;
;   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
3       ; Road movement multiplier
1       ; 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
3       ; Settlers eat (govt <= Monarchy)
3       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
7       ; Sewer System needed to exceed this size
30      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
6       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
75      ; 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
Ceremonial Burial,  4, 2,  nil, nil, 0, 2    ; AFl
Furnace,            9, 0,  nil, nil, 0, 1    ; Alp
Wood Working,       7, 0,  nil, nil, 0, 1    ; Amp
Quarrying,          5, 1,  nil, nil, 0, 1    ; Ast
Horseback Riding,   8,-2,  nil, nil, 0, 0    ; Ato
Greek Cities,       6,-1,  nil, nil, 3, 4    ; Aut
Weaving,            4, 2,  nil, nil, 0, 1    ; Ban
Bridge Building,    10, 0,  Cur, Cur, 2, 4    ; Bri
Law,                6, 2,  nil, nil, 1, 2    ; Bro
Alphabet,           5, 2,  nil, nil, 0, 3    ; Cer
Temples,            5, 1,  AFl, Amp, 1, 2    ; Che
Bread Making,       4, 2,  Alp, nil, 0, 1    ; Chi
Pottery,            4, 1,  Alp, Amp, 0, 1    ; CoL
Copper Weapons,     15,-2,  Amp, Alp, 1, 0    ; CA 
Archery,            6,-2,  Amp, Bro, 2, 0    ; Cmb
Despotism,          5, 0,  Bro, nil, 1, 2    ; Cmn
Boat Making,        15, 0,  Amp, Ban, 1, 4    ; Cmp
Stone Working,      7, 2,  Amp, Ast, 0, 1    ; Csc
Slavery,            5, 0,  Bro, nil, 1, 1    ; Cst
Writing,            10, 2,  Cer, nil, 2, 3    ; Cor
Mathematics,        5, 1,  Cer, nil, 2, 3    ; Cur
League,             4, 0,  San, Phi, 1, 2    ; Dem
Priesthood,         5, 1,  Che, Cor, 1, 2    ; Eco
Brewing,            12, 0,  Chi, CoL, 1, 1    ; E1 
Bronze Weapons,     20,-2,  CA,  Cmb, 3, 0    ; E2 
Harbours,           10, 0,  Cmp, Csc, 1, 4    ; Eng
Masonry,            8, 1,  Csc, CoL, 2, 1    ; Env
Wells,              20, 1,  Csc, nil, 0, 4    ; Esp
Diplomacy,          4, 2,  Cmn, Cor, 1, 2    ; Exp
Literacy,           10, 2,  Che, Cor, 2, 3    ; Feu
---,                4,-1,  no,  no,  2, 4    ; Fli
---,                3,-2,  no,  no,  2, 2    ; Fun
---,                3, 0,  no,  no,  3, 3    ; FP 
Algebra,            7, 2,  Cor, Cur, 2, 3    ; Gen
National Pride,     12, 0,  Eco, E1,  1, 2    ; Gue
Currency,           8, 2,  E2,  Tra, 3, 1    ; Gun
Chariot,            20,-2,  E2,  Csc, 2, 4    ; Hor
---,                6, 0,  no,  no,  2, 1    ; Ind
---,                6, 0,  no,  no,  1, 4    ; Inv
Iron Weapons,       20,-2,  E2,  Csc, 3, 0    ; Iro
Ramming Hulls,      10,-2,  E2,  Eng, 3, 4    ; Lab
Fortifications,     7,-2,  Env, Esp, 2, 0    ; Las
Histiography,       10, 2,  Exp, Feu, 2, 3    ; Ldr
Libraries,          7, 2,  Env, Feu, 3, 3    ; Lit
Geometry,           5, 2,  Gen, nil, 2, 3    ; Too
Vertical Loom,      10, 1,  Gun, Tra, 2, 1    ; Mag
Jewellery Making,   5, 0,  Gun, Iro, 2, 1    ; Map
Hoplite Warfare,    7,-2,  Iro, Las, 3, 0    ; Mas
---,                5, 0,  no,  no,  3, 4    ; MP 
Trireme,            6,-2,  Lab, Las, 1, 4    ; Mat
Architecture,       6, 0,  Las, Bri, 2, 2    ; Med
Battering Rams,     10,-2,  Las, Iro, 3, 0    ; Met
Drama,              4, 2,  Ldr, Lit, 2, 1    ; Min
Physicians,         8, 2,  Tra, Roc, 1, 1    ; Mob
Monarchy,           5, 1,  Tra, Mas, 1, 2    ; Mon
Astronomy,          5, 2,  Lit, Too, 2, 2    ; MT 
Temple Complex,     15, 0,  Eco, Med, 2, 2    ; Mys
