;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
0       ; Settlers eat (govt >= Communism)
20      ; City size for first unhappiness at Chieftain level
1       ; Riot factor based on # cities (higher factor lessens the effect)
16      ; Aqueduct needed to exceed this size
30      ; 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
20      ; Communism pays support for all units past this
30      ; Fundamentalism pays support for all units past this
4       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
30      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
10      ; 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
Rocket Research,            4,-2,  Alp, Las, 3, 0    ; AFl
Wonder Weapons,             5, 1,  Env, nil, 3, 0    ; Alp 
Jet Engine Design,          3,-2,  Rec, AFl, 3, 4    ; Amp
Telemetric Guidance,        4, 1,  Mys, Mat, 0, 4    ; Ast   
Improved Suspension,        4,-1,  Ast, nil, 1, 0    ; Ato
Skyscrapers,                6,-1,  nil, no,  2, 2    ; Aut *
Commercial Bank,            4, 1,  Rep, nil, 0, 1    ; Ban 
Portable Military Bridge,   4, 0,  Iro, Cst, 1, 4    ; Bri
Improved Fighter Design,    6,-1,  Feu, Rec, 3, 4    ; Bro 
Fighter Development,        5, 0,  Lit, nil, 3, 4    ; Cer
Synthetic Materials,        5,-1,  nil, nil, 0, 0    ; Che   
Assault Guns,               6,-2,  Map, nil, 0, 0    ; Chi   
Military Police,            4, 1,  Cmb, nil, 0, 4    ; CoL  
Combined Arms,              5,-1,  Csc, nil, 0, 0    ; CA  
Adv. Armour Sloping,        5,-1,  CA,  nil, 1, 0    ; Cmb
Communism,                  5, 0,  Phi, nil, 0, 2    ; Cmn   
Not Axis/Japan,             4, 1,  no,  no,  2, 1    ; Cmp
Riveted Armour,             7,-1,  Lit, nil, 1, 0    ; Csc 
Light Tank,                 4, 0,  Iro, Csc, 1, 0    ; Cst 
Motorized Headquarters,     4, 0,  Cst, nil, 0, 0    ; Cor   
Spanish Civil War Analysis, 4, 1,  nil, nil, 0, 0    ; Cur 
Federal Republic,           5, 1,  nil, nil, 2, 2    ; Dem 
Investment Bank,            4, 1,  Ban, nil, 0, 1    ; Eco
Welded Armour,              4, 0,  Cst, Mag, 1, 0    ; E1  
Modern Architecture,        4, 1,  nil, no,  2, 2    ; E2 *
Tiger,                      4, 1,  Hor, X1,  1, 0    ; Eng   
Standard Parts,             3, 1,  U2,  Pla, 0, 4    ; Env
Terror Bombing Doctrine,    2,-1,  Rec, nil, 0, 0    ; Esp
Self-Propelled Artillery,   5, 0,  Gun, nil, 1, 3    ; Exp
Basic Fighter,              4,-1,  Fli, nil, 3, 4    ; Feu
Air-Land Battle Doctrine,   4,-1,  Rad, nil, 3, 4    ; Fli
Fascism,                    3,-2,  nil, no,  0, 3    ; Fun
Henschel,                   3, 0,  SE,  X1,  1, 0    ; FP
Improved Engine,            3, 2,  Plu, nil, 1, 0    ; Gen 
No [Guerilla Warfare],      4, 1,  no,   no, 0, 4    ; Gue
Explosives,         	    8,-2,  Iro, nil, 1, 3    ; Gun
88mm Mounted Gun,   	    4,-1,  Map, Mob, 1, 0    ; Hor
NO [Industrialization],     6,0,   no,  no,  0, 4    ; Ind
Cavity Magnetron,           6, 0,  Lit, nil, 0, 4    ; Inv
