;
;   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
2       ; Road movement multiplier
15      ; 1 in x chance Trireme lost (mod. by Expl. o. N. World and, Voyage)
2       ; # of food each citizen eats per turn
16      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
5       ; City size for first unhappiness at Chieftain level
12      ; Riot factor based on # cities (higher factor lessens the effect)
4       ; Aqueduct needed to exceed this size
16      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
45      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
1       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
70      ; 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
Unused,             3, 0,  no,  no,  0, 0    ; AFl
Enterprises,        4, 0,  Csc, Cor, 2, 1    ; Alp
Unused,             3, 0,  no,  no,  0, 0    ; Amp
Polearms,           5, 1,  nil, nil, 0, 0    ; Ast
Unused,             3, 0,  no,  no,  0, 0    ; Ato
State Institutions, 6, 1,  Plu, nil, 2, 4    ; Aut
Unused,             3, 0,  no,  no,  0, 0    ; Ban
Architecture,       4, 1,  nil, nil, 0, 2    ; Bri
Unused,             3, 0,  no,  no,  0, 0    ; Bro
Renaissance,        5, 0,  nil, nil, 0, 2    ; Cer
Gunpowder,          5,-1,  nil, nil, 0, 3    ; Che
(Chivalry),         4,-2,  no,  no,  1, 0    ; Chi
Unused,             3, 0,  no,  no,  0, 0    ; CoL
Bombards,           5,-1,  Che, nil, 0, 0    ; CA 
Feudalism,          4, 0,  nil, nil, 0, 4    ; Cmb
Counter-Reformation,5, 0,  nil, no,  2, 2    ; Cmn
Cavalry,            4,-1,  The, Ast, 0, 0    ; Cmp
Credit Instruments, 5, 1,  Tra, nil, 1, 1    ; Csc
Science of Fortification,5,-1,  Ind, Aut, 1, 3    ; Cst
Adv. Iron Casting,  4, 0,  Tra, Bri, 0, 1    ; Cor
Unused,             3, 0,  no,  no,  0, 0    ; Cur
(Democracy),        5, 1,  no,  no,  2, 2    ; Dem
Cannon,             6,-1,  Cor, Inv, 2, 0    ; Eco
Manufactures,       7, 0,  Eco, Alp, 2, 1    ; E1 
Engineering,        6, 0,  Aut, nil, 1, 2    ; E2 
Musket,             6,-1,  E1,  nil, 2, 0    ; Eng
Tactics,            6,-1,  Eng, Cmp, 2, 0    ; Env
Unused,             3, 0,  no,  no,  0, 0    ; Esp
New World Companies,5, 0,  Mag, Sea, 2, 1    ; Exp
Privateering Companies,5,-1,  Exp, Fli, 2, 1    ; Feu
Merchant Shipping,   4, 1,  Mag, nil, 2, 1    ; Fli
Absolutism,         8,-1,  Sth, nil, 2, 4    ; Fun
(Fusion Power),     3, 0,  no,  no,  3, 3    ; FP 
Light Warships,     5,-1,  Gun, Feu, 1, 0    ; Gen
(Guerrilla Warfare),4, 1,  no,  no,  3, 0    ; Gue
Light Artillery,    8,-2,  Env, nil, 2, 0    ; Gun
Adv. Gunpowder Creation,4,-1,  Eng, nil, 0, 2    ; Hor
Tracee Italiene,    6,-1,  Med, nil, 2, 0    ; Ind
Fire Arms,          4,-1,  CA,  nil, 0, 0    ; Inv
Sultanate,          5,-1,  X7,  no,  3, 2    ; Iro
Seige Warfare,      4,-1,  Hor, Phi, 2, 0    ; Lab
Diplomacy,          5, 2,  Ldr, nil, 2, 4    ; Las
