, nil, 0, 1    ; Csc
Forums,             8, 0,  Che, Env, 1, 2    ; Cst
Geometry,           4, 2,  AFl, nil, 1, 3    ; Cor
Horseback Warfare,  4, 1,  Cmb, Lab, 0, 0    ; Cur
Neutrality,         5, 1,  Phi, nil, 1, 2    ; Dem
Iron Weapons,       6,-2,  CA,  E1,  1, 0    ; Eco
Iron Working,       4, 0,  Che, Inv, 0, 4    ; E1 
Libraries,          4, 1,  Che, Gun, 0, 3    ; E2 
Linen,              1, 2,  Csc, Ldr, 0, 1    ; Eng
Literacy,           7, 2,  CoL, Wri, 0, 3    ; Env
Map Making,         3, 1,  Chi, Wri, 1, 4    ; Esp
Masonry,            5, 0,  Ind, nil, 1, 1    ; Exp
Mathematics,        4, 1,  CoL, Chi, 1, 3    ; Feu
Ports,              5,-1,  Iro, Las, 1, 4    ; Fli
Militarism,         3,-2,  Cer, Mon, 1, 0    ; Fun
Pottery,            3, 2,  nil, nil, 0, 1    ; FP 
Sailing,            4, 0,  Ato, Esp, 1, 4    ; Gen
Liberationism,      3, 0,  Dem, Rep, 1, 0    ; Gue
Scroll Making,      2, 2,  Eng, Env, 1, 3    ; Gun
Seige Warfare,      8,-2,  Cer, Cor, 1, 0    ; Hor
Stone Working,      6, 0,  no,  no,  1, 1    ; Ind
The Furnace,        6, 0,  Ban, FP,  1, 1    ; Inv
The Harbour,        5, 1,  Che, Gen, 1, 4    ; Iro
Warrior Code,       4,-1,  nil, nil, 0, 0    ; Lab
War Vessels,        6,-2,  Cer, Gen, 1, 4    ; Las
Wood Working,       5, 1,  nil, nil, 1, 1    ; Ldr
 ,                  5, 2,  no,  no,  0, 3    ; Lit
Special Technology, 0, 0,  no,  no,  2, 2    ; Too
Carpet Making,      2, 2,  Eng, Too, 0, 1    ; Mag
The Immortals,      -5, 0,  Too, Eco, 1, 0    ; Map
Archery,            4,-1,  Lab, Too, 1, 0    ; Mas
 ,                  5, 0,  no,  no,  0, 4    ; MP 
Special Technology, 4,-1,  no,  no,  0, 3    ; Mat
Incense,            2, 2,  CA,  Mat, 0, 1    ; Med
 ,                  6,-2,  no,  no,  1, 0    ; Met
Special Technology, 0, 0,  no,  no,  3, 3    ; Min
Advanced Farming,   7, 1,  Cmp, Min, 1, 1    ; Mob
Tyranny,            5,-1,  Ban, CoL, 0, 2    ; Mon
Priesthood,        -8, 0,  Ast, E2,  1, 2    ; MT 
Large Warships,     4,-2,  Fli, Min, 1, 4    ; Mys
 ,                  6,-1,  no,  no,  1, 1    ; Nav
Special Technology, 0, 0,  no,  no,  0, 3    ; NF 
Reinforced Chariots,5,-2,  Cer, NF,  0, 4    ; NP 
Philosophy,         6, 1,  Cst, Env, 1, 2    ; Phi
 ,                  4,-1,  no,  no,  1, 3    ; Phy
Special Technology, 0, 0,  no,  no,  0, 3    ; Pla
 ,                  4, 0,  no,  no,  1, 4    ; Plu
Hoplite Formation,  3,-2,  Eco, Pla, 1, 0    ; PT 
 ,                  4, 1,  no,  no,  0, 1    ; Pot
Special Technology, 0, 0,  no,  no,  0, 3    ; Rad
 ,                  6, 0,  no,  no,  0, 1    ; RR 
Elephant Warfare,   -6,-2,  Cmb, Rad, 1, 0    ; Rec
 ,                  4, 0,  no,  no,  0, 4    ; Ref
Advanced Farming,   3, 1,  no,  no,  1, 1    ; Rfg
The Republic,       5, 1,  CoL, Cst, 1, 2    ; Rep
 ,                  5,-2,  no,  no,  0, 0    ; Rob
Other Technology,   -8, 0,  no,  no,  0, 3    ; Roc
Sanitation,         4, 2,  Amp, Phi, 1, 2    ; San
Advanced Chariots,  8,-2,  Too, NP,  0, 4    ; Sea
 ,                  4, 1,  no,  no,  0, 3    ; SFl
 ,                  3,-2,  no,  no,  0, 0    ; Sth
 ,                  4,-1,  no,  no,  0, 3    ; SE 
 ,                  4,-1,  no,  no,  0, 4    ; Stl
 ,                  4, 1,  no,  no,  0, 3    ; Sup
 ,                  6,-1,  no,  no,  0, 0    ; Tac
 ,                  3, 2,  no,  no,  0, 2    ; The
 ,                  4, 0,  no,  no,  1, 3    ; ToG
 ,                  4, 2,  no,  no,  0, 1    ; Tra
 ,                  5, 1,  no,  no,  1, 3    ; Uni
 ,                  4,-1,  no,  no,  0, 0    ; War
 ,                  4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Classical Tech,     1, 0,  Amp, Phi, 1, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Ast,
Barracks,                  4, 1,    Lab,
Granary,                   6, 1,    FP, 
Temple,                    4, 1,    Che,
Extra Taxes,               8, 0,    CA, 