---,                6, 1,  no,  no,  1, 1    ; Nav
Warships,           8,-2,  Mat, Met, 3, 4    ; NF 
Monument Const.,    3, 0,  Med, Cst, 2, 2    ; NP 
Acropoleis,         6, 1,  Mas, Med, 2, 2    ; Phi
Philosophy,         5, 1,  Min, MT,  2, 3    ; Phy
Colossal Const,     4, 1,  Mys, NP,  2, 2    ; Pla
---,                6, 1,  no,  no,  1, 1    ; Plu
Schools,            4, 0,  Phy, Mon, 2, 3    ; PT 
Coastal Forts,      8,-2,  Mas, NF,  3, 0    ; Pot
---,                5,-1,  no,  no,  3, 4    ; Rad
---,                6, 0,  no,  no,  2, 1    ; RR 
Massive Sculpt,     5, 1,  PT,  Pla, 2, 1    ; Rec
Painting,           1, 0,  Rob, nil, 2, 1    ; Ref
Advanced Farming,   6, 1,  E1,  Mag, 0, 1    ; Rfg
---,                5, 1,  no,  no,  0, 2    ; Rep
Dying,              1, 0,  Ban, nil, 2, 1    ; Rob
Cosmetics,          6, 2,  Ref, nil, 2, 1    ; Roc
Apothecary,         10, 2,  Mob, Roc, 2, 1    ; San
Medicine,           4, 1,  San, Phy, 2, 1    ; Sea
---,                4, 1,  no,  no,  3, 3    ; SFl
---,                3, 0,  no,  no,  0, 2    ; Sth
---,                4, 1,  no,  no,  0, 2    ; SE 
---,                5, 2,  no,  no,  0, 1    ; Stl
---,                5, 1,  no,  no,  0, 2    ; Sup
---,                6, 0,  no,  no,  0, 2    ; Tac
Controllable Civ,   4, 2,  no,  no,  3, 0    ; The
The Pharos,         4, 2,  X4,  nil, 0, 1    ; ToG
Trade,              25, 2,  E1,  Exp, 2, 1    ; Tra
Legions,            15, 1,  no,  no,  3, 0    ; Uni
Pergamum,           10,-2,  no,  no,  3, 0    ; War
Non Pergamum,       20,-2,  no,  no,  3, 0    ; Whe
Archimedes' Ideas,  50, 2,  no,  no,  2, 3    ; Wri
Future Technology,  1, 0,  Pot, Rec, 3, 3    ; FT 
Macedonian,         20, 0,  no,  no,  3, 0    ; U1 
Non Macedonian,     3, 0,  no,  no,  3, 0    ; U2 
Seleucid,           8, 0,  no,  no,  3, 0    ; U3 
Non Seleucid,       3, 0,  no,  no,  3, 0    ; X1 
Armenian,           3, 0,  no,  no,  3, 0    ; X2 
Non Armenian,       3, 0,  no,  no,  3, 0    ; X3 
Ptolemaic,          3, 0,  no,  no,  3, 0    ; X4 
Non Ptolemaic,      3, 0,  no,  no,  3, 0    ; X5 
Greek,              3, 0,  no,  no,  3, 0    ; X6 
Non Greek,          3, 0,  no,  no,  3, 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,                   15, 0,    Med,
Fort,                      4, 1,    CA, 
Granary,                   6, 1,    CoL,
Temple,                    5, 1,    Che,
Bazaar,                    8, 1,    Tra,
Library,                   8, 1,    Lit,
Courthouse,                8, 1,    Bro,
Walls,                     8, 0,    Las,
Well,                      4, 0,    Esp,
Brewer,                    8, 2,    E1, 
Ampitheatre,              12, 3,    Min,
School,                   10, 3,    PT, 
---,                      16, 4,    no, 
Temple Complex,           10, 2,    Mys,
Work Camp,                10, 2,    Cst,
---,                      32, 6,    no, 
---,                      20, 4,    no, 
---,                      20, 2,    no, 
---,                      16, 4,    no, 
---,                      24, 4,    no, 
---,                      16, 2,    no, 
Jeweller,                 16, 4,    Map,
Physician,                12, 2,    Sea,
Markets,                   8, 5,    Rfg,
---,                      20, 5,    no, 
Academy,                  16, 2,    Phy,
---,                      10, 2,    no, 
Coastal Fortress,          8, 1,    Pot,
---,                      32, 4,    no, 
Fishing Wharf,             6, 1,    Eng,
