;
;   CIVILIZATION GAME DATA
;   These rules are edited.
;

;
;   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
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
15      ; Riot factor based on # cities (higher factor lessens the effect)
5       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
15      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this
5       ; 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
Pictography,        4, 2,  nil, nil, 0, 3    ; AFl
Alphabet,           4, 2,  AFl, nil, 1, 3    ; Alp
Linguistics,        6, 0,  nil, nil, 0, 3    ; Amp
Writing,            5, 2,  Alp, Amp, 1, 3    ; Ast
Literature,         5, 2,  Ast, Lab, 2, 3    ; Ato
Orient Architecture,7, 1,  no,  no,  3, 2    ; Aut
Weaving,            0, 2,  nil, nil, 0, 1    ; Ban
Bridge Building,    3, 0,  Gen, Feu, 1, 4    ; Bri
Basket Making,      4, 2,  Ban, nil, 0, 1    ; Bro
Clay Working,       6, 0,  nil, nil, 0, 1    ; Cer
Priesthood,         7, 0,  Ast, nil, 0, 2    ; Che
Wood Working,       4, 0,  nil, nil, 0, 1    ; Chi
Stone Working,      4, 0,  Cer, Chi, 0, 1    ; CoL
Furnace,            6,-1,  CoL, Cmb, 1, 1    ; CA 
Mining,             6,-1,  Chi, nil, 1, 1    ; Cmb
Imperialism,        7,-1,  Che, Mon, 3, 2    ; Cmn
Wood Weapons,       8,-2,  Chi, nil, 0, 0    ; Cmp
Copper Weapons,     8,-2,  CA,  E2,  2, 0    ; Csc
Iron Weapons,       9, 0,  Csc, Lab, 3, 0    ; Cst
Numerals,           2, 2,  Alp, nil, 1, 3    ; Cor
Basic Arithmatic,   0, 2,  Cor, Ast, 1, 3    ; Cur
Republic,           4, 0,  San, Phi, 2, 2    ; Dem
Domestication,      5,-1,  nil, nil, 0, 2    ; Eco
Horseback Riding,   6,-2,  Cmp, Eco, 0, 0    ; E1 
Archery,            6,-2,  Chi, nil, 1, 0    ; E2 
Quarrying,          5,-1,  CoL, Cmb, 1, 1    ; Eng
Masonry,            8, 1,  Eng, nil, 1, 4    ; Env
Wells,              9, 0,  Env, Bro, 1, 4    ; Esp
Diplomacy,          4, 2,  Ast, nil, 1, 2    ; Exp
Algebra,            5, 2,  Cur, Lab, 2, 3    ; Feu
---,                4,-1,  no,  no,  2, 4    ; Fli
---,                3,-2,  no,  no,  2, 2    ; Fun
---,                3, 0,  no,  no,  3, 3    ; FP 
Construction,       7, 2,  Env, Pla, 1, 4    ; Gen
Patriotism,         1, 0,  Cmn, Csc, 3, 0    ; Gue
Currency,           6, 2,  Cur, CA,  2, 1    ; Gun
Chariot Making,     6,-2,  Chi, Eco, 1, 4    ; Hor
House Architecture, 6, 2,  no,  no,  2, 2    ; Ind
---,                6, 0,  no,  no,  1, 4    ; Inv
Long-Range Weaponry,5,-2,  Hor, Las, 3, 0    ; Iro
Schooling,          7, 2,  Amp, Gue, 2, 3    ; Lab
Fortifications,     7,-2,  Gen, Cst, 2, 2    ; Las
Libraries,          5, 2,  Exp, Lab, 2, 2    ; Ldr
Universities,       9, 2,  Ldr, Too, 3, 3    ; Lit
Geometry,           5, 2,  Feu, Bri, 2, 3    ; Too
Vertical Loom,      7, 1,  Rob, Tra, 1, 1    ; Mag
Jewellery Making,   5, 2,  Csc, Gun, 3, 1    ; Map
Formation Warfare,  9,-2,  Cst, Tra, 3, 0    ; Mas
---,                5, 0,  no,  no,  3, 4    ; MP 
Architecture,       6, 2,  Lab, Las, 2, 2    ; Mat
Arches,             6, 2,  Mat, Bri, 2, 4    ; Med
Battering Rams,     9,-2,  Las, Iro, 3, 0    ; Met
Music Theory,       4, 2,  Lab, Bro, 1, 2    ; Min
Astronomy,          3, 2,  Ldr, Tra, 2, 3    ; Mob
Monarchy,           5, 1,  Exp, Csc, 1, 2    ; Mon
Astrology,          5, 2,  Mob, Too, 2, 2    ; MT 
Temple Complex,     9, 0,  Che, MT,  2, 2    ; Mys
---,                6, 1,  no,  no,  1, 1    ; Nav
Scaffolding,        0, 0,  Bro, CoL, 0, 1    ; NF 
Henna Paint,        3, 0,  Rfg, nil, 0, 1    ; NP 
Palaces,            8, 1,  Mat, Mys, 3, 2    ; Phi
Philosophy,         5, 1,  Ldr, Mob, 1, 2    ; Phy
Burial,             4, 1,  nil, nil, 0, 2    ; Pla