Motorized Warfare Doctrine, 5,-1,  Cur, nil, 1, 0    ; Iro 
Nylon,            	    4,-1,  Inv, nil, 0, 4    ; Lab
Isotope Seperation Process, 4, 0,  NP,  MP,  3, 3    ; Las
Not France,                 5,-1,  no,  no,  2, 4    ; Ldr 
Great War Experience Analysis,5, 2,nil, nil, 0, 0    ; Lit
Divebombers,          	    4,-2,  The, nil, 3, 4    ; Too 
Halftrack Troop Carrier,    4,-1,  Phy, Iro, 1, 0    ; Mag 
Improved Gear,       	    6,-1,  Gen, nil, 3, 4    ; Map
Electric Turrets,   	    4, 1,  Pot, nil, 1, 0    ; Mas
Chain Reaction Process,     5, 0,  Aut, Cor, 3, 3    ; MP
Paratrooper Warfare,        4,-1,  Cmb, Mas, 0, 0    ; Mat
Powerful Diesel Engines,    4, 0,  Env,  X1, 2, 0    ; Med
Heavy Bomber Airframe,      6,-2,  War, nil, 3, 4    ; Met
'Blitz' Bombing Doctrine,   4, 1,  Esp, nil, 1, 0    ; Min
Panther,         	    8,-1,  Map,  X1, 1, 0    ; Mob
Imperial Japan,        	    5, 1,  nil, U1,  3, 2    ; Mon
Guided Missiles,            6,-1,  AFl, nil, 3, 0    ; MT -
Divisional Signal Command System,4,0,nil,nil,0, 0    ; Mys
Improved Ship Design,       6,-1,  Sea, Ast, 2, 0    ; Nav
Atomic Bomb Program,  	    6,-2,  NP,  Las, 3, 3    ; NF
Laboratory Produced Fission,3, 0,  Whe, nil, 3, 3    ; NP
Centimetric Radar,    	    6, 1,  Mys, Lit, 0, 4    ; Phi
Elite Infantry, 	    4,-1,  Nav, Lit, 0, 0    ; Phy
Plastics,           	    4, 1,  Ref, Lab, 0, 4    ; Pla
Medium Tanks,   	    4, 0,  Cmb, E1,  1, 0    ; Plu
Tank Destroyers,            4, 0,  U2,  nil, 1, 0    ; PT     
Tank Radio,         	    4, 1,  Csc, Cmb, 1, 0    ; Pot
Air Support Doctrine,       5,-1,  Cer, nil, 3, 4    ; Rad
No [Railroad],              6, 0,  no,  no,  0, 4    ; RR
Air To Air Doctrine,  	    2, 1,  San, Wri, 3, 4    ; Rec
Refining,           	    4, 0,  Che, Cor, 2, 3    ; Ref
Modern Farming,     	    3, 1,  E1,  San, 2, 3    ; Rfg
Representative Democracy,   5, 1,  CoL, Lit, 1, 2    ; Rep
Simple Design,      	    5,-2,  Plu, Stl, 1, 0    ; Rob
Secret Code Breaking Centre,6,-2,  Cst, nil, 0, 4    ; Roc
Wind Tunnel,        	    4, 2,  Mat, nil, 3, 4    ; San
Naval Aviation Doctrine,    4, 1,  Pot, nil, 3, 4    ; Sea 
T-34/76,       	            4, 1,  Rob, Stl, 1, 0    ; SFl
Kawasaki Ki-100,       	    6, 0,  Bro, Mon, 3, 2    ; Sth
Improved Tiger,      	    4,-1,  Eng,   X1, 1, 0    ; SE  
Soviet Union,       	    4,-1,  nil,  U1, 0, 2    ; Stl
T-34/85,         	    4, 1,  SFl, Map, 1, 0    ; Sup
Automatic Rifle,            6,-1,  nil, nil, 0, 0    ; Tac
Bomber Development,	    3, 2,  Mys, Feu, 3, 4    ; The
Long Range Fighters,        4, 0,  Rec, Feu, 3, 4    ; ToG
Supplying,            	    4, 2,  no,  no,  2, 3    ; Tra
Knigstiger,    	    5, 1,  FP,  X1,  1, 0    ; Uni
Strategic Bombing,          4,-1,  Min, nil, 3, 4    ; War
Radioactivity,              4,-1,  nil, nil, 3, 3    ; Whe
Carpet Bombing Doctrine,    4, 2,  The, nil, 3, 4    ; Wri
Modern Technology,   	    1, 0,  NF,  nil, 0, 4    ; FT
Illegal Tech,       	    3, 0,  no,  no,  0, 0    ; U1 