Mercantilism,       7, 0,  Phi, nil, 2, 1    ; Ldr
Alt. Cavalry Tactics,6,-2,  Ldr, nil, 2, 0    ; Lit
Unused,             3, 0,  no,  no,  0, 0    ; Too
Adv. Shipbuilding,  5,-1,  E1,  nil, 1, 0    ; Mag
Navigation,         6, 0,  nil, nil, 0, 3    ; Map
Royal Privileges,   6, 1,  Ldr, nil, 2, 4    ; Mas
The Optic Tube,     4, 1,  Mat, nil, 0, 3    ; MP 
India Companies,    4, 1,  Gen, Ldr, 2, 1    ; Mat
Adv. Seige Technices,5, 0,  Lab, nil, 0, 0    ; Med
Unused,             3, 0,  no,  no,  0, 0    ; Met
Banking,            5, 2,  Mat, nil, 1, 1    ; Min
Dutch Insurection,  6,-1,  no,  no,  3, 0    ; Mob
Christianity,       5, 1,  nil, no,  2, 2    ; Mon
Printing Press,     5, 1,  nil, nil, 0, 3    ; MT 
United Nobility,    3,-2,  X7,  no,  1, 4    ; Mys
New World Voyage,   6, 0,  Map, Cer, 2, 1    ; Nav
(Nuclear Fission),  6,-2,  no,  no,  3, 3    ; NF 
Navigational Instruments,4, 1,  MP,  Pla, 1, 3    ; NP 
Profiteering,       6, 0,  Gun, Feu, 1, 3    ; Phi
Unused,             3, 0,  no,  no,  0, 0    ; Phy
Naval Staff,        5, 0,  Aut, nil, 1, 0    ; Pla
Bureocracy,         4, 2,  Mas, Las, 2, 4    ; Plu
Unused,             3, 0,  no,  no,  0, 0    ; PT 
Naval Tactics,      4,-1,  Pla, NP,  1, 0    ; Pot
(Radio),            5,-1,  no,  no,  3, 4    ; Rad
(Railroad),         6, 0,  no,  no,  2, 1    ; RR 
Unused,             3, 0,  no,  no,  0, 0    ; Rec
Artillery Tactics,  6,-1,  Lit, Cst, 2, 0    ; Ref
Agricultural Reform,4, 1,  Sth, nil, 1, 3    ; Rfg
Reformation,        5, 1,  nil, no,  0, 3    ; Rep
Improved Ship Design,5,-2,  Pot, E2,  1, 3    ; Rob
Unused,             3, 0,  no,  no,  0, 0    ; Roc
Adv. Fortifications,5, 0,  E2,  Ref, 2, 1    ; San
Exploration of the New World,8, 0,  Eco, Nav, 0, 1    ; Sea
(Space Flight),     4, 1,  no,  no,  3, 3    ; SFl
Statesmanship,      3, 2,  SE,  E2,  2, 4    ; Sth
Admirality,         5, 0,  Rob, nil, 2, 4    ; SE 
Metalurgy,          4, 0,  E2,  nil, 2, 1    ; Stl
Bayonet/Flintlock,  5,-1,  San, Stl, 3, 0    ; Sup
Naval Artillery,    5,-1,  Stl, SE,  1, 0    ; Tac
Agriculture,        4, 1,  nil, nil, 0, 1    ; The
Naval Architecture, 4,-1,  Tac, Fun, 1, 0    ; ToG
Trade Guilds,       5, 1,  nil, nil, 0, 1    ; Tra
Steam Engine,       5, 5,  E2,  Stl, 1, 3    ; Uni
Cavalry Doctrines,  5,-1,  Sup, nil, 3, 0    ; War
Conscription,       5,-1,  Fun, Sup, 3, 0    ; Whe
(Writing),          4, 2,  no,  no,  0, 3    ; Wri
Improved Bureocracy,1, 0,  Plu, nil, 1, 3    ; FT 
Espionage,          3, 2,  Sth, nil, 2, 4    ; U1 
Unused,             3, 0,  no,  no,  0, 0    ; U2 
Unused,             3, 0,  no,  no,  0, 0    ; U3 
Unused,             3, 0,  no,  no,  0, 0    ; X1 
Unused,             3, 0,  no,  no,  0, 0    ; X2 
Unused,             3, 0,  no,  no,  0, 0    ; X3 
Unused,             3, 0,  no,  no,  0, 0    ; X4 
Unused,             3, 0,  no,  no,  0, 0    ; X5 