---,                6, 1,  no,  no,  1, 1    ; Plu
Mausoleums,         0, 0,  Phi, Pla, 3, 2    ; PT 
Coastal Forts,      8,-2,  War, E2,  3, 4    ; Pot
---,                5,-1,  no,  no,  3, 4    ; Rad
---,                6, 0,  no,  no,  2, 1    ; RR 
The Obelisk,        5, 1,  PT,  Las, 2, 4    ; Rec
Catapulting,        9,-2,  Iro, Too, 3, 0    ; Ref
Crop Farming,       6, 1,  Bro, nil, 0, 1    ; Rfg
---,                5, 1,  no,  no,  0, 2    ; Rep
Dying,              1, 0,  Ban, NP,  1, 1    ; Rob
Towers,             6,-2,  Las, San, 2, 4    ; Roc
Architrades,        1, 2,  Chi, nil, 2, 4    ; San
Medicine,           0, 1,  Che, AFl, 1, 1    ; Sea
---,                4, 1,  no,  no,  3, 3    ; SFl
---,                3, 0,  no,  no,  0, 2    ; Sth
dc,                 4, 1,  no,  no,  0, 2    ; SE 
Civ-Specific,       5, 2,  no,  no,  0, 1    ; Stl
Harbours,           5, 1,  Bro, E2,  3, 4    ; Sup
Boating,            2, 0,  Sup, nil, 3, 4    ; Tac
Trireme,            1, 0,  Csc, Tac, 3, 4    ; The
Quadrireme,         4,-2,  Cst, Csc, 3, 4    ; ToG
Trade,              5, 2,  Amp, Cer, 1, 1    ; Tra
Transports,         5,-1,  The, Tra, 3, 4    ; Uni
Warships,           9,-2,  Csc, ToG, 3, 4    ; War
Guns,               9,-2,  no,  no,  3, 0    ; Whe
Cosmetics,          0, 2,  AFl, Ban, 0, 2    ; Wri
Future Technology,  1, 0,  Pot, Rec, 3, 3    ; FT 
Monument Building,  9, 2,  Rec, Aut, 3, 2    ; U1 
Entertainment Venue,6, 0,  Min, Gen, 2, 2    ; U2 
Pyramids,           8, 0,  Stl, nil, 3, 2    ; U3 
Ziggurats,          3, 0,  Stl, nil, 3, 2    ; X1 
Monuments,          3, 0,  Stl, nil, 3, 2    ; X2 
Not Barbarian,      3, 0,  no,  no,  3, 0    ; X3 
Not Bedouin/Jebusit,3, 0,  no,  no,  3, 0    ; X4 
Not Nubian/Kushite, 3, 0,  no,  no,  3, 0    ; X5 
Not Mesopotamian,   3, 0,  no,  no,  3, 0    ; X6 
Not Egyptian,       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,                   10, 0,    Phi,
Barracks,                  4, 1,    Cmp,
Granary,                   5, 1,    Rfg,
Shrine,                    4, 1,    Che,
Bazaar,                    8, 1,    Tra,
School,                    8, 2,    Lab,
Prison,                    6, 1,    Mon,
City Walls,                8, 0,    Las,
Well,                      6, 2,    Esp,
Market Square,             8, 2,    Gun,
Temple Complex,           10, 2,    Mys,
Library,                   8, 2,    Ldr,
Mass Transit,             16, 4,    no, 
Entertainment Square,      8, 4,    U2, 
Metalsmiths,              10, 5,    Csc,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Trade Centre,             12, 4,    Map,
Sewer System,             12, 2,    no, 
Food Stalls,               6, 3,    Rfg,
Inn,                       8, 4,    Gun,
University,               10, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Waterfront Defences,       8, 1,    Pot,
Solar Plant,              32, 4,    no, 
Harbour,                   6, 1,    Sup,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Military Wharf,            8, 3,    Sup,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Gun,
Nile Inundation,          10, 0,    nil,
Beer,                     20, 0,    Cer,
Grand Temple of Ra,       20, 0,    nil,
Grand Temple of Osiris,   20, 0,    nil,
Grand Temple of Ptah,     30, 0,    nil,
Great Ziggurat,           40, 0,    X1, 
Grand Temple of Inyotef,  40, 0,    nil,
Canaanite Tribes,         30, 0,    nil,
Lebanese Cedar,           30, 0,    nil,
Ziggurat of Ur-Nannu,     50, 0,    X1, 
Phoenician Pride,         40, 0,    nil,
Kerma Pyramids,           30, 0,    nil,
Alasia Sea Port,          40, 0,    nil,
Great African Market,     30, 0,    nil,
Buhen Fortress,           50, 0,    Las,
