;
;   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
4       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
1       ; # 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)
1       ; Settlers eat (govt >= Communism)
4       ; 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
20      ; 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
8       ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
70      ; Fundamentalism loses this % of science
0       ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; 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
Concrete,           3, 3,  Csc, Gue, 3, 0    ; AFl
Scuba Diving,       2,-1,  Nav, X3,  0, 3    ; Alp
Sniper Rifle,       3, 0,  Wri, X6,  3, 0    ; Amp
Partizan Code,      2, 1,  X5,  War, 1, 3    ; Ast
Guerilla Warfare,   2, 1,  Iro, nil, 2, 3    ; Ato
Suicidal Action,    1,-3,  no,  no,  3, 4    ; Aut
Explosives,         2,-3,  Exp, nil, 1, 1    ; Ban
Bridge Building,    4, 3,  Alp, nil, 0, 4    ; Bri
Scope Assemblation, 3,-1,  Fli, nil, 0, 4    ; Bro
Advanced Explosives,2,-3,  Rob, nil, 0, 2    ; Cer
Adv. Machine Gun,   3,-1,  War, nil, 1, 3    ; Che
Pacification,       3,-2,  Cmb, E1,  1, 0    ; Chi
X,                  4, 1,  no,  no,  0, 2    ; CoL
Marine Code,        3,-2,  Hor, Mob, 3, 0    ; CA 
Mobilisation,       4,-1,  Iro, X7,  2, 4    ; Cmb
Monopoly Capitalism,5, 3,  FP,  Rep, 2, 2    ; Cmn
X,                  4, 1,  no,  no,  3, 4    ; Cmp
Scope,              3,-1,  Tac, nil, 2, 0    ; Csc
Suicidal Action,    1,-3,  U3,  Too, 3, 4    ; Cst
Marketing,          4, 3,  Mag, nil, 2, 1    ; Cor
X,                  4, 1,  no,  no,  0, 1    ; Cur
Communism,          5, 3,  Cmn, Wri, 2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Heavy Boats,        4,-1,  X7,  nil, 2, 4    ; E1 
Nil,                5, 0,  nil, nil, 3, 4    ; E2 
X,                  4, 0,  no,  no,  0, 4    ; Eng
X,                  3, 1,  no,  no,  3, 2    ; Env
Agency,             2, 1,  Lab, Chi, 3, 0    ; Esp
Construction,       5, 3,  Mag, nil, 2, 4    ; Exp
Counter Sniping,    3,-1,  Esp, X1,  0, 0    ; Feu
Machine Pistol,     4,-1,  Cst, FP,  2, 4    ; Fli
Religion,           3, 3,  Csc, Gue, 2, 2    ; Fun
Hunting,            3,-1,  Ldr, PT,  3, 3    ; FP 
X,                  3, 2,  no,  no,  3, 3    ; Gen
Code of Laws,       4,-1,  Met, Tac, 3, 0    ; Gue
Amfibious Warfare,  2,-2,  Roc, Gue, 1, 0    ; Gun
Combined Skills,    4,-2,  Che, Stl, 0, 0    ; Hor
Effective Housing,  1, 3,  Exp, Cor, 2, 1    ; Ind
X,                  6, 0,  no,  no,  1, 4    ; Inv
Guarding,           3,-1,  X4,  MT,  0, 4    ; Iro
Range Scope,        3,-2,  Ato, nil, 3, 2    ; Lab
Immobile Arms,      3,-1,  Che, Amp, 3, 3    ; Las
Semi-Autom. Weapons,4,-1,  Gun, nil, 1, 0    ; Ldr
X,                  5, 2,  no,  no,  0, 3    ; Lit
Grenade,            2,-2,  Phi, nil, 2, 4    ; Too
Boat Building,      3, 3,  Bri, nil, 1, 3    ; Mag
X,                  6,-1,  no,  no,  0, 1    ; Map
Engineering,        2, 3,  Sea, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Bazooka,            4,-2,  X2,  Feu, 0, 3    ; Mat
X,                  4, 0,  no,  no,  1, 1    ; Med
Molotov Cocktail,   3,-2,  nil, nil, 1, 0    ; Met