Heavy Tank Prototype Tests, 3, 0,  Chi, nil, 1, 0    ; U2
Katuysha,         	    1, 0,  Env, Stl, 1, 0    ; U3
Third Reich,          	    6,-2,  nil, U1,  0, 3    ; X1 
Not Soviet,         	    6,-2,  no,  no,  0, 2    ; X2 
Not China,       	    6,-2,  no,  no,  0, 4    ; X3 
Not Germany,        	    6,-2,  no,  no,  0, 3    ; X4 
Not USA,            	    6,-2,  no,  no,  2, 2    ; X5 
Not British,        	    1, 0,  no,  no,  1, 2    ; X6 
Not Japanese,       	    1, 0,  no,  no,  3, 2    ; 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,
Headquarters,             11, 0,    nil,
Army Base,                13, 1,    Lit,
Supply Depot,             7,  1,    nil,
Cinema,                   5,  1,    nil,
Textile Production,       9,  1,    nil,
Literacy Program,         9,  1,    nil,
Secret Police,            9,  1,    CoL,
Tank Defences,            14, 0,    Lit,
Public Utilities,         9,  2,    Ref, 
Commercial Bank,          13, 3,    Ban,
Nationalization,          13, 3,    no,
Secret Science Centre,    17, 3,    nil,
no,                       17, 4,    no,
Entertainment Industry,   11, 4,    nil,
Heavy Industry,           56, 4,    nil,
Manufacturing Plant,      77, 6,    Pla,
no,                       21, 4,    no,
no,                       21, 2,    no,
Steel Production,         47, 4,    Ref,
Oil Refinery,             35, 4,    nil,
no,                       17, 2,    no,  (Nuclear Plant)
Investment Bank,          17, 4,    Eco,
Highways,                 13, 2,    nil,
Industrial Farming,        9, 3,    Rfg,
Rapid Transit,            21, 5,    nil,
no,                       17, 3,    no,
no,                       11, 2,    no,
Coastal Fortifications,    9, 1,    Nav,
Checmical Industry,       33, 4,    AFl, 
Fishing Industry,          7, 1,    nil,
Industrial Port,          57, 3,    Che,
[Airport],                17, 3,    no,
Military Court,            7, 2,    CoL,
Naval Base,                9,  3,    Nav,
no,                        9,  0,    no,
no,                       17, 0,    no,
no,                       33, 0,    no,
[ Weapon Export ],        60, 0,    Lit,
Ukrainian Farming,        20, 0,    nil, 
United Kingdom,           20, 0,    nil, 
Free Trade,               20, 0,    nil, 
Japanese Sea Power,       20, 0,    nil, 
Scientific Breakthrough,  30, 0,    Pla,   
British Commonwealth,     30, 0,    nil,  
Great Wall Of China,      30, 0,    nil,
Nazi Militarism,          30, 0,    nil, 
Skoda Industries,         30, 0,    nil, 
no,                       20,0,     no, 
Arch de Triumphe,         40, 0,    nil, 
Secret Weapons Facilities,30, 0,    Alp, 
The Royal Navy,           40, 0,    nil,
Propaganda Campaign,      30, 0,    Alp,
no,                       40, 0,    no, 
Freedom of Speech,        40, 0,    nil,
Secret Code Breaking Centre,40,0,   Roc, 
German Efficiency,        40, 0,    nil,
Stalin's Russia,          40, 0,    nil,
Statue of Liberty,        40, 0,    nil, 