School,                    8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Che,
Aqueduct,                  8, 2,    Cmp,
Bazaar,                   12, 1,    CA, 
Temple Complex,           12, 3,    Ast,
Library,                  16, 3,    E2, 
Mass Transit,              0, 0,    no, 
Gymnasium,                10, 2,    Amp,
Work Camp,                 8, 1,    nil,
Metal Worker,             14, 4,    Inv,
 ,                         0, 0,    no, 
 ,                         0, 0,    no, 
 ,                         0, 0,    no, 
 ,                         0, 0,    no, 
 ,                         0, 0,    no, 
Market Square,            16, 4,    Ast,
Sewer System,             12, 2,    San,
Flood Plain Farmers,       8, 3,    Mob,
,                          0, 0,    no, 
Philosopher's Forum,      16, 5,    Phi,
 ,                         0, 0,    no, 
Coastal Walls,             8, 0,    Che,
 ,                        32, 4,    no, 
Harbor,                    6, 1,    Iro,
 ,                        16, 3,    no, 
 ,                        16, 3,    no, 
Theatre,                   6, 2,    no, 
Port Facility,             8, 3,    Fli,
 ,                         8, 0,    no, 
 ,                        16, 0,    no, 
 ,                        32, 0,    no, 
Internal Trade,           60, 0,    CA, 
Pyramids,                 20, 0,    nil,
Olympian Games,           20, 0,    nil,
Phoenician Colonies,      20, 0,    nil,
Greek Colonies,           20, 0,    nil,
Karnak Temple Complex,    30, 0,    nil,
Mausoleum,                30, 0,    nil,
Ishtar Gate,              30, 0,    nil,
Rise of Medes,            30, 0,    nil,
Temple of Amon-Ra,        30, 0,    nil,
Palace of Knossos,        20, 0,    nil,
Oracle,                   40, 0,    nil,
Temple of Solomon,        30, 0,    nil,
Ziggurat of Ur,           40, 0,    nil,
Hanging Gardens,          30, 0,    nil,
The Satrapies,            40, 0,    Too,
Sun Temple Complex,       40, 0,    Min,
Storm Temple Complex,     40, 0,    NF, 
Trade Alliance,           40, 0,    Rad,
Statue of Zeus,           40, 0,    Pla,
Fertility Festival,       40, 0,    Cmb,
Tower of Babul,           30, 0,    Mat,
Great Theatre,            60, 0,    nil,
Slave Labour System,      60, 0,    CA, 
Lighthouse,               60, 0,    Fli,
Heradodtus's Travels,     60, 0,    Env,
Temple of Artemis,        60, 0,    Ast,
Great Library,            60, 0,    E2, 
Colossus,                 60, 0,    Iro,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Olympian Games
nil,        ; Phoenician Colonies
nil,        ; Greek Colonies
nil,        ; Karnak Temple Complex
nil,        ; Mausoleum
Alp,        ; Ishtar Gate
nil,        ; Rise of Medes
nil,        ; Temple of Amon-Ra
nil,        ; Palace of Knossos
nil,        ; Oracle
Alp,        ; Temple of Solomon
Alp,        ; Ziggurat of Ur
nil,        ; Hanging Gardens
nil,        ; The Satrapies
nil,        ; Sun Temple Complex
nil,        ; Storm Temple Complex
nil,        ; Trade Alliance
nil,        ; Statue of Zeus
nil,        ; Fertility Festival
nil,        ; Tower of Babul
nil,        ; Great Theatre
nil,        ; Slave Labour System
nil,        ; Lighthouse
nil,        ; Heradodtus's Travels
nil,        ; Temple of Artemis
nil,        ; Great Library
nil,        ; Colossus


;
;    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
Colonists,    Che, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Workers,      nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Che, 000000000000000
Fighters,     Lab, 0,  1.,0,  2a,2d,  1h,1f,  1,0,  1, nil, 000000000000000
Mercenary,    nil, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  1, Lab, 000000000000000
Infantry,     nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, Too, 000000000000000
Infantry,     nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, Mat, 000000000000000
Infantry,     nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, Min, 000000000000000