Temple of Enlil,          40, 0,    X1, 
Grand Temple of Dimuzi,   40, 0,    nil,
Pwenet Red Sea Port,      40, 0,    nil,
Hanging Gardens,          70, 0,    X1, 
Step Pyramid,             30, 0,    U3, 
Great Pyramid,            70, 0,    U3, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Nile Inundation
nil,        ; Beer
nil,        ; Grand Temple of Ra
AFl,        ; Grand Temple of Osiris
AFl,        ; Grand Temple of Ptah
nil,        ; Great Ziggurat
AFl,        ; Grand Temple of Inyotef
nil,        ; Canaanite Tribes
nil,        ; Lebanese Cedar
nil,        ; Ziggurat of Ur-Nannu
nil,        ; Phoenician Pride
nil,        ; Kerma Pyramids
nil,        ; Alasia Sea Port
nil,        ; Great African Market
nil,        ; Buhen Fortress
nil,        ; Temple of Enlil
AFl,        ; Grand Temple of Dimuzi
nil,        ; Pwenet Red Sea Port
nil,        ; Hanging Gardens
nil,        ; Step Pyramid
nil,        ; Great Pyramid
no,         ; Women's Suffrage
no,         ; Hoover Dam
no,         ; Manhattan Project
no,         ; United Nations
no,         ; Apollo Program
no,         ; SETI Program
no,         ; 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
Nomads,       Rfg, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, nil, 000000000000000
Farmers,      nil, 0,  1.,0,  0a,2d,  1h,1f,  4,0,  5, Rfg, 000000000000000
Militia,      Cmp, 0,  1.,0,  0a,3d,  1h,1f,  1,0,  1, nil, 000000000000000
Warriors,     Csc, 0,  1.,0,  3a,2d,  1h,1f,  1,0,  1, Cmp, 000010000000000
Infantry,     X7,  0,  1.,0,  5a,3d,  1h,1f,  4,0,  1, Csc, 000000000000000
Infantry,     X6,  0,  1.,0,  7a,4d,  2h,1f,  4,0,  1, Csc, 000010000000000
Infantry,     X5,  0,  1.,0,  7a,4d,  2h,1f,  4,0,  1, Csc, 000010000000000
Infantry,     X4,  0,  1.,0,  7a,3d,  2h,1f,  4,0,  1, Csc, 000010000000000
Archers,      X3,  0,  2.,0,  9a,5d,  2h,2f,  7,0,  0, E2,  000000001000100
Rebels,       no,  0,  1.,0,  0a,2d,  1h,1f,  1,0,  1, no,  000000000000000
Adv Infantry, X7,  0,  2.,0, 11a,5d,  2h,2f,  7,0,  0, Mas, 000000000000000
Adv Infantry, X6,  0,  1.,0, 11a,5d,  2h,2f,  7,0,  0, Mas, 000010000000000
Adv Infantry, X5,  0,  1.,0, 11a,5d,  2h,2f,  7,0,  0, Mas, 000000000000000
 ,            no,  0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, no,  000000100000000
Raiders,      X4,  0,  2.,0, 13a,4d,  2h,2f,  7,0,  0, Mas, 000000000000000
Cavalry,      X7,  0,  3.,0, 14a,3d,  1h,1f,  6,0,  0, E1,  000000000000000
Cavalry,      X6,  0,  3.,0, 14a,3d,  1h,1f,  6,0,  0, E1,  000000000000000
Cavalry,      X5,  0,  3.,0, 14a,3d,  1h,1f,  6,0,  0, E1,  000000000000000
Cavalry,      X4,  0,  3.,0, 14a,3d,  1h,1f,  6,0,  0, E1,  000000000000000
Cavalry,      no,  0,  3.,0, 15a,3d,  1h,1f,  6,0,  0, no,  000000000000000
Cavalry,      no,  0,  3.,0, 15a,3d,  1h,1f,  6,0,  0, no,  000000000000000
Cavalry,      no,  0,  3.,0, 15a,3d,  1h,1f,  2,0,  0, no,  000000000000000
Camel Warriors,no,  0,  2.,0, 17a,4d,  1h,1f,  8,0,  0, no,  000000000000000
Battering Ram,nil, 0,  1.,0, 18a,2d,  1h,3f,  9,0,  1, Met, 000000000000000
Scaling Tower,nil, 0,  2.,0, 13a,2d,  1h,2f,  9,0,  0, Roc, 000000001000000
Catapult,     no,  0,  1.,0, 17a,3d,  1h,2f, 10,0,  0, no,  000000001000000
Battering Ram,no,  0,  1.,0, 20a,0d,  1h,2f, 10,0,  0, no,  000000001000000
Warriors,     no,  0,  2.,1, 10a,6d,  2h,2f,  2,0,  0, no,  000000000000000
 ,            no,  1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
 ,            no,  1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
 ,            no,  1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
 ,            no,  1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