---,                      16, 3,    no, 
---,                      16, 3,    no, 
---,                       6, 2,    no, 
Warship Wharf,             8, 3,    NF, 
---,                       8, 0,    no, 
---,                      16, 0,    no, 
---,                      32, 0,    no, 
---,                      60, 0,    no, 
Mastaba Tombs,            20, 0,    nil,
Minos's Palace,           20, 1,    nil,
Temple of Solomon,        15, 0,    nil,
Mycenae,                  10, 0,    nil,
Cadmeia,                  30, 0,    nil,
Pyramids,                 30, 1,    nil,
Abu Simbel Temples,       30, 0,    nil,
Lycurgus's Reforms,       30, 0,    nil,
Achaean League,           30, 0,    nil,
The Sanctuary,            20, 0,    nil,
Olympic Games,            40, 1,    nil,
Homeric Tales,            30, 0,    nil,
Thermopylae Pass,         40, 0,    nil,
Hanging Gardens,          30, 0,    nil,
Thracian Silver Mines,    40, 0,    nil,
Alexander's Empire,       40, 0,    nil,
Ishtar Gate,              40, 0,    nil,
Mt Pangaeus Gold Mines,   40, 0,    nil,
Acropolis,                40, 0,    nil,
Pyrrhic Expeditions,      40, 0,    nil,
Colossus,                 30, 0,    nil,
Plato's Academy,          60, 0,    nil,
Miletus Harbours,         60, 0,    nil,
Mausoleum,                60, 0,    nil,
Temple of Artemis,        60, 0,    nil,
Pharos Lighthouse,        60, 0,    ToG,
Alexandrian Library,      60, 0,    nil,
Caravan Trade Route,      60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Mastaba Tombs
nil,        ; Minoan Palace
nil,        ; Temple of Solomon
nil,        ; Mycenaean Domination
AFl,        ; Cadmeia
nil,        ; Pyramids
AFl,        ; Abu Simbel Temples
nil,        ; Lycurgus's Reforms
nil,        ; Achaean League
nil,        ; The Sanctuary
nil,        ; Olympic Games
nil,        ; Homeric Tales
nil,        ; Thermopylae Pass
nil,        ; Hanging Gardens
nil,        ; Thracian Silver Mines
nil,        ; Alexander's Empire
nil,        ; Ishtar Gate
nil,        ; Mt Pangaeus Gold Mines
nil,        ; Acropolis
nil,        ; Pyrrhic Expeditions
nil,        ; Colossus
nil,        ; Plato's Academy
nil,        ; Miletus Harbours
AFl,        ; Mausoleum
nil,        ; Temple of Artemis
nil,        ; Pharos Lighthouse
nil,        ; Alexandrian Library
nil,        ; Caravan Trade Route


;
;    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
Migrants,     Rfg, 0,  1.,0,  0a,1d,  1h,1f,  8,0,  5, nil, 000000000000000
Farmers,      nil, 0,  1.,0,  0a,1d,  1h,1f,  8,0,  5, Rfg, 000000000000000
Infantry,     AFl, 0,  1.,0,  4a,6d,  1h,1f,  1,0,  1, nil, 000000000000000
Infantry,     X7,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  1, X6,  000000000000000
Infantry,     X3,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  1, X2,  000000000000000
Infantry,     Whe, 0,  1.,0,  3a,4d,  1h,1f,  4,0,  1, War, 000000000000000
Infantry,     X5,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  0, X4,  000000000000000
Infantry,     X1,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  0, U3,  000000000000000
 ,            no,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, no,  000100000000000
Loyalists,    nil, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Gue, 000001000000000
Infantry,     U2,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  1, U1,  000000000000000
Infantry,     X1,  0,  1.,0,  3a,4d,  1h,1f,  4,0,  1, U3,  000000000000000