X,                  4, 1,  no,  no,  3, 4    ; Min
Grenade Launcher,   2,-2,  Exp, nil, 3, 0    ; Mob
Hegenomy,           3, 3,  Roc, nil, 0, 2    ; Mon
Riotgun,            3,-2,  Hor, Whe, 1, 2    ; MT 
X,                  4, 0,  no,  no,  0, 2    ; Mys
Raft,               2, 2,  Phi, nil, 1, 1    ; Nav
X,                  6,-2,  no,  no,  3, 3    ; NF 
X,                  3, 0,  no,  no,  3, 3    ; NP 
Research,           6, 1,  AFl, Fun, 1, 2    ; Phi
X,                  4,-1,  no,  no,  1, 3    ; Phy
X,                  4, 1,  no,  no,  3, 4    ; Pla
X,                  4, 0,  no,  no,  1, 4    ; Plu
Magnum,             2,-2,  Mon, Fun, 0, 2    ; PT 
X,                  4, 1,  no,  no,  0, 1    ; Pot
X,                  5,-1,  no,  no,  3, 4    ; Rad
Stone Road,         6, 0,  no,  no,  2, 1    ; RR 
X,                  2, 1,  no,  no,  3, 2    ; Rec
X,                  4, 0,  no,  no,  2, 4    ; Ref
Gardening,          4, 3,  Ind, nil, 3, 1    ; Rfg
Democracy,          2, 3,  Mon, nil, 0, 2    ; Rep
Mortier Grenade,    2,-2,  Ind, CA,  3, 0    ; Rob
Disguise,           2, 3,  Tac, Tra, 3, 0    ; Roc
X,                  4, 2,  no,  no,  2, 1    ; San
University Study,   2, 2,  Rfg, nil, 0, 1    ; Sea
X,                  4, 1,  no,  no,  3, 3    ; SFl
Commando Code,      3,-2,  Cer, E1,  3, 0    ; Sth
Navy Code,          2,-2,  Cer, E1,  2, 3    ; SE 
Boat Sinking,       2,-2,  Ban, Amp, 2, 4    ; Stl
X,                  4, 1,  no,  no,  3, 3    ; Sup
Pistol,             6,-1,  nil, nil, 2, 0    ; Tac
X,                  3, 2,  no,  no,  1, 2    ; The
X,                  4, 0,  no,  no,  1, 3    ; ToG
Merchandising,      2, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Kalashnikov AK-47,  4,-1,  Dem, nil, 0, 0    ; War
Shotgun,            3,-2,  Wri, nil, 0, 4    ; Whe
Infiltrating,       2, 0,  Bro, X3,  0, 3    ; Wri
Future Technology,  1, 0,  Mat, Mas, 3, 3    ; FT 
X,                  3, 0,  no,  no,  0, 0    ; U1 
X,                  3, 0,  no,  no,  0, 0    ; U2 
Fanatism,           2,-1,  Fun, Ldr, 0, 0    ; U3 
Speed Boat,         2, 0,  E1,  nil, 0, 0    ; X1 
Artillery,          3,-1,  SE,  Sth, 0, 0    ; X2 
Machine Gun,        4,-1,  Fli, nil, 0, 0    ; X3 
Sniper Tactics,     3,-2,  Amp, Ast, 0, 0    ; X4 
Alpine Code,        3, 0,  Cmn, Bro, 0, 0    ; X5 
Dual Hand Battle,   3,-2,  Alp, nil, 0, 0    ; X6 
Sentry Gun,         3,-1,  CA,  Las, 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,
Documents of State,        3, 0,    nil,
Combat Guide,              2, 0,    nil,
Beautifull Apartments,     5, 0,    nil,
Civilisation I,            3, 0,    nil,
Road Stall,                5, 1,    Tra,
Test Tube Set,             2, 0,    Phi,
Prison,                    6, 0,    nil,
Reinforced Concrete,       4, 0,    AFl,
Additional Rooms,          8, 0,    nil,
Shop,                      6, 1,    Tra,
Civilisation II,           6, 0,    nil,
Book Case,                 6, 0,    nil,
Garbage Bins,              1, 0,    nil,
Fantastic Worlds,          5, 0,    nil,
Stock Investments,         1, 6,    nil,
Stock Exchange Telex,      6, 1,    nil,
SDI Defense,              20, 0,    no, 
Sharing Community,        20, 0,    nil,
Accountant,                3, 2,    nil,