Eiffel Tower,              30, 0,   nil,
Rosie the Riveter,        60, 0,    CoL,
Narvik Iron Ore Supply,   60, 0,    nil,
Atomic Bomb Development,  60, 0,    NF, 
no,                       60, 0,    no,
no,                       60, 0,    no,
E.N.I.A.C. Computer,      60, 0,    AFl,
Imperial Palace,          60, 0,    nil,


;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Ukrainian Farming
nil,        ; United Kingdom
nil,        ; Free Trade
nil,        ; Japanese Sea Power
nil,        ; Scientific Breakthrough
nil,        ; British Commonwealth
Lit,        ; Great Wall Of China
nil,        ; Nazi Militarism
nil,        ; Ruhr Industries
nil,        ; Elite Intelligence Service
nil,        ; Arch de Triumphe
nil,        ; Peenemnde Complex
nil,        ; The Royal Navy
nil,        ; Propaganda Campaign
no,         ; no
nil,        ; Freedom of Speech
nil,        ; Secret Code Breaking Centre
nil,        ; German Efficiency
nil,        ; Stalin's Russia
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Rosie the Riveter
nil,        ; Narvik Ore Mines
nil,        ; Atomic Bomb Program
no,         ; no
no,         ; no
nil,        ; E.N.I.A.C. Computer
nil,        ; Imperial Palace


;
;    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
Super Battleship,         Cmp, 2, 10.,0, 41a,35d, 3h,4f,100,0,  2, no,  010000000010001 *
Engineers,                nil, 0,  2.,0,  0a,2d,  1h,1f, 12,0,  5, Exp, 000000000000000 *
Ground Attack Aircraft,   X5,  1,  7.,2, 24a,4d,  2h,2f, 12,0,  0, Too, 000000000000000 *
KV-1,                     X2,  0,  2.,0, 23a,14d, 2h,2f, 14,0,  0, E1,  000000000000000 *
Cruiser,                  nil, 2, 10.,0, 25a,20d, 2h,2f, 46,0,  2, Lit, 000000000000000 *
Light Tank,               Plu, 0,  2.,0, 20a,11d, 2h,2f, 12,0,  0, Cst, 000000000000000 *
M36 Jackson,              X5,  0,  2.,0, 34a,17d, 2h,2f, 18,0,  0, PT,  000000000000000 *
Medium Bomber,            nil, 1,  9.,3, 28a,4d,  2h,2f, 18,0,  0, The, 000000000000000 *
Cavalry Divison,          Plu, 0,  2.,0, 12a,5d,  2h,2f, 10,0,  0, Lit, 000000000000000 *
Partisans,                no,  0,  0.,0, 10a,7d,  2h,2f,  8,0,  0, no,  000000000000100 *
Mechanised Infantry,      nil, 0,  2.,0, 20a,9d,  2h,2f, 12,0,  0, Mag, 000000001000010 *
Foreign Legion,           Ldr, 0,  1.,0, 20a,8d,  2h,2f, 10,0,  1, Phy, 000000001000100 *
US Marines,               X5,  0,  1.,0, 20a,8d,  2h,2f, 10,0,  1, Phy, 000000001000100 *
Airborne Division,        nil, 0,  1.,0, 14a,9d,  2h,2f, 12,0,  0, San, 000000101000010 *
Motorised Infantry,       nil, 0,  2.,0, 16a,8d,  2h,2f, 10,0,  1, Iro, 000000001000010 *
Defensive Line,           no,  0,  0.,0,  0a,25d, 2h,2f, 30,0,  1, no,  000000000000000 *
T-34/76,                  Sup, 0,  2.,0, 26a,16d, 2h,2f, 16,0,  0, SFl, 000000000000000 *
Red Guard,                X2,  0,  1.,0, 20a,8d,  2h,2f, 10,0,  1, Phy, 000000001000100 *
PzKpfW IV,                X4,  0,  2.,0, 25a,14d, 2h,2f, 15,0,  0, Plu, 000000000000010 *