Archers,      nil, 0,  1.,0,  7a,3d,  1h,1f,  6,0,  0, Cmb, 000000001000100
Hoplite,      X2,  0,  1.,0,  7a,4d,  1h,1f,  6,0,  0, Mas, 000000000000000
Warriors,     X3,  0,  1.,0,  7a,3d,  1h,1f,  5,0,  0, X2,  000000000000000
Horsemen,     Whe, 0,  3.,0,  7a,2d,  1h,1f,  5,0,  0, War, 000000000000000
Horsemen,     U2,  0,  3.,0,  7a,2d,  1h,1f,  5,0,  0, U1,  000000000000000
Horsemen,     X1,  0,  3.,0,  7a,2d,  1h,1f,  5,0,  0, U3,  000000000000000
Horsemen,     X3,  0,  3.,0,  8a,2d,  1h,1f,  5,0,  0, X2,  000000000000000
Horsemen,     X5,  0,  3.,0,  7a,2d,  1h,1f,  5,0,  0, X4,  000000000000000
Horsemen,     X7,  0,  3.,0,  7a,2d,  1h,1f,  6,0,  0, X6,  000000000000000
Chariot,      X2,  0,  2.,0, 10a,3d,  1h,1f,  7,0,  0, Hor, 000000000000000
Cavalry,      X3,  0,  2.,0, 10a,3d,  1h,1f,  7,0,  0, Ato, 000000000000000
Catapult,     nil, 0,  1.,0,  8a,2d,  1h,1f,  6,0,  0, Too, 000000001000000
Later Catapult,nil, 0,  1.,0,  9a,3d,  1h,1f,  8,0,  0, Wri, 000000001000000
Ballista,     nil, 0,  1.,0,  5a,3d,  1h,1f,  6,0,  0, Too, 000000000000000
Egyptians,    AFl, 0,  1.,0,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Cyrenaics,    AFl, 0,  1.,1,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Isrealis,     AFl, 0,  1.,2,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Babylonians,  AFl, 0,  1.,0,  8a,4d,  1h,1f,  2,0,  0, nil, 000000000000000
Assyrians,    AFl, 0,  1.,1,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Armenians,    AFl, 0,  1.,2,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Transport,    X2,  2,  7.,0,  4a,3d,  1h,1f,  6,4,  4, Lab, 000000000000000
Trireme,      X2,  2,  7.,0,  6a,4d,  1h,1f,  6,0,  2, Mat, 000000000000000
Galley,       X3,  2,  6.,0,  8a,6d,  1h,1f,  8,0,  2, NF,  000000000000000
Warboat,      X3,  2,  5.,0,  8a,6d,  1h,1f, 10,0,  2, nil, 000000000000000
Quadrireme,   X2,  2,  7.,0,  7a,5d,  1h,1f,  7,2,  2, NF,  000000000000000
Cappadocians, The, 0,  1.,0,  6a,7d,  1h,1f,  8,0,  1, nil, 000000000000000
Lydians,      The, 0,  1.,0,  6a,5d,  1h,1f,  2,4,  1, nil, 000000000000000
Rhodians,     The, 0,  1.,0,  6a,5d,  1h,1f,  2,0,  1, nil, 000000000000000
Achaeans,     The, 0,  1.,0,  6a,5d,  1h,1f,  2,6,  1, nil, 000000000000000
Celts,        The, 0,  1.,0,  5a,5d,  1h,1f,  2,2,  1, nil, 000000000000000
Medes,        The, 0,  1.,0,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Illyrians,    The, 0,  1.,0,  8a,4d,  1h,1f,  2,8,  1, nil, 000000000000000
Legions,      The, 0,  1.,1, 10a,4d,  1h,1f,  6,0,  0, nil, 000000000000000
---,          no,  0,  1.,1,  1a,1d,  1h,1f,  1,0,  0, no,  001000000000000
Envoy,        Exp, 0,  1.,0,  0a,0d,  1h,1f,  6,0,  6, Bro, 000000000000010
Ambassador,   nil, 0,  2.,0,  0a,0d,  1h,1f,  6,0,  6, Exp, 000000000000011
Trader,       Gun, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Merchants,    nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Gun, 000000000000010
Scout,        nil, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  0, Ato, 000001000000010
Bithynians,   The, 0,  1.,0,  8a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Libyans,      The, 0,  1.,0,  7a,3d,  1h,1f,  5,1,  0, nil, 000000000000000
Nabateans,    The, 0,  1.,4,  6a,4d,  1h,1f,  2,0,  1, nil, 000000000000000
Colonist,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Bedouins,     nil, 0,  3.,0,  7a,2d,  1h,1f,  6,0,  0, no,  000000000000000
