;
;   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
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                
;
;
;             Military - Ground Combat 3
;             Military - Naval Combat  3
;             Military - Aviation      3
;             Military - Generic       3
;             Civil                    1
;             Construction             1
;             Economic                 2
;             Computing                2
;             Space Tech               1
;             Government               1  
;
@CIVILIZE
Aerial combat tactics,     2,-2,  nil, nil, 0, 0    ; AFl - AV1
Home Computers,            6, 1,  Fli, nil, 0, 4    ; Alp - CMP7
Aerospace Research,        2,-1,  Map, nil, 1, 2    ; Amp - GEN2
Afterburners,              4,-2,  X1,  Phi, 1, 0    ; Ast - AV6
All Weather flying,        4,-2,  Ast, Sup, 1, 0    ; Ato - AV7
Automobile,                6, 0,  Cst, Gun, 3, 3    ; Aut - CST3
Antisub Warfare,           4,-2,  NP,  nil, 3, 1    ; Ban - NV7
Autocracy,                 2, 2,  nil, nil, 0, 3    ; Bri - GOV1
Architecture,              2, 0,  nil, nil, 3, 3    ; Bro - CST1
Television,                2, 1,  Sea, nil, 0, 4    ; Cer - CMP3
Area defences,             2,-2,  AFl, nil, 0, 0    ; Che - AV2
Artifical Intelligence,    8, 1,  U3,  nil, 0, 4    ; Chi - CMP14
Automatic Rifles,          3,-2,  Esp, Map, 0, 1    ; CoL - GC4
Automatic shell loading,   5,-2,  Tac, nil, 1, 0    ; CA  - GC7
Capitalism,                2, 1,  nil, nil, 2, 3    ; Cmb - EV1
Communism,                 5, 2,  Rep, MT,  0, 3    ; Cmn - GOV4
Carrier Battle Group,      6,-2,  Rec, ToG, 0, 2    ; Cmp - NV10
Carrier technologies,      3,-2,  X2,  nil, 3, 1    ; Csc - NV5
Steel,                     2, 0,  Bro, Cmb, 3, 3    ; Cst - CST2
Cellular Tech,             7, 1,  Mys, nil, 0, 4    ; Cor - CMP12
Central Banking,           2, 1,  Cmb, nil, 2, 3    ; Cur - EV2
Federalism,                6, 2,  Cmn, Nav, 0, 3    ; Dem - GOV5
Ceramic composites,        4, 1,  Phy, Med, 1, 4    ; Eco - SP7
Cholbam Armour,            6,-2,  Roc, nil, 1, 1    ; E1  - GC10
Microprocessor,            4,-1,  ToG, nil, 2, 2    ; E2  - GEN7
Combat data sharing,       5,-1,  Ldr, nil, 3, 2    ; Eng - GEN9
Environmentalism,          4, 1,  Nav, Uni, 2, 3    ; Env - EV7
Combined Arms Tactics,     2,-2,  PT,  nil, 3, 0    ; Esp - GC3
Civil Engineering,         3, 0,  Aut, Tra, 3, 3    ; Exp - CST4
Composite Armour,          3,-2,  CoL, nil, 0, 1    ; Feu - GC5
Computer Aided Design,     4, 1,  X5,  nil, 0, 4    ; Fli - CMP6
Fundamentalism,            4, 0,  Dem, nil, 0, 3    ; Fun - 	
Fusion Power,              6,-1,  Whe, Too, 3, 2    ; FP  - GEN11
Computer Networks,         5, 1,  Ind, nil, 0, 4    ; Gen - CMP9
Not used,                  1, 0,  no,  no,  0, 0    ; Gue	
Consumer Goods,            3, 1,  Cur, nil, 2, 3    ; Gun - EV3
Credit Cards,              5, 1,  Pla, nil, 2, 3    ; Hor - EV5
Digital Information Storage,5,1,  Alp, nil, 0, 4    ; Ind - CMP8
Space Program,             3, 1,  X3,  nil, 1, 4    ; Inv - SP4
DNA Reconstruction,        5, 1,  Nav, Lit, 1, 3    ; Iro - CV8
Electronic Trading,        5, 1,  Nav, Gen, 2, 3    ; Lab - EV8
Fibre Optics,              6, 1,  Gen, nil, 0, 4    ; Las - CMP10
Fly-by Wire,               5,-1,  E2,  nil, 3, 2    ; Ldr - GEN8
Lifelong Learning,         3, 0,  Uni, Hor, 1, 3    ; Lit - CV5
Fuel Cells,                6, 0,  SE,  Whe, 3, 3    ; Too - CST10
Global Positioning Satelites,5,1, War, Ind, 1, 4    ; Mag - SP9
Radar,                     2,-1,  nil, nil, 1, 2    ; Map - GEN1
Liquid Flammables,         2, 1,  nil, nil, 1, 4    ; Mas - SP1