Capture of Algiers, 3, 0,  X7,  no,  0, 0    ; X6 
Pedia,              3, 0,  no,  no,  0, 0    ; X7 

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

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Seat of Government,       10, 3,    Plu,
Garrison,                  4, 2,    Whe,
Mills,                     6, 1,    The,
Manor,                     6, 1,    Cmb,
Market,                    8, 1,    Tra,
Guilds,                    8, 1,    Cer,
Palace,                   10, 3,    Plu,
Maintained Defences,       5, 7,    Bri,
City Privileges,           8, 2,    Mas,
Import/Export Exchange,   12, 3,    Fli,
Cathedral,                13, 3,    Bri,
Colonial Company,         12, 2,    Exp,
Mass Transit,             16, 4,    no, 
Church,                   10, 2,    Mon,
Gun Manufacture,          15, 5,    E1, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Royal Mint,                6, 3,    Mas,
Saw Mills,                16, 1,    E2, 
Nuclear Plant,            16, 2,    no, 
Bank,                     20, 4,    Min,
Sewer System,             12, 2,    no, 
Land Reform,              12, 1,    Rfg,
Tax Exceptions,           15, 3,    Mas,
University,               13, 6,    Aut,
SAM Missile Battery,      10, 2,    no, 
Harbour Fortifications,   15, 1,    no,
Solar Plant,              32, 4,    no, 
Harbor,                    7, 1,    nil,
Shipping Tolls,            8, 3,    Ldr,
Airport,                  16, 3,    no, 
Center of Administration,  6, 6,    Plu,
Shipyard,                  6, 3,    Mag,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Income Sent to Treasury,  60, 0,    Ldr,
National Unification,     20, 0,    The,
Veerenigde Oostindiche Compagnie,50, 0,    Mat,
Oresund Taxation,         20, 0,    nil,
Royal Navy,               65, 0,    SE, 
Hanseatic League,         30, 0,    Tra,
Gustav Vasas Rebelion,    30, 0,    Mys, 
Tercio,                   30, 0,    Ast,
Standing Army,            65, 0,    Sup,
Proto Industrialization,  70, 0,    Uni,
Geheime Kabinetts-Kanzlei,50, 0,    U1, 
Sultanate,                40, 0,    Iro, 
German Bookmarket,        30, 0,    MT, 
Berber Pirate States,     40, 0,    Iro, 
"The Prince",             30, 0,    Cer,
Cathedral of Aachen,      40, 0,    Bri, 
De Jure Belli ac Pacis,   50, 0,    Las,
Padua University,         40, 0,    Cer,
Treasure Fleet,           40, 0,    Sea,
Cracow Castle,            40, 0,    Bri, 
Anglicanism,              45, 0,    Rep,
Imperial Throne,          30, 0,    Cmb,
Reformed Nobility,        70, 0,    Aut,
Hagia Sophia,             60, 0,    Bri, 
*Plague*,                 60, 0,    no, 
Corps Diplomatique,       60, 0,    Sth,
Papal Seat,               60, 0,    Mon,
Antwerp's Exchange,       60, 0,    Tra, 
95 Theses,                60, 0,    Rep,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; French Unification
