;
;   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
10      ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
12      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
50      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
20      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
10      ; Base time for engineers to transform terrain (x2)
6       ; Monarchy  pays support for all units past this
8       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
30      ; Percent shield penalty for production type change
4       ; 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
Fighter Reinf. I,   5, 5,  Bri, nil, 1, 0    ; AFl
Fighter Reinf. II,  5, 1,  AFl, nil, 1, 0    ; Alp
Fighter Reinf. III, 5, 1,  Alp, nil, 1, 0    ; Amp
Bomber Reinf. I,    0, 1,  Bri, nil, 1, 0    ; Ast
Bomber Reinf. II,   0, 1,  Ast, nil, 1, 0    ; Ato
Industry,           0,-1,  nil, no,  3, 4    ; Aut
Banking,            4, 1,  no,  Rep, 1, 1    ; Ban
Air Reinforcements, 4, 0,  X4,  nil, 1, 0    ; Bri
Land Reinforcements,0,-1,  X4,  nil, 2, 0    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  no,  Med, 1, 3    ; Che
Bomber Reinf. III,  4,-2,  Ato, nil, 1, 0    ; Chi
Code of Laws,       4, 1,  no,  nil, 0, 2    ; CoL
Tank Reinforcements,5,-1,  Bro, nil, 0, 0    ; CA 
Italian CTV,        5,-1,  Csc, U2,  2, 0    ; Cmb
Communism,          5, 0,  Phi, no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Infantry Reinf.,    7,-1,  Bro, nil, 2, 0    ; Csc
Construction,       4, 0,  nil, nil, 2, 2    ; Cst
The Corporation,    4, 0,  no,  Eco, 2, 1    ; Cor
Currency,           4, 1,  no,  nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  Inv, 2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Condor Legion,      4, 0,  Csc, U2,  2, 0    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Int. Brigades I,    4, 0,  Csc, U1,  2, 0    ; Eng
Int. Brigades II,   3, 1,  Eng, no,  2, 0    ; Env
Artillery Reinf.,   2,-1,  Bro, nil, 3, 0    ; Esp
Med. Artillery,     5, 0,  Esp, nil, 3, 0    ; Exp
Heavy Artillery,    4,-1,  Exp, nil, 3, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     0,-2,  no,  no,  0, 2    ; Fun
AT Guns,            3, 0,  Esp, nil, 3, 0    ; FP 
Engineering,        0, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  0, 1,  U1,  no,  2, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 2    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 2    ; Hor
Industrialization,  6, 0,  nil, no,  2, 1    ; Ind
Invention,          6, 0,  no,  Lit, 1, 2    ; Inv
Iron Working,       5,-1,  no,  War, 0, 2    ; Iro
Labor Union,        4,-1,  no,  Gun, 3, 2    ; Lab
Rifles,             4, 0,  no,  no,  2, 0    ; Las
Leadership,         5,-1,  Chi, no,  1, 2    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  no,  nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 2    ; Mas
Mass Production,    5, 0,  no,  Cor, 3, 4    ; MP 
Mathematics,        4,-1,  no,  Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  Uni, 1, 2    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  Tac, 0, 0    ; Mob
Monarchy,           5, 1,  Cer, no,  0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 2    ; Plu
Polytheism,         4, 0,  Cer, no,  0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Farming,            2, 1,  no,  Dem, 3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  San, 3, 1    ; Rfg
The Republic,       5, 1,  no,  Lit, 0, 4    ; Rep