Elam Cavalry, nil, 0,  3.,0,  8a,3d,  1h,1f,  6,0,  0, no,  000000000000000
Arabians,     nil, 0,  2.,0,  7a,1d,  1h,1f,  6,0,  0, no,  000000000000000
Fighters,     nil, 0,  1.,0,  5a,3d,  1h,1f,  6,0,  0, 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
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   no,  0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  no,    ; Grs
Mountains,  2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Grassland,  1,2,  2,2,0,   yes, 1,10, 2,   no,  0, 0,  0,  no,    ; Tun
Dunes,      6,3,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Forest,     2,3,  1,2,0,   no,  0,15, 6,   no,  0,15,  0,  no,    ; Swa
Grassland,  1,2,  2,1,0,   yes, 1,10, 2,   no,  0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Rocks,      1,2,  0,2,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Horses,     2,3,  3,2,0,
Copper,     2,4,  1,3,2,
Iron,       3,6,  0,5,2,
Foul,       1,2,  3,2,0,
Rocks,      6,3,  0,0,0,
Deer,       2,3,  3,2,0,
Palm Wood,  1,3,  2,5,2,
Fish,       1,2,  3,0,2,
Rocks,      1,2,  0,1,0,
Game Meat,  1,2,  2,1,0,
Grassland,  1,2,  2,1,0,
Foul,       2,3,  3,2,0,
Copper,     2,4,  1,3,2,
Gold,       3,6,  0,2,8,
Large Trees,1,2,  2,5,2,
Rocks,      6,3,  0,1,0,
Foul,       2,3,  3,2,1,
Wheat,      1,2,  3,1,0,
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
Saustatar,    Saustatar,           0, 1, 0, Aetolians,   Aetolian,    1, -1,  1,
Antigonus II, Antigonus II,        0, 2, 3, Macedonians, Macedonian,  1, -1,  1,
Eumenes I,    Eumenes I,           0, 3, 2, Pergamites,  Pergamite,   1, -1,  1,
Thrasamunde,  Thrasamunde,         0, 5, 2, Galatians,   Galatian,    1,  1, -1,
Pyrrhus,      Pyrrhus,             0, 4, 0, Epirotes,    Epirote,     1,  1, -1,
Seleucus III, Seleucus III,        0, 6, 1, Seleucids,   Seleucid,    1, -1,  0,
Ptolemy III,  Ptolemy III,         0, 7, 1, Ptolemaics,  Ptolemaic,   0, -1,  0,
Saustatar,    Saustatar,           0, 1, 3, Mitanni,     Mitanni,    -1, -1,  1,
Enlil-Naser I,Enlil-Naser I,       0, 2, 0, Assyrians,   Assyrian,   -1, -1,  1,
Agum,         Agum,                0, 3, 0, Babylonians, Babylonian,  1, -1,  1,
Thutmose IV,  Thutmose IV,         0, 4, 2, Egyptians,   Egyptian,    1,  1,  1,
Tudhaliya I,  Tudhaliya I,         0, 5, 1, Hittites,    Hittite,     1,  0, -1,
Karunta,      Karunta,             0, 6, 2, Syrians,     Syrian,      0, -1,  1,
Agamemnon,    Agamemnon,           0, 7, 1, Mycenaeans,  Mycenaean,   1,  1, -1,
Saustatar,    Saustatar,           0, 1, 3, Mitanni,     Mitanni,    -1, -1,  1,
Enlil-Naser I,Enlil-Naser I,       0, 2, 0, Assyrians,   Assyrian,   -1, -1,  1,
Agum,         Agum,                0, 3, 0, Babylonians, Babylonian,  1, -1,  1,
Thutmose IV,  Thutmose IV,         0, 4, 2, Egyptians,   Egyptian,    1,  1,  1,
Tudhaliya I,  Tudhaliya I,         0, 5, 1, Hittites,    Hittite,     1,  0, -1,
Karunta,      Karunta,             0, 6, 2, Syrians,     Syrian,      0, -1,  1,
Agamemnon,    Agamemnon,           0, 7, 1, Mycenaeans,  Mycenaean,   1,  1, -1,

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,
Linen,
Beer,
Clothing,
Pottery,
Copper,
Jewels,
Turquoise,
Papyrus,
Bronze,
Cedar,
Gold,
Jewellery,
Incense,
Silver,
Statues,


@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
Demeter
Hera
Hades
Poseidon
Cronus
Zeus

@ATTITUDES
Benevolent
Enthusiastic
Amiable
Congenial
Indistinct
Displeased
Cautious
Hostile
Enraged