ToG,        ; VOC
nil,        ; Oresund Taxation
nil,        ; Royal Navy
Map,        ; Hanseatic League
nil,        ; Gustav Vasas Rebelion
Lit,        ; Tercio
nil,        ; Standing Army
nil,        ; Proto Industrialization
nil,        ; Geheime Kabinetts-Kanzlei
nil,        ; Sultanate
nil,        ; German Bookmarket
X6,         ; Berbers
nil,        ; "The Prince"
Rep,        ; Aachen
Ref,        ; De Jure Belli ac Pacis
nil,        ; Padua University
Alp,        ; Treasure Fleet
nil,        ; Cracow Castle
nil,        ; Anglicanism
Las,        ; Imperial Throne
nil,        ; Reformed Nobility
Iro,        ; Hagia Sophia
nil,        ; *Plague*
nil,        ; Corps Diplomatique
Rep,        ; Papal Seat
Sea,        ; Antwerps Exchange
nil,        ; 95 Theses


;
;    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
Peasants,     E2,  0,  1.,0,  0a,2d,  1h,1f,  5,0,  5, The, 000000000000000
Engineer,     nil, 0,  1.,0,  0a,2d,  2h,1f,  8,0,  5, E2,  000000000000000
Pikeman,      Env, 0,  2.,0,  1a,4d,  2h,1f,  5,0,  1, Ast, 000010000000000
Arqebusier,   Eng, 0,  2.,0,  5a,2d,  2h,2f,  5,0,  1, Inv, 000000000000000
Pikemen,      Sup, 0,  2.,0,  1a,5d,  3h,1f,  6,0,  1, Env, 000010000000000
Crossbowmen,  Env, 0,  2.,0,  5a,2d,  2h,1f,  4,0,  1, nil, 000000000000000
C. Landsknecht,nil, 0,  2.,0,  5a,2d,  3h,1f,  4,0,  1, no,  000010000000000
Burgher,      nil, 0,  0.,0,  0a,1d,  2h,1f,  3,0,  6, no,  000000000000000
Burghers,     nil, 0,  0.,0,  0a,1d,  2h,1f,  3,0,  1, no,  000100000000000
Armed Peasents,nil, 0,  2.,0,  4a,2d,  2h,2f,  6,0,  0, Fun, 000001000000010
Millitia,     nil, 0,  2.,0,  3a,4d,  2h,1f,  4,0,  1, Whe, 000000000000000
P. Landsknecht,nil, 0,  2.,0,  1a,5d,  3h,1f,  6,0,  1, no,  000010000000000
Infantry,     nil, 0,  2.,0,  6a,6d,  3h,2f,  6,0,  1, Sup, 000000000000100
Grenadiers,   nil, 0,  2.,0,  7a,4d,  2h,2f,  7,0,  1, Sup, 000000000000000
Musketeer,    Sup, 0,  2.,0,  6a,3d,  2h,2f,  6,0,  1, Eng, 000000000000100
Musket Cavalry,Lit, 0,  3.,0,  7a,2d,  1h,2f,  7,0,  0, Env, 000000000000000
Ritters,      nil, 0,  3.,0,  7a,2d,  1h,3f,  5,0,  0, no,  000000000000000
Cuirassers,   War, 0,  3.,0,  8a,3d,  1h,2f,  7,0,  0, Lit, 000000000000010
Mt Landsknecht,nil, 0,  3.,0,  8a,3d,  1h,3f,  7,0,  0, no,  000000000000010
Elector,      nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  7, no,  000000000000000
Knight,       Env, 0,  3.,0,  6a,1d,  1h,1f,  6,0,  0, Cmb, 000000000000000
Lancers,      Lit, 0,  3.,0,  7a,3d,  1h,2f,  5,0,  0, Cmp, 000000000000000
Horse Artillery,nil, 0,  2.,0,  7a,2d,  3h,3f,  9,0,  3, Ref, 000000000000010
Bombard,      Eco, 0,  1.,0,  5a,1d,  2h,3f,  9,0,  0, CA,  000000000000000
Cannon,       Cst, 0,  1.,0,  6a,1d,  3h,5f,  9,0,  0, Eco, 000000000000000
Culverin,     Ref, 0,  2.,0,  5a,1d,  3h,3f,  9,0,  0, Gun, 000000000000000