Robotics,           5,-2,  no,  no,  3, 2    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, no,  2, 1    ; San
Seafaring,          4, 1,  no,  Pot, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 2    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  nil, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  nil, no,  1, 3    ; ToG
Trade,              4, 2,  nil, no,  0, 1    ; Tra
University,         5, 1,  nil, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 2    ; War
The Wheel,          4,-1,  nil, nil, 0, 2    ; Whe
Writing,            4, 2,  nil, nil, 0, 3    ; Wri
Battle Tactics,     0, 1,  nil, nil, 2, 0    ; FT 
Republican,         3, 0,  nil, no,  0, 4    ; U1 
Nationalist,        3, 0,  nil, no,  1, 4    ; U2 
Neutral,            3, 0,  nil, no,  0, 2    ; U3 
No Republican,      3, 0,  nil, no,  1, 4    ; X1 
No Nationalist,     3, 0,  nil, no,  0, 4    ; X2 
No Neutral,         3, 0,  nil, no,  0, 2    ; X3 
Both Spanish,       3, 0,  nil, no,  0, 2    ; X4 
No,                 3, 0,  no,  no,  0, 2    ; X5 
No,                 3, 0,  no,  no,  0, 2    ; X6 
Civil Improvements, 3, 0,  nil, no,  0, 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,
Government,               15, 0,    Mas,
Barracks,                  4, 1,    no, 
Granary,                   6, 1,    nil,
School,                    4, 1,    nil,
Market,                    8, 1,    nil,
Bank,                      8, 1,    nil,
House of the People,       8, 1,    U1, 
City Defences,             8, 0,    Mas,
Water Depot,               8, 2,    nil,
Business Offices,         12, 3,    nil,
Theater,                  12, 3,    X7, 
Bank of Spain Office,     16, 3,    nil,
Church,                    5, 4,    nil,
Bullring,                 10, 4,    X7, 
Factory,                  20, 4,    Aut,
Industrial Complex,       32, 6,    Aut,
NO,                       255, 4,    no, 
Fuel Depot,               20, 2,    nil,
Ammunition Plant,         16, 4,    Aut,
Railway Station,          24, 6,    nil,
Aircraft Plant,           16, 8,    Aut,
Taxes Office,             16, 4,    nil,
Sewer System,             12, 2,    nil,
Farm,                      8, 3,    nil,
Road Network,             20, 5,    nil,
Stock Exchange,           16, 3,    X7, 
AA Defences,              15, 2,    Bri,
Coastal Defences,          8, 1,    nil,
Manufacturing Plant,      32, 5,    Aut,
Naval Docks,               6, 1,    X7, 
Ship Building Yard,       16, 5,    X7, 
Airfield,                 16, 3,    nil,
Civil Guard Quarter,       6, 2,    nil,
Naval Base,                8, 3,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
War Effort,               60, 0,    nil,
NO,                       20, 0,    no, 
Junta Militar,            20, 0,    nil,
Generalitat,              20, 0,    nil,
La Escuadra,              20, 0,    nil,
NO,                       30, 0,    no, 
Lehendakaritza,           30, 0,    nil,
Cinturón de Hierro,       30, 0,    nil,
Africa Army,              30, 0,    nil,
Altos Hornos,             30, 0,    nil,
NO,                       20, 0,    no, 
NO PASARAN,               40, 0,    nil,
NO,                       30, 0,    no, 
NO,                       40, 0,    no, 
NO,                       30, 0,    no, 
NO,                       40, 0,    no, 
Ciudad Universitaria,     40, 0,    nil,
Soviet Aid,               40, 0,    nil,
Bank of Spain,            40, 5,    nil,
NO,                       40, 0,    no, 
NO,                       40, 0,    no, 
NO,                       30, 0,    no, 