N Inf. Division,          no,  0,  0.,0, 12a,8d,  2h,2f,  8,0,  1, no,  000000001000100 *
PzKpfW VI Tiger I,        X4,  0,  2.,0, 37a,19d, 2h,2f, 19,0,  0, Eng, 000000000000000 *
PzKpfW VII Knigstiger,   X4,  0,  1.,0, 42a,22d, 2h,2f, 22,0,  0, Uni, 000000000000000 *
PzKpfW V Panther,         X4,  0,  2.,0, 32a,17d, 2h,2f, 17,0,  0, Mob, 000000000000000 *
Improved Battleship,      Cmp, 2,  8.,0, 36a,30d, 3h,3f, 60,0,  2, Nav, 010000000010001 *
Heavy Bomber,             nil, 1, 11.,3, 43a,7d,  2h,2f, 20,0,  0, Met, 000000000000000 *
Heavy Artillery,          nil, 0,  1.,0, 27a,4d,  2h,2f, 14,0,  0, Exp, 000000001000000 *
Biplane Fighter,          Feu, 1,  4.,2,  5a,3d,  2h,2f, 12,0,  3, Cer, 000000000010000 *
U-Boat XXI Type,          X4,  2, 15.,1, 25a,15d, 2h,2f, 30,0,  0, Med, 000000000001001 *
Junkers-87 Stuka,         X4,  1,  7.,2, 28a,4d,  2h,2f, 14,0,  0, Too, 000000000000000 *
Fighter,                  nil, 1,  7.,2, 10a,8d,  2h,2f, 12,0,  3, Feu, 000000000010000 *
Char B1 Bis,              Ldr, 0,  2.,0, 25a,13d, 2h,2f, 16,0,  0, Plu, 000000000000010 *
JS-2,                     X2,  0,  2.,0, 40a,20d, 2h,2f, 22,0,  0, PT,  000000000000000 *
V-1 Fritz,                X4,  1, 24.,1, 35a,5d,  2h,2f, 12,0,  0, MT,  001000000000000 *
Battleship,               Nav, 2,  8.,0, 30a,25d, 3h,3f, 50,0,  2, Lit, 000000000010000 *
Destroyer,                nil, 2, 15.,0, 15a,22d, 2h,2f, 24,0,  2, Lit, 100000000000001 *
Improved Figter,          Sth, 1,  7.,2, 13a,9d,  2h,2f, 14,0,  3, Bro, 000000000010000 *
Flak Battery,             nil, 0,  1.,0, 16a,11d, 2h,2f, 16,0,  1, The, 010010000010000 *
Il-2 Sturmovik,           X2,  1,  7.,2, 28a,8d,  2h,2f, 14,0,  0, Too, 000000000000000 *
Medium Tank,              nil, 0,  2.,0, 23a,12d, 2h,2f, 14,0,  0, Plu, 000000000000000 *
Jet Fighter,              X4,  1,  7.,2, 18a,12d, 2h,2f, 18,0,  3, Amp, 000000000010000 *
Aichi D3A1,               X7,  1,  7.,2, 28a,3d,  2h,2f, 10,0,  0, Too, 000000000000000 *
Submarine,                Med, 2,  7.,1, 21a,10d, 2h,2f, 20,0,  0, Lit, 000000000001001 *
Aircraft Carrier,         nil, 2,  8.,0,  0a,25d, 2h,2f, 50,0,  2, Lit, 000000010000001 *
Freighter,                nil, 2, 11.,0,  0a,5d,  2h,2f, 18,4,  4, nil, 000000000000000 *
Long Range Fighter,       nil, 1, 10.,3, 10a,5d,  2h,2f, 14,0,  3, ToG, 000000000010000 *
Atomic Bomb,              nil, 1,  22.,1, 99a,3d, 2h,2f, 26,0,  0, NF,  001000000000000 *
Kawasaki Ki-100,          X7,  1,  8.,2, 14a,9d,  2h,2f, 13,0,  3, Sth, 000000000010000 *
Heavy Fighter,            nil, 1,  9.,3, 12a,7d,  2h,2f, 14,0,  3, ToG, 000000000010000 *
Heavy Tank,               nil, 0,  2.,0, 30a,16d, 2h,2f, 16,0,  0, U2,  000000000000000 *
Trade Goods,              nil, 0,  2.,0,  0a,3d,  2h,2f, 12,0,  7, nil, 000000000000010 *
Home Guard,               nil, 0,  1.,0,  8a,6d,  2h,2f,  8,0,  1, Tac, 000010001000001 *
Waffen SS,                X4,  0,  1.,0, 20a,8d,  2h,2f, 10,0,  1, Phy, 000000001000100 *