Independant Accountant,    4, 3,    Gue,
Nuclear Plant,            16, 0,    no, 
Marketing Department,      5, 4,    Cor,
Big Foundation,           10, 0,    nil,
Gardener,                  2, 2,    Rfg,
Contactposts,              4, 0,    Bri,
Home Study Possibility,    8, 0,    Sea,
SAM Missile Battery,      10, 0,    no, 
Coastal Bunker,            8, 0,    AFl,
Checked Accountant,        5, 4,    Esp,
Sea Statues,               3, 0,    Rfg,
Fishing Net,               1, 0,    nil,
Airport,                  16, 0,    no, 
Letters Home,              2, 1,    nil,
Pire,                      8, 0,    E1, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Direct Pay),             60, 0,    Cor,
Classistic Estetism,      15, 0,    Ind,
Internal Network,         15, 0,    Lab,
Loyal Host Inn,           15, 0,    Ind,
Floating Wood,             1, 0,    no, 
Firewall Crack,           24, 0,    Phi,
Settlers Cheat,           20, 0,    Exp,
Concrete Production,      40, 0,    Feu,
Ammunition Disposal,      24, 0,    Ldr,
Wind Mill,                24, 0,    Mas,
Radio Transmitor,         15, 0,    Cmn,
Civ 2 Multiplayer,        30, 0,    X5, 
Encyclopedia CD-rom,      20, 0,    SE, 
Sailing Book,             30, 0,    Mag,
Proffesional Painting,    30, 0,    U3, 
Barrack Training Centre,  30, 0,    Gun,
Alpha Centauri,           30, 0,    Cmb,
Auto Internet Update,     30, 0,    Amp,
Adam Smith's Trading Co., 40, 0,    no, 
Cable Internet,           40, 0,    Fun,
Statue of Liberty,        40, 0,    no, 
Charisma Training,        24, 0,    Uni,
E-mail Home,              45, 0,    Dem,
Accountancy School,       45, 0,    Sea,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Map of the Area,          45, 0,    Lab,
Teacher,                  45, 0,    Sea,
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Classistic Estetism
nil,        ; Internal Network
nil,        ; Loyal Host Inn
Mag,        ; Floating Wood
nil,        ; Firewall Crack
nil,        ; Settlers Cheat
nil,        ; Concrete Production
nil,        ; Ammunition Disposal
nil,        ; Wind Mill
nil,        ; Radio Transmitor
nil,        ; Civ 2 Multiplayer
nil,        ; Encyclopedia CD-rom
nil,        ; Sailing Book
nil,        ; Proffesional Painting
nil,        ; Barrack Training Centre
nil,        ; Alpha Centauri
nil,        ; Auto Internet Update
nil,        ; Adam Smith's Trading Co.
nil,        ; Cable Internet
nil,        ; Statue of Liberty
nil,        ; Charisma Training
nil,        ; E-mail Home
nil,        ; Accountancy School
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Map of the Area
nil,        ; Teacher
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
Worker,       Exp, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  5, nil, 000000000000010
Engineer,     nil, 0,  3.,0,  0a,2d,  2h,1f,  4,0,  5, Mas, 000000000000010
Constructor,  Mas, 0,  2.,0,  0a,2d,  2h,1f,  3,0,  5, Exp, 000000000000010
L. Auto Sniper,War, 0,  1.,0,  1a,2d,  2h,1f,  2,0,  1, Bro, 000010000000010
Kalasnikoveer,Iro, 0,  1.,0,  2a,3d,  2h,1f,  3,0,  1, War, 000010000000010
Machine Sniper,Feu, 0,  1.,0,  2a,4d,  2h,1f,  3,0,  1, Iro, 000010000000010