Republican Government,    60, 0,    nil,
The Rock,                 60, 0,    nil,
NO,                       60, 0,    no, 
NO,                       255, 0,    no, 
NO,                       60, 0,    no, 
German-Italian Aid,       60, 0,    nil,
General Franco,           60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; NO
nil,        ; Junta Militar
nil,        ; Generalitat
nil,        ; La Escuadra
no,         ; NO
nil,        ; Lehendakaritza
nil,        ; Cinturón de Hierro
nil,        ; Africa Army
nil,        ; Altos Hornos
no,         ; NO
nil,        ; NO PASARAN
no,         ; NO
no,         ; NO
no,         ; NO
no,         ; NO
nil,        ; Ciudad Universitaria
nil,        ; Soviet Aid
nil,        ; Bank of Spain
no,         ; NO
no,         ; NO
no,         ; NO
nil,        ; Republican Government
nil,        ; The Rock
no,         ; NO
no,         ; NO
no,         ; NO
nil,        ; German-Italian Aid
nil,        ; General Franco


;
;    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
Infantry,     X3,  0,  0.,0,  1a,30d, 2h,1f,  1,0,  1, U3,  000000000000000
Engineers,    U3,  0,  2.,0,  0a,2d,  2h,1f,  8,0,  5, X4,  000000000000000
Legionario,   no,  0,  2.,0, 10a,6d,  3h,2f,  2,0,  0, X6,  000000000000110
Italian CTV,  no,  0,  2.,0,  7a,5d,  2h,2f,  2,0,  0, X6,  000000000000000
Rep Infantry, X1,  0,  2.,0,  6a,4d,  2h,1f,  2,0,  0, U1,  000000000000000
Nat Infantry, X2,  0,  2.,0,  6a,4d,  2h,1f,  2,0,  0, U2,  000000000000000
Requetés,     no,  0,  2.,0,  7a,4d,  2h,2f,  2,0,  0, X6,  000001000000000
POUM,         no,  0,  2.,0,  6a,5d,  3h,3f,  2,0,  0, X5,  000000000000000
Panzer IB,    no,  0,  3.,0, 10a,10d, 2h,2f,  5,0,  0, X6,  000000000000000
Milicianos,   X1,  0,  2.,0,  4a,4d,  1h,1f,  1,0,  1, U1,  000001000000000
Regulares,    X2,  0,  2.,0, 10a,5d,  3h,2f,  2,0,  0, X6,  000000000000110
Civil Guard,  U3,  0,  2.,0,  3a,4d,  1h,1f,  1,0,  1, X4,  000000000000000
Fiat CM Tank, no,  0,  3.,0,  9a,11d, 2h,2f,  5,0,  0, X6,  000000000000000
FT-17 Tank,   no,  0,  3.,0, 10a,11d, 2h,2f,  5,0,  0, X5,  000000000000000
Trubia Tank,  no,  0,  2.,0,  8a,10d, 2h,2f,  5,0,  1, X5,  000000000000000
Assault Guard,X1,  0,  2.,0,  7a,6d,  2h,2f,  8,0,  0, U1,  000000000000110
Gudaris,      no,  0,  2.,0,  6a,6d,  2h,2f,  2,0,  0, X5,  000001000000000
Soviet Ship,  no,  2,  8.,0,  0a,3d,  3h,1f, 10,0,  4, X5,  000000000000000
Condor Legion,no,  0,  2.,0,  8a,6d,  2h,2f,  2,0,  0, X6,  000000000000000
Int Brigades, no,  0,  2.,0,  8a,8d,  2h,2f,  2,0,  0, X5,  000000000000000
Nat Motor Inf,X2,  0,  3.,0,  7a,9d,  2h,2f, 12,0,  1, U2,  000000000000000
Rep Motor Inf,X1,  0,  3.,0,  7a,9d,  2h,2f, 12,0,  1, U1,  000000000000000
T-26B Tank,   no,  0,  3.,0, 12a,10d, 3h,2f, 12,0,  0, X5,  000000000000000
AT Gun,       no,  0,  2.,0, 12a,3d,  1h,3f, 10,0,  0, X4,  000000001000000
155mm Cannon, no,  0,  1.,0, 22a,3d,  1h,3f, 20,0,  0, X4,  000000001000000
Flak 88 Cannon,no,  0,  1.,2, 10a,5d,  2h,3f, 10,0,  0, X6,  010000001010000
75mm Cannon,  no,  0,  1.,2, 15a,3d,  1h,3f, 15,0,  0, X4,  000000001000000
Polikarpov RZ,no,  1, 15.,2, 20a,5d,  2h,3f, 14,0,  0, X5,  000000000000001
I-15 Chato,   no,  1, 10.,2, 10a,5d,  2h,3f, 15,0,  3, X5,  010000000010001
Falangists,   no,  0,  2.,0,  6a,4d,  2h,2f,  8,0,  0, X6,  000001000000000
I-16 Mosca,   no,  1, 10.,2, 12a,6d,  2h,3f, 16,0,  3, X5,  010000000010001
Bf-109B,      nil, 1, 10.,2, 12a,6d,  2h,3f, 16,0,  3, X6,  010000000010001
Heinkel 111B, no,  1, 20.,2, 25a,5d,  2h,4f,  6,0,  0, X6,  000000000000001