Plastics,                  4, 0,  Exp, nil, 0, 0    ; MP  - CST6
Magnetic Information Storage,3,1, Cer, MP,  0, 4,   ; Mat - CMP4
Materials Science,         3, 0,  MP,  Nav, 3, 3    ; Med - CST5
Merchant Shipping,         2,-2,  nil, nil, 2, 1    ; Met - NV1
Microwaves,                5, 0,  MP,  nil, 3, 3    ; Min - CST7
Infantry Tactics,          2,-2,  nil, nil, 3, 0    ; Mob - GC1
Nationalism,               3, 2,  Bri, nil, 0, 0    ; Mon - GOV2
Welfare State,             2, 0,  Cur, Wri, 1, 3    ; MT  - CV3
Satellite Communications,  6, 1,  Las, nil, 0, 4    ; Mys - CMP11
Neo-Capitalism,            4, 1,  Hor, MP,  2, 3    ; Nav - EV6
Nuclear Fission,           3,-1,  Amp, nil, 1, 2    ; NF  - GEN3
Nuclear Power,             4,-2,  Csc, Phi, 3, 1    ; NP  - NV6
Guided Missile,            3,-1,  NF,  X3,  2, 2    ; Phi - GEN4
MIRVs,                     4, 1,  Sth, nil, 1, 4    ; Phy - SP6
Fast Food,                 3, 1,  Gun, nil, 2, 3    ; Pla - EV4
Modular construction,      2,-1,  RR,  nil, 2, 1    ; Plu - NV3
Motorized Warfare,         2,-2,  Mob, nil, 3, 0    ; PT  - GC2
Multimode radar,           5,-2,  X7,  nil, 2, 0    ; Pot - AV9
Jet Engine,                3,-2,  U1,  Map, 1, 0    ; Rad - AV4
Naval combat tactics,      2,-2,  Met, nil, 2, 1    ; RR  - NV2
Multiple target tracking,  5,-2,  U2,  nil, 0, 2    ; Rec - NV9
Orbital Patform,           6, 1,  Mag, Too, 1, 4    ; Ref - SP10
Agricultural Subsidies,    2, 1,  MT,  nil, 2, 3    ; Rfg - EV2
Liberalism,                4, 2,  Mon, nil, 0, 3    ; Rep - GOV3
Phased Array Radar,        4,-1,  Sup, nil, 2, 2    ; Rob - GEN6
Portable Missiles,         5,-2,  SFl, ToG, 1, 1    ; Roc - GC9
City Planning,             2, 0,  Bro, nil, 1, 3    ; San - CV1
Punch Cards,               2, 1,  X6,  nil, 0, 4    ; Sea - CMP2
Stealth Technology,        6,-1,  Eng, U3,  3, 2    ; SFl - GEN10
Re-entry vehicles,         3, 1,  Inv, nil, 1, 4    ; Sth - SP5
Robotics,                  5, 0,  Min, E2,  3, 3    ; SE  - CST9
Rocket Engine,             2, 1,  Mas, nil, 1, 4    ; Stl - SP2
Rotary wing aircraft,      3,-1,  Phi, nil, 2, 2    ; Sup - GEN5
Small Unit Tactics,        4,-2,  Feu, Phi, 1, 0    ; Tac - GC6
Anti-biotics,              3, 1,  MT,  nil, 2, 3    ; The - CV4
Smart Weaponry,            4,-1,  Sup, nil, 2, 2    ; ToG - GEN6
Central Planning,          2, 0,  San, Mon, 1, 3    ; Tra - CV2
Higher Education,          3, 0,  MT,  nil, 1, 3    ; Uni - CV4
Space shuttle,             5, 1,  Eco, nil, 1, 4    ; War - SP8
Reactive Armour,           5,-2,  CA,  nil, 1, 1    ; Whe - GC8
State Schools,             2, 0,  San, nil, 1, 3    ; Wri - CV2
Future Technology,         4, 0,  Chi, FP,  1, 3    ; FT
Strategic Airpower,        2,-2,  Che, nil, 0, 0    ; U1  - AV3
Submarine Warfare,         5,-2,  Ban, E2,  0, 2    ; U2  - NV8
Superconductor,            8, 1,  Cor, nil, 0, 4    ; U3  - CMP13
Swept Wings,               3,-2,  Rad, Amp, 1, 0    ; X1  - AV5
Tear-drop hulls,           3,-2,  Plu, Map, 3, 1    ; X2  - NV4
Telemetry,                 4, 1,  Stl, X5,  1, 4    ; X3  - SP3
Thrust vectoring,          6,-2,  Pot, Whe, 2, 0    ; X4  - AV10
Transistor,                4, 1,  Mat, Cur, 0, 4    ; X5  - CMP5
Vacuum Tube,               4, 1,  nil, nil, 0, 4    ; X6  - CMP1
Variable geometry,         5,-2,  Ato, E2,  2, 0    ; X7  - AV8

;
; 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,    nil,
Barracks,                  4, 1,    nil,
Grain Silos,               6, 1,    nil,
Television Station,        4, 1,    Cer,
Train Station,             8, 1,    Cur,
Library System,            8, 1,    Wri,