Counter Sniper,nil, 0,  1.,0,  3a,5d,  2h,1f,  4,0,  1, Feu, 000010000000010
Amf. Pistoleer,Fli, 0,  1.,0,  2a,1d,  2h,1f,  2,0,  0, Gun, 000000000000110
Hunte,        no,  0,  2.,0,  3a,1d,  2h,1f,  3,0,  0, no,  000000000000011
Outlaw,       U3,  0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, Gue, 000001000000010
Pistoleer,    Ldr, 0,  1.,0,  1a,1d,  2h,1f,  1,0,  1, Tac, 000000000000010
Scoped Pistlr.,FP,  0,  2.,0,  2a,1d,  2h,1f,  2,0,  0, Csc, 000000000000011
Sniper,       X4,  0,  3.,0,  5a,2d,  2h,1f,  4,0,  0, Amp, 000000000000011
Tactic. Sniper,Lab, 0,  3.,0,  8a,3d,  2h,1f,  5,0,  0, X4,  000000000000011
Ranger,       nil, 0,  3.,0, 11a,5d,  2h,1f,  6,0,  1, Lab, 000000000000011
Hailshooter,  PT,  0,  1.,0,  1a,0d,  2h,1f,  1,0,  0, nil, 000000000000010
Shotgunner,   MT,  0,  1.,0,  5a,2d,  2h,1f,  3,0,  0, Whe, 000000000000010
Magnum Guard, Whe, 0,  1.,0,  3a,1d,  2h,1f,  2,0,  0, PT,  000000000000010
Riotgunner,   Chi, 0,  1.,0,  7a,2d,  2h,1f,  4,0,  0, MT,  000000000000010
Pacificator,  nil, 0,  1.,0, 10a,4d,  2h,1f,  5,0,  0, Chi, 000000000000010
Semi Auto Inf.,X3,  0,  1.,0,  2a,2d,  2h,1f,  2,0,  1, Ldr, 000000000000010
Fanatic,      X5,  0,  1.,0,  3a,3d,  2h,1f,  3,0,  1, U3,  000001000000010
Gren. Launcher,Rob, 0,  1.,0,  6a,1d,  2h,2f,  3,0,  0, Mob, 000000001000010
Bazookeer,    nil, 0,  1.,0, 11a,2d,  2h,1f,  5,0,  0, Mat, 000000001000010
Molotoveer,   Too, 0,  1.,0,  2a,1d,  2h,1f,  2,0,  0, Met, 000000001000010
Grenadeer,    Mob, 0,  1.,0,  3a,1d,  2h,2f,  2,0,  0, Too, 000000001000010
Mortier Guard,Mat, 0,  1.,0,  8a,2d,  2h,2f,  4,0,  0, Rob, 000000001000010
Machine Pistlr,X6,  0,  1.,1,  3a,2d,  2h,1f,  2,0,  0, Fli, 000000000000110
L Machine Gnnr,CA,  0,  1.,2,  4a,2d,  2h,1f,  3,0,  0, X6,  000000000000110
Marineer,     Sth, 0,  1.,0,  6a,3d,  2h,1f,  4,0,  0, CA,  000000000000110
Commando,     nil, 0,  1.,1,  8a,4d,  2h,1f,  5,0,  0, Sth, 000000000000110
Speed Boat,   nil, 2,  8.,2,  0a,3d,  3h,1f,  5,5,  4, X1,  000000000000011
Mobile Bridge,Nav, 2,  1.,0,  0a,1d,  1h,1f,  1,1,  4, nil, 000000000100010
Raft,         Mag, 2,  2.,0,  0a,1d,  1h,1f,  1,2,  4, Nav, 000000000000010
Boat,         nil, 2,  4.,0,  0a,2d,  2h,1f,  3,4,  4, Mag, 000000000000000
Skill Captain,E1,  2,  4.,0,  7a,4d,  2h,1f,  5,0,  2, Hor, 000000000000000
Seal,         nil, 2,  6.,0, 14a,8d,  2h,1f,  8,0,  2, SE,  100000000001000
Machine Boat, nil, 2,  6.,0, 10a,6d,  3h,1f,  8,0,  2, E1,  100000000000001
Sinker,       SE,  2,  5.,0,  8a,5d,  2h,1f,  5,0,  2, Stl, 100000000001000
Light Infantry,Che, 0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, X3,  000000000000010
Med. Infantry,Cmb, 0,  1.,0,  5a,5d,  2h,1f,  4,0,  1, Che, 000000000000010
Heavy Infantry,nil, 0,  1.,0,  6a,6d,  2h,1f,  5,0,  1, Cmb, 000000000000010
Sentry Gunner,X2,  0,  0.,0,  0a,6d,  2h,1f,  4,0,  1, X7,  000000000000000
Immobile Inf.,X7,  0,  0.,0,  0a,4d,  2h,1f,  3,8,  1, Las, 000000000000000
Artillery,    nil, 0,  0.,1,  0a,8d,  2h,2f,  5,0,  1, X2,  000000000000000
Disguised,    Wri, 0,  1.,1,  0a,0d,  1h,1f,  2,0,  6, Roc, 000000000000010
Infiltrant,   Esp, 0,  2.,0,  0a,1d,  2h,1f,  3,0,  6, Wri, 000000000000010
Agent,        nil, 0,  3.,0,  0a,2d,  2h,1f,  4,0,  6, Esp, 000000000000010