Mortar,       nil, 0,  1.,0,  6a,1d,  4h,6f, 16,0,  0, Cst, 000000001000000
Fortress,     nil, 0,  0.,1,  1a,12d, 9h,1f, 19,0,  5, Ind, 000000000000001
Major Fortress,nil, 0,  0.,2,  1a,13d,11h,1f, 24,0,  5, San, 000000000000001
Scotts,       nil, 0,  2.,4,  6a,3d,  3h,2f,  6,0,  0, no,  000000000000100
Castle,       Ind, 0,  0.,1,  1a,8d,  6h,1f, 15,0,  5, Bri, 000010000000000
Nobility,     nil, 0,  0.,2,  0a,1d,  2h,1f,  2,0,  1, no,  001001000000000
Caravel,      Fli, 2, 10.,0,  5a,5d,  8h,5f,  8,2,  4, Map, 000000000101000
Galley,       nil, 2,  8.,0,  8a,5d,  6h,6f,  7,1,  2, nil, 000000000101001
Galleon,      Iro, 2,  8.,0, 10a,9d,  8h,6f, 11,3,  2, Mag, 000000000101000
Fast Galleon, Iro, 2, 11.,0, 11a,7d,  8h,5f, 11,1,  2, Gen, 100000000101000
Fleuyte,      Iro, 2, 14.,0,  0a,4d,  4h,1f,  9,4,  4, Fli, 100000000100000
Sloop,        ToG, 2, 14.,0,  9a,4d,  6h,5f,  7,0,  2, Feu, 100000000101001
Man of War,   ToG, 2, 11.,0, 11a,9d, 10h,6f, 11,0,  2, Rob, 100000000101001
Frigate,      nil, 2, 16.,0, 11a,9d,  8h,7f, 14,0,  2, Tac, 100000000001001
Ship of the Line,nil, 2, 13.,0, 13a,9d, 11h,6f, 17,0,  2, ToG, 100000000001001
Indiaman,     nil, 2, 18.,0,  6a,7d,  9h,6f, 11,6,  2, ToG, 000000000001001
Italians,     nil, 0,  2.,0,  2a,4d,  3h,1f,  7,0,  1, no,  000010000000000
Envoy,        nil, 0,  2.,0,  0a,3d,  3h,1f,  5,8,  6, no,  000000000000000
Fire Ship,    nil, 2,  8.,1,  7a,0d,  1h,10f,  5,0,  0, Pot, 001000000101000
Cavalry,      nil, 0,  3.,0,  8a,4d,  2h,2f,  7,0,  0, War, 000000000000011
Ambassador,   nil, 0,  2.,0,  0a,0d,  1h,1f, 14,0,  6, Las, 000000000000010
Minor Royalty,nil, 0,  0.,0,  0a,1d,  1h,1f,  3,0,  1, no,  000000000000011
Trader,       Ldr, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Traders,      nil, 0,  2.,0,  0a,1d,  1h,1f,  7,0,  7, Ldr, 000000000000010
Swiss Pikemen,nil, 0,  2.,0,  1a,4d,  3h,1f,  6,0,  1, no,  000010000000010
Mushketor,    nil, 0,  2.,0,  6a,3d,  2h,2f,  4,0,  1, no,  000001000000011
Artillery,    nil, 0,  1.,0,  9a,1d,  4h,5f, 12,0,  0, Lab, 100000000000001
Xebec,        Mon, 2, 13.,0,  7a,7d,  7h,7f,  8,1,  2, Mag, 100000000001001
Albanians,    nil, 0,  3.,0,  7a,2d,  1h,2f,  5,0,  0, no,  000000000000010
Hussars,      nil, 0,  3.,0,  8a,3d,  1h,3f,  5,0,  0, no,  000010000000010
Cossacks,     nil, 0,  4.,0,  8a,2d,  1h,3f,  5,0,  0, no,  000010000000010
M. Landsknecht,nil, 0,  2.,0,  6a,3d,  3h,2f,  6,0,  0, no,  000000000000000
Janisaries,   Mon, 0,  2.,0,  6a,3d,  2h,2f,  6,0,  1, Iro, 000000000000000
Spahis,       Mon, 0,  3.,0,  6a,2d,  1h,2f,  6,0,  0, Iro, 000000000000011
Dhow,         Mon, 2, 11.,0,  7a,4d,  5h,7f,  6,1,  2, Iro, 100000000001001
Mercenary Captain,nil, 0,  3.,0,  7a,4d,  3h,2f,  3,0,  0, no,  000010000000111

;
; 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
Center of Trade,1,2,  3,2,7,   no,  0, 1, 5,   no,  0, 1,  3,  Drt,   ; Drt