River Boat,   ToG, 2,  3.,0,  0a,1d,  1h,1f,  5,1,  4, The, 100000000101000
Sailed Boat,  Uni, 2,  5.,0,  3a,4d,  1h,1f,  6,2,  4, ToG, 100000000001000
Transport,    X7,  2,  6.,0,  5a,6d,  2h,1f,  8,3,  4, Uni, 100000000001000
Transport,    X6,  2,  6.,0,  5a,6d,  2h,1f,  8,3,  4, Uni, 100000000001000
Transport,    X5,  2,  6.,0,  5a,6d,  2h,1f,  8,3,  4, Uni, 100000000001000
Warship,      X7,  2,  5.,0, 10a,7d,  2h,2f, 10,0,  2, War, 100000000001000
Warship,      X6,  2,  5.,0, 10a,7d,  2h,2f, 10,0,  2, War, 100000000001000
Warship,      X5,  2,  5.,0,  9a,7d,  2h,2f, 10,0,  2, War, 100000000000000
Oasis City,   X3,  0,  0.,0,  0a,17d, 2h,1f,  4,0,  0, nil, 000000000000001
 ,            no,  2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
 ,            no,  2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
 ,            no,  2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
 ,            no,  1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
 ,            no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Ambassador,   no,  0,  1.,0,  0a,0d,  1h,1f,  5,0,  6, no,  000000000000010
Envoy,        no,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Merchant,     Gun, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Gun, 000000000000010
Explorer,     no,  0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Extra Land,   nil, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, 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 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        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
Cedar Forest,2,3,  1,2,1,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  0,0,0,   no,  1,10, 0,   yes, 2,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 3,10,  6,  no,    ; Mou
Aridland,   1,2,  0,0,0,   yes, 1,10, 2,   no,  0, 0,  0,  no,    ; Tun
Sand Dunes, 2,2,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Forest,     2,3,  1,2,0,   no,  0,15, 6,   no,  4,15,  0,  no,    ; Swa
Grassland,  2,3,  2,1,0,   yes, 1,15, 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,  2,1,0,
Grassland,  1,2,  2,1,0,
Horses,     2,3,  2,2,1,
Copper,     2,4,  0,3,2,
Iron,       3,6,  0,5,2,
Palms,      1,2,  1,2,0,
Rocks,      6,3,  0,0,0,
Peat,       2,3,  2,3,1,
Horses,     1,3,  1,2,2,
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,
Gems,       2,4,  1,1,4,
Silver,     3,6,  0,2,8,
Rocks,      1,2,  0,2,0,
Rocks,      6,3,  0,0,0,
Foul,       2,3,  2,2,1,
Foul,       1,2,  3,1,0,
Large Fish, 1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        King,        Queen
Despotism,      King,        Queen
Monarchy,       King,        Queen
Imperialism,    King,        Queen
Militarism,     King,        Queen
Union,          King,        Queen
Republic,       King,        Queen

;
;   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
Djoser,       Djoser,              0, 1, 1, Egyptians,   Egyptian,    0,  1,  1,
Khaga,        Khaga,               0, 2, 0, Bedouins,    Bedouin,    -1, -1,  1,
Puyiet,       Puyiet,              0, 3, 3, Nubians,     Nubian,      1, -1,  1,
Lokhesh,      Lokhesh,             1, 4, 0, Kushites,    Kushite,     0,  0,  1,
Jebushtas,    Jebushtas,           0, 5, 1, Jebusites,   Jebusite,   -1,  0,  1,
Lugalbanda,   Lugalbanda,          1, 6, 1, Erechs,      Erech,       0,  1, -1,
Akadan,       Akadan,              0, 7, 2, Elemites,    Elamite,    -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Skins,
Clay,
Barley,
Flax,
Henna,
Copper,
Bricks,
Stone,
Pottery,
Beer,
Linen,
Palm Wood,
Jewellery,
Cedar,
Gold,
Silver,


@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