Local Government,          8, 1,    Rep,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Phone System,             12, 3,    nil,
Hospital,                 12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP, 
Stadium,                  10, 4,    San,
Factory,                  20, 4,    nil,
Manufacturing Plant,      32, 6,    Plu,
SDI Defense,              20, 4,    Ref,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    nil,
Hydro Plant,              24, 4,    Exp,
Nuclear Plant,            16, 2,    NP, 
Stock Exchange,           16, 4,    Lab,
Dam,                      12, 2,    Exp,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                    6, 1,    nil,
Container Terminal,       16, 3,    Met,
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    Cmn,
Port Facility,             8, 3,    RR, 
SS Structural,             8, 0,    SFl,
SS Component,             16, 0,    Pla,
SS Module,                32, 0,    Sup,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Sun Tzu's War Academy,    30, 0,    Feu,
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT, 
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
North Sea Oil,            40, 0,    Met,
Darwin's Voyage,          40, 0,    RR, 
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE, 
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2, 
Manhattan Project,        60, 0,    NF, 
United Nations,           60, 0,    Cmn,
Apollo Program,           60, 0,    SFl,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          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's Chapel
nil,        ; Copernicus' Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; North Sea Oil
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
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
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000
WP Inf,       Feu, 0,  2.,0,  4a,6d,  2h,1f,  6,0,  1, Mob, 000000000000000
NATO Inf,     Feu, 0,  2.,0,  4a,6d,  2h,1f,  8,0,  1, Mob, 000000000000000
Light Infantry,nil, 0,  2.,0,  6a,5d,  2h,2f,  9,0,  0, Tac, 000001000000010
Legion,       Gun, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Iro, 000000000000000
Pikemen,      Gun, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Feu, 000010000000000
Musketeers,   Csc, 0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, Gun, 000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010
Alpine Troops,nil, 0,  1.,0,  5a,5d,  2h,1f,  5,0,  1, Tac, 000001000000000
Riflemen,     nil, 0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, Csc, 000000000000000
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Mech. Inf.,   nil, 0,  3.,0,  6a,6d,  3h,1f,  5,0,  1, Lab, 000000000000000
Recon,        Chi, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Tac, 000000000000000
Leopard II,   nil, 0,  4.,0, 12a,8d,  3h,2f, 16,0,  0, E1,  000000000000001
BMP 2,        MT,  0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000000000000000
T-90,         Ldr, 0,  4.,0, 12a,8d,  3h,2f, 14,0,  0, E1,  000000000000000
Challenger II,nil, 0,  4.,0, 11a,8d,  3h,2f, 16,0,  0, E1,  000000000000000
T-80,         Tac, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, CA,  000000000000000
Challenger II,Mob, 0,  2.,0,  8a,3d,  2h,1f,  6,0,  0, E1,  000000000000000
Armor,        nil, 0,  3.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000
Catapult,     Met, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000
Cannon,       Too, 0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, Met, 000000000000000
MLRS Battery, Rob, 0,  1.,0, 10a,2d,  1h,3f, 20,0,  0, Phi, 000000000000000