Merchant,     Cor, 0,  1.,0,  0a,1d,  1h,1f,  2,0,  7, Tra, 000000000000010
Tr. Negotiator,Sea, 0,  2.,0,  0a,1d,  1h,1f,  3,0,  7, Cor, 000000000000010
MSc: Economics,nil, 0,  3.,0,  0a,2d,  2h,1f,  4,0,  7, Sea, 000000000000010
Alpineer,     Ast, 0,  1.,0,  1a,2d,  2h,1f,  2,0,  0, X5,  000001000000010
Diver,        Stl, 2,  4.,0,  5a,4d,  2h,1f,  4,0,  2, Alp, 100000000001000
Partizan,     Ato, 0,  1.,4,  3a,4d,  2h,1f,  3,0,  1, Ast, 000001000000011
Guerilla,     nil, 0,  1.,0,  3a,6d,  2h,1f,  4,0,  1, Ato, 000001000000011
Suciudal Guard,Ban, 0,  1.,0,  4a,0d,  1h,2f,  1,0,  0, Cst, 001000000000010
Kamikaze Guard,Cer, 0,  1.,0,  6a,0d,  1h,3f,  2,0,  0, Ban, 001000000000010
Walking Bomb, nil, 0,  1.,0,  8a,0d,  1h,3f,  3,0,  0, Cer, 001000000000010
Hunter,       Amp, 0,  2.,0,  3a,1d,  2h,1f,  3,0,  0, FP,  000000000000011
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
Rough Land, 1,1,  0,1,1,   no,  3, 5, 1,   yes, 3, 5,  1,  Hil,   ; Drt
Heath,      1,1,  2,1,0,   yes, 3, 5, 1,   yes, 3, 5,  2,  Grs,   ; Pln
Grassland,  1,1,  2,2,2,   yes, 3, 5, 1,   yes, 3, 5,  2,  Mou,   ; Grs
Forest,     1,2,  3,1,0,   no,  3, 5, 1,   yes, 3, 5,  1,  Pln,   ; For
Sand Hill,  2,2,  1,1,0,   no,  3, 5, 1,   yes, 3, 5,  1,  Tun,   ; Hil
Arable Land,1,2,  1,3,0,   no,  1,10, 0,   no,  1,10,  6,  Grs,   ; Mou
Hill,       2,2,  3,1,0,   no,  3, 5, 1,   yes, 3, 5,  1,  Pln,   ; Tun
Restricted, 10,0,  0,0,0,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Reed Field, 1,2,  3,2,0,   no,  0,15, 6,   no,  0,15,  0,  Grs,   ; Swa
Bushes,     2,2,  2,0,0,   no,  3, 5, 1,   yes, 3, 5,  1,  Swa,   ; Jun
Water,      1,2,  1,0,1,   Swa, 0,20, 1,   no,  0, 0,  0,  Swa,   ; Oce
Clay Pit,   1,1,  0,2,1,
Sheep,      1,1,  3,2,0,
Test Unit 7,1,1,  2,1,0,
Sawmill,    1,2,  3,3,0,
Mountain,   3,3,  2,1,0,
Grain,      1,2,  1,5,2,
Coal,       2,3,  1,3,0,
Area,       10,0,  0,0,0,
Beaver,     1,2,  4,2,0,
Biomass Plant,2,2,  2,2,0,
Fishes,     1,2,  1,2,1,
Mining Field,1,2,  0,2,1,
Cows,       1,2,  3,2,0,
Jungle,     1,2,  2,1,0,
Paper Industry,1,2,  3,2,1,
Cottage,    2,2,  4,1,2,
Flowers,    1,2,  3,3,1,
Chapel,     2,2,  5,1,1,
Area,       10,0,  0,0,0,
Big Reed,   1,2,  3,3,1,
Horse,      2,3,  2,1,1,
Sword Fish, 1,2,  1,1,1,




@GOVERNMENTS
Crisis,         Mr.,         Ms.
Leadership,     Elder,       Elder
Hegenomy,       Grand Leader,Grand Leader
M. Capitalism,  Chairman,    Chairman
Religion,       Priest,      Priestess
Democracy,      Mair,        Mair
Communism,      Comrade,     Comrade

;
;   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,
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,
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, 0, 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, 0, 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, 1, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 2, 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
Troffees,
Sheep,
Pigs,
Cotton,
Spices,
Fuel,
Metal,
Ornaments,
Wine,
Tea,
Fireworks,
Coffee,
Gems,
Cows,
Glass,
Concrete,


@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
Umeployed
Employed
Civil Servant
Counsillor
Alderman
Mair

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