Commandos,                X6,  0,  1.,0, 20a,8d,  2h,2f, 10,0,  1, Phy, 000000001000100 *
J Inf. Division,          X7,  0,  1.,0, 12a,7d,  2h,2f,  8,0,  1, Tac, 000000001000000 *
S Inf. Division,          X2,  0,  1.,0, 12a,7d,  2h,2f,  8,0,  1, Tac, 000000001000000 *
T-34/85,                  X2,  0,  2.,0, 35a,16d, 2h,2f, 18,0,  0, Sup, 000000000000000 *
F Inf. Division,          Ldr, 0,  1.,2, 12a,7d,  2h,2f,  8,0,  1, Tac, 000000001000000 *
Marines,                  X7,  0,  1.,0, 20a,8d,  2h,2f, 10,0,  1, Phy, 000000001000100 *
B Inf. Division,          X6,  0,  1.,0, 12a,7d,  2h,2f,  8,0,  1, Tac, 000000001000000 *
A Inf. Division,          X4,  0,  1.,0, 12a,7d,  2h,2f,  8,0,  1, Tac, 000000001000000 *
U Inf. Division,          X5,  0,  1.,0, 12a,7d,  2h,2f,  8,0,  1, Tac, 000000001000000 *
Katuysha,                 X2,  0,  2.,0, 35a,3d,  2h,2f, 10,0,  0,  U3, 000000001000000 *

;
; 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,     2,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; 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
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Manufacturing Sector,1,2,10,10,10,  no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Rain Forest,2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Desert Village,1,2,  3,1,0,
Chemical Facilities,1,2,1,3,6,
Grassland,  1,2,  2,1,0,
Trees,   2,3,  3,2,0,
Factory Complexes,2,4,1,5,2,
Coal Working,3,6,  0,6,4,
Arctic,       1,2,  3,1,0,
Communication,2,2,  1,1,4,
NONE,       2,3,  1,4,0,
Rubber,       2,3,  1,0,4,
Salt Water,       1,2,  3,0,2,
Oil,        1,2,  2,4,20,
Factory Complexes,1,2,  3,5,2,
Grassland,  1,2,  2,1,0,
Country Side,2,3,  1,2,3,
Industrialized Mine,2,4,  1,5,2,
Ruhr/Ural Industry,3,6, 0,30,60,
Arctic Wildlife,1,2,  2,0,3,
NONE,       2,2,  0,4,0,
NONE,      2,3,  3,0,4,
Rubber,     2,3,  4,0,10,
Salt Water,     1,2,2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Autocracy,      Emperor,     Empress
Imperialism,    Emperor,     Empress
Communism,      Comrade,     Comrade
Fascism,        Fhrer,      Fhreress
Representative Democracy, Prime Minister,Prime Minister
Federal Republic,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, 1, Germans,     German,      1,  1, -1,     4, Fhrer, Fhrer, 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, 3, Americans,   American,   -1,  -1,-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, 3, Indians,     Indian,     -1, -1,  1,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,    -1,  1, -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,    -1, -1,  1,     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
Armaments,
Cloth,
Tank Parts,
Machine Tools,
Explosives,
Textiles,
Steel,
Iron,
Rubber,
Ammunition,
Medical Supplies,
Gasoline,
Petroleum,
Ore,
Crude Oil,
Aluminum,


@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
Private (easiest)
Major
Colonel
General
Field Marshal
Commander in Chief

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