SP Howitzer,  nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, PT,  000000001000000
F-4 Phantom,  Sth, 1, 10.,1,  4a,3d,  2h,2f,  6,0,  3, Ast, 000000000010001
Tu-24 Backifre,Sth, 1, 30.,2, 12a,4d,  2h,2f, 24,0,  0, U1,  000000000000001
AWACS,        nil, 1, 10.,6,  0a,4d,  3h,2f, 16,0,  0, Rob, 010000000000011
MiG 29,       nil, 1, 12.,2, 10a,4d,  2h,2f, 12,0,  3, Ldr, 000000000010001
SU 27,        nil, 1, 14.,2, 12a,5d,  2h,2f, 16,0,  3, Rob, 000000000000001
SU 24,        nil, 1, 18.,2, 10a,4d,  2h,2f, 20,2,  0, X7,  000000000000000
AV8 Harrier,  nil, 1, 10.,2,  8a,5d,  2h,2f, 12,3,  0, X4,  000000000000000
Galleon,      Ind, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000
Missile Boat, E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, Phi, 000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, E1,  100000000000001
Frigate,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, Ban, 100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, Roc, 110000000000001
Freighter,    nil, 2,  8.,0,  0a,2d,  2h,1f,  6,6,  2, Met, 000000000000000
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, Cmb, 000000000001001
Freighter,    nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, AFl, 000000010000001
LPD,          nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, RR,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, U1,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, Roc, 001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Esp, 000000000000011
Caravan,      Cor, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Cor, 000000000000010
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Old Submarine,nil, 2,  4.,0,  5a,4d,  2h,1f,  4,0,  2, RR,  000000000001000
Mod Diesel Sub,nil, 2,  6.,0,  6a,6d,  2h,2f,  8,0,  2, U2,  100000000001000
Nuclear Sub,  nil, 2,  8.,0,  8a,8d,  2h,2f, 14,0,  2, U2,  100000000001001
F-16 Falcon,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Ldr, 000000000000000
AMX,          nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Phi, 000000000000000
Mirage 2000,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, Ldr, 000000000000000
Rafale,       nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  3, X4,  000000000000000
VSTOL Carrier,nil, 2, 10.,0,  6a,6d,  2h,2f, 20,0,  2, Csc, 100000010000001
Carrier,      nil, 2, 14.,0, 16a,8d,  4h,3f, 35,0,  2, Cmp, 110000011000001
Eurofighter,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, X4,  000000000000000
IDS Tornado,  nil, 1, 20.,2, 12a,4d,  3h,2f, 16,0,  0, X7,  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,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   yes, 4, 6,  2,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Gla,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      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
Evergreens, 3,3,  1,1,0,   no,  1,10, 1,   no,  0, 0,  0,  Pln,   ; Tun
Cropland,   1,2,  2,1,1,   yes, 2, 4, 1,   no,  1,15,  3,  For,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Steppe,     1,2,  1,0,0,   yes, 1,15, 5,   For, 0,15,  3,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Cattle,     1,2,  2,2,0,
Grassland,  1,2,  2,1,0,
Paper Mill, 2,3,  1,2,4,
Coal Mine,  2,4,  1,4,2,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oilfields,  1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber Mill,2,3,  1,5,3,
Copper Mine,2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Quarry,     2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   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
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