Infantry,     nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, NF,  000000000000000
Infantry,     nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  0, Pla, 000000000000000
Rebels,       nil, 0,  1.,0,  4a,2d,  1h,1f,  5,0,  1, Gue, 000001000000010
Infantry,     nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  1, Rad, 000000000000000
Immortals,    nil, 0,  1.,0,  4a,4d,  1h,1f,  8,0,  1, Map, 000010000000000
Archers,      Mas, 0,  1.,0,  4a,1d,  1h,1f,  5,0,  0, Bro, 000000000000100
Archers,      nil, 0,  1.,0,  6a,1d,  1h,1f,  7,0,  0, Mas, 000000000000100
Phalanx,      nil, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, PT,  000000000000000
Horseman,     nil, 0,  3.,0,  6a,1d,  1h,1f,  4,0,  0, Cur, 000000000000000
Chariot,      nil, 0,  2.,0,  7a,1d,  1h,1f,  7,0,  0, Too, 000000000000000
Chariot,      nil, 0,  2.,0,  7a,1d,  1h,1f,  7,0,  0, Mat, 000000000000000
Chariot,      nil, 0,  2.,0,  7a,1d,  1h,1f,  7,0,  0, Min, 000000000000000
Chariot,      nil, 0,  2.,0,  9a,2d,  1h,1f,  8,0,  0, NP,  000000000000000
Chariot,      nil, 0,  2.,0,  7a,1d,  1h,1f,  7,0,  0, Pla, 000000000000000
Chariot,      nil, 0,  2.,0,  7a,1d,  1h,1f,  7,0,  0, Rad, 000000000000000
Elephant Rider,nil, 0,  2.,0, 11a,1d,  1h,1f, 10,0,  0, Rec, 000000000000000
Adv. Chariot, nil, 0,  2.,0,  9a,1d,  1h,1f,  9,0,  0, Sea, 000000000000000
Ballista,     nil, 0,  2.,0,  6a,2d,  1h,1f,  6,0,  0, Hor, 000000000000000
Battering Ram,nil, 0,  1.,0, 14a,0d,  1h,1f, 10,0,  0, Hor, 000000000000000
Legion,       nil, 0,  1.,0,  7a,2d,  1h,1f,  6,0,  1, no,  000000000000000
Scythians,    nil, 0,  1.,1,  7a,2d,  1h,1f,  6,0,  0, no,  000000000000000
Armenians,    nil, 0,  1.,2,  5a,2d,  1h,1f,  4,0,  1, no,  000000000000000
Celts,        nil, 0,  1.,0,  6a,2d,  1h,1f,  2,0,  1, no,  000000000000000
Kushites,     nil, 0,  1.,1,  2a,5d,  1h,1f,  3,0,  1, no,  000000000000000
Nubians,      nil, 0,  1.,2,  2a,5d,  1h,1f,  3,0,  1, no,  000000000000001
Thracians,    nil, 0,  3.,0,  6a,4d,  1h,1f,  3,2,  1, no,  000000000000000
Illyrians,    nil, 0,  1.,0,  2a,6d,  1h,1f,  3,3,  1, no,  000000000000000
Bactrians,    nil, 0,  1.,0,  5a,3d,  1h,1f,  3,4,  1, no,  000000000000000
Vedics,       nil, 0,  1.,0,  3a,4d,  1h,1f,  3,2,  1, no,  000000000000000
Numidians,    nil, 0,  1.,0,  3a,3d,  1h,1f,  3,0,  1, no,  000010000000000
Nabateans,    nil, 0,  1.,0,  4a,5d,  1h,1f,  3,0,  1, no,  000010000000000
Germans,      nil, 0,  3.,0,  6a,4d,  1h,1f,  4,0,  1, no,  000000000000000
Macedonians,  nil, 0,  1.,0,  5a,5d,  1h,1f,  4,0,  1, no,  000000000000000
Trireme,      nil, 2,  7.,0,  4a,2d,  1h,1f, 12,2,  2, Gen, 000000000000000
Quadquerine,  nil, 2,  4.,0,  8a,3d,  1h,1f, 14,3,  2, Las, 000000000000000
Quinquerine,  nil, 2,  4.,0,  9a,4d,  1h,1f, 16,2,  2, Mys, 000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  1h,1f, 12,8,  4, Ind, 000000000000000
Pirates,      nil, 2,  6.,1,  5a,1d,  1h,1f,  8,0,  2, Roc, 000000000000000
 ,            no,  0,  1.,1,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Diplomat,     nil, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
 ,            no,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Pack Horse,   CA,  0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Cmb, 000000000000010
Merchant,     nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, CA,  000000000000010
 ,            no,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000000000000000
Arabians,     nil, 0,  3.,0,  8a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Scythians,    nil, 0,  3.,0,  7a,1d,  1h,1f,  3,1,  0, no,  000000000000000
Indians,      nil, 0,  3.,4,  9a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Bedouins,     nil, 0,  3.,0,  7a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Bactrians,    nil, 0,  3.,0,  8a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Germans,      nil, 0,  3.,0,  8a,1d,  1h,1f,  3,0,  0, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