Plains,     1,2,  0,0,0,   yes, 3,10, 1,   no,  0,15,  0,  Pln,   ; Pln
Grassland,  1,2,  0,1,0,   yes, 2, 5, 2,   no,  0,10,  0,  Pln,   ; Grs
Wooded Hills,8,4,  0,2,0,   Hil, 0,40, 5,   no,  0, 5,  0,  For,   ; For
Hills,      2,3,  0,0,0,   yes, 1,10, 0,   yes, 4,15,  1,  Hil,   ; Hil
Mountains,  12,5,  0,0,0,   no,  1,10, 0,   yes, 5,10,  6,  Mou,   ; Mou
Med. Forest,4,2,  0,2,0,   Grs, 1,15, 1,   no,  0, 0,  0,  Grs,   ; Tun
Conifer Forest,10,4,  0,3,0,   Grs, 0,40, 0,   no,  1,15,  3,  Grs,   ; Gla
Swamp,      12,1,  0,0,0,   yes, 1,20, 6,   no,  0,15,  0,  Grs,   ; Swa
Forest,     8,3,  0,3,0,   Grs, 0,20, 6,   no,  0,15,  0,  Jun,   ; Jun
Ocean,      1,6,  0,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Riches,     1,2,  2,4,7,
Horse Herds,1,2,  3,1,3,
Grassland,  1,2,  2,1,0,
Prime Timber,2,3,  0,4,2,
Silver,     2,4,  0,2,4,
Gold,       3,6,  0,1,7,
Olive Groves,1,2,  2,1,1,
Game,       2,2,  1,2,3,
Minerals,   2,3,  0,0,1,
Game,       2,3,  2,2,3,
Reefs,      1,2,  0,1,2,
Riches,     1,2,  2,4,7,
Wheat,      1,2,  4,0,1,
Grassland,  1,2,  2,1,0,
Prime Timber,2,3,  0,4,2,
Ore,        2,4,  0,3,2,
Iron Ore,   3,6,  0,6,2,
Wine,       1,2,  2,0,3,
Prime Timber,2,2,  0,4,2,
Reeds,      2,3,  1,0,0,
Prime Timber,2,3,  0,4,2,
Fish,       1,2,  6,0,2,




@GOVERNMENTS
Anarchy,        King,         Queen
Feudal Monarchy, King,     Queen
Monarchy,       King,        Queen
Counter-Reformed Monarchy, King,        Queen
Absolutism,     King,        Queen
Reformed Monarchy, King,        Queen
Reformed Republic, Lord Protector,   Lord Protector

;
;   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, 2, Romans,      Roman,       0,  1,  1,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 2, Germans,     German,      1, -1,  1,     1, Emperor, Empress, 2, Emperor, Empress, 3, Emperor, Empress, 4, Emperor, Empress, 5, Emperor, Empress
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -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,     1, Sultan, Sultana, 2, Sultan, Sultana, 3, Sultan, Sultana, 4, Sultan, Sultana, 5, Sultan, Sultana
Louis XIV,    Joan of Arc,         0, 3, 1, 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,     4, Lord Protector, Lady Protector
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 2, 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, 1, Spanish,     Spanish,    -1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 2, 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,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Luxuries,
Livestock,
Copper,
Fabric,
Salt,
Fish,
Iron Ore,
Cloth,
Beer,
Colonial Imports,
Silver,
Spice,
Porcelain,
Gold,
Cast Iron,
Spice,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Restore Stackable,  F
Build Road,         R
Plant Crops,        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