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 Cheiftainism
;        2 Tyranny
;        3 Oligarchy
;        4 Militarism
;        5 Autocracy
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Aridland,   1,2,  0,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1, 5, 0,   yes, 2,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 3,10,  0,  no,    ; Mou
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0, 0,  0,  Drt,   ; Tun
Dunes,      4,6,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Jungle,     2,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Turquoise,  1,2,  0,2,2,
Grassland,  1,2,  2,1,0,
Horses,     2,3,  1,3,0,
Copper,     2,4,  1,3,3,
Gold,       3,6,  0,1,6,
Foul,       1,2,  3,1,0,
Oasis,      4,6,  2,1,0,
Peat,       2,3,  1,4,0,
Fruit,      2,3,  3,0,4,
Fish,       1,2,  3,0,2,
Dates,      1,2,  1,0,1,
Horses,     2,3,  1,3,0,
Grassland,  1,2,  2,1,0,
Foul,       2,3,  3,2,0,
Wine,       2,4,  2,0,3,
Iron,       3,6,  0,4,0,
Trees,      2,2,  1,2,0,
Dates,      4,6,  1,0,0,
Spice,      2,3,  1,0,4,
Monkeys,    2,3,  1,1,1,
Large Fish, 1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Ruler,       Ruler
Despotism,      Despot,      Queen
Monarchy,       King,        Queen
Monarchy,       King,        Queen
Militarism,     King,        Queen
Republic,       Archon,      Priestess
Democracy,      Various,     Various

;
;   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
Cyrus I,      Cyrus I,             0, 1, 0, Persians,    Persian,     1,  1,  1,     3, Great King, Great Queen
Ahmose II,    Ahmose II,           0, 2, 0, Egyptians,   Egyptian,   -1, -1,  1,     3, Pharaoh, Pharoah
Nabonadius,   Nabonadius,          0, 3, 0, Babylonians, Babylonian,  1, -1,  1,     3, Emperor, Emperor
Hamilcar Barca,Dido,                0, 4, 2, Carthaginians,Carthaginian, 1,  1,  1,
Croesus,      Croesus,             0, 5, 1, Lydians,     Lydian,      1,  0, -1,
Agesilai,     Agesilai,            0, 6, 2, Greeks,      Greek,       0, -1,  1,
Rulers,       Rulers,              0, 7, 0, Others,      Others,      1,  1, -1,     6, Various, Various
Cyrus I,      Cyrus I,             0, 1, 3, Persians,    Persian,     1,  1,  1,     3, Great King, Great Queen
Ahmose II,    Ahmose II,           0, 2, 0, Egyptians,   Egyptian,   -1, -1,  1,     3, Pharaoh, Pharoah
Nabonadius,   Nabonadius,          0, 3, 0, Babylonians, Babylonian,  1, -1,  1,     3, Emperor, Emperor
Hamilcar Barca,Dido,                0, 4, 2, Carthaginians,Carthaginian, 1,  1,  1,
Croesus,      Croesus,             0, 5, 1, Lydians,     Lydian,      1,  0, -1,
Agesilai,     Agesilai,            0, 6, 2, Greeks,      Greek,       0, -1,  1,
Rulers,       Rulers,              0, 7, 1, Others,      Others,      1,  1, -1,     6, Various, Various
Cyrus I,      Cyrus I,             0, 1, 3, Persians,    Persian,     1,  1,  1,     3, Great King, Great Queen
Ahmose II,    Ahmose II,           0, 2, 0, Egyptians,   Egyptian,   -1, -1,  1,     3, Pharaoh, Pharoah
Nabonadius,   Nabonadius,          0, 3, 0, Babylonians, Babylonian,  1, -1,  1,     3, Emperor, Emperor
Hamilcar Barca,Dido,                0, 4, 2, Carthaginians,Carthaginian, 1,  1,  1,
Croesus,      Croesus,             0, 5, 1, Lydians,     Lydian,      1,  0, -1,
Agesilai,     Agesilai,            0, 6, 2, Greeks,      Greek,       0, -1,  1,
Rulers,       Rulers,              0, 7, 1, Others,      Others,      1,  1, -1,     6, Various, Various

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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Slaves,
Textiles,
Spice,
Gems,
Silver,
Gold,
Artworks,


@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
Slave
Freeman
Merchant
Infantry
Satrap
Emperor

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