SB-2 Katiuska,no,  1, 20.,2, 22a,8d,  2h,4f, 10,0,  0, X5,  000000000000001
Savoia SM-79, no,  1, 20.,2, 20a,6d,  2h,4f, 12,0,  0, X6,  000000000000001
Fiat CR-32,   no,  1, 10.,2, 10a,5d,  2h,3f,  8,0,  3, X6,  010000000010001
Heinkel He-51,no,  1, 10.,2,  8a,5d,  2h,3f,  3,2,  3, X6,  010000000010001
Destroyer,    U3,  2,  8.,0, 15a,10d, 3h,2f, 30,0,  2, X4,  100000000000001
Canarias class,no,  2,  8.,0, 25a,15d, 3h,4f,  8,1,  2, X6,  000000000000001
Cervera class,no,  2,  8.,0, 22a,13d, 3h,3f,  6,4,  2, X5,  000000000000001
España class, no,  2,  6.,0, 18a,18d, 4h,3f,  8,8,  2, X5,  000000000000001
B-Class Sub,  no,  2,  6.,0, 15a,4d,  3h,2f, 14,0,  2, X5,  100000000001000
Transport Ship,U3,  2,  8.,0,  0a,4d,  1h,1f, 15,8,  4, X4,  000000000000000
Transport,    no,  2,  5.,0,  0a,8d,  2h,1f,  5,4,  4, X6,  000000000100000
Admiral Scheer,no,  1, 12.,1, 18a,18d, 3h,6f,  6,0,  0, X6,  001000000000000
Nat Arm Car,  X2,  0,  3.,1,  5a,14d, 2h,2f, 20,0,  1, U2,  000010000000000
Rep Arm Car,  X1,  0,  3.,0,  5a,14d, 2h,2f, 20,0,  1, U1,  000010000000000
Torricelli Sub,nil, 2,  6.,0, 18a,5d,  3h,2f,  8,0,  2, X6,  100000000001000
Potez 540,    no,  1, 15.,2, 18a,4d,  2h,3f,  5,0,  0, X5,  000000000000001
Supply Truck, nil, 0,  3.,0,  0a,2d,  1h,1f,  5,0,  7, X7,  000000000000010
Junkers Ju-52,no,  1, 20.,2, 20a,5d,  2h,3f, 12,0,  0, X6,  000000000000001
Nieuport 52,  no,  1, 10.,2,  8a,3d,  2h,3f,  3,0,  3, X5,  010000000010001
Breguet 19,   no,  1, 15.,2, 15a,4d,  2h,3f, 10,1,  0, X5,  000000000000001
Henschel 123, no,  1, 13.,2, 18a,4d,  2h,3f, 10,0,  0, X6,  000000000000001
C-Class Sub,  no,  2,  6.,0, 18a,5d,  3h,2f, 20,0,  2, X5,  100000000001000
N Commander,  no,  0,  2.,0,  0a,8d,  5h,1f,  4,0,  1, X6,  000000000000000
R Commander,  no,  0,  2.,0,  0a,8d,  5h,1f,  4,0,  1, X5,  000000000000000
Guernika,     nil, 0,  0.,0,  0a,5d,  5h,1f,  4,0,  1, X5,  000000000000000
Bridge,       nil, 2,  0.,0,  0a,15d, 2h,1f, 30,5,  4, X5,  000000000000000
Rubber,       nil, 0,  0.,0,  0a,60d, 2h,1f, 40,0,  1, no,  000000000000000
Bunker,       nil, 0,  0.,0,  0a,15d, 5h,1f, 40,0,  1, X5,  000010000000001
El Alcázar,   nil, 0,  0.,0,  0a,15d, 5h,1f, 40,0,  1, X6,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   no,  1, 5,  3,  no,    ; Drt
Grassland,  1,2,  2,1,0,   yes, 2, 5, 2,   yes, 8, 8,  2,  Hil,   ; Pln
Plains,     1,2,  1,1,0,   yes, 1, 5, 2,   yes, 8, 8,  2,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  Hil,   ; For
Trenches,   4,4,  0,0,0,   no,  1,10, 0,   no,  3,10,  1,  no,    ; Hil
Mountains,  3,4,  0,1,0,   no,  1,10, 0,   no,  1,10,  6,  no,    ; Mou
Farming,    2,2,  4,0,2,   no,  1,10, 1,   no,  0, 0,  0,  no,    ; Tun
Hills,      2,3,  1,1,0,   no,  0, 0, 0,   no,  8, 8,  3,  no,    ; Gla
Marshes,    3,3,  1,0,0,   no,  0,15, 6,   no,  0,15,  0,  Hil,   ; Swa
Forest,     2,3,  1,2,0,   no,  0,15, 6,   no,  0,15,  0,  Hil,   ; Jun
Sea,        1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Desert,     1,2,  3,1,0,
Villa,      1,2,  3,2,3,
Nuclear Msl.,1,2,  2,1,0,
Trees,      2,3,  1,2,2,
Trenches,   4,4,  0,0,0,
Bauxite,    3,6,  0,6,5,
Farming,    2,2,  3,0,3,
Coal Mine,  1,2,  0,5,2,
Marshes,    2,3,  2,0,0,
Forest,     2,3,  1,1,1,
Minefield,  4,0,  0,0,0,
Urban,      1,2,  0,2,2,
Wheat Farm, 1,2,  3,0,2,
Test Unit 3,1,2,  2,1,0,
Church,     2,3,  1,0,1,
Trenches,   4,4,  0,0,0,
Iron,       3,6,  0,8,2,
Farming,    1,2,  2,0,3,
Copper Mine,2,2,  0,5,5,
Marshes,    2,3,  2,0,4,
Forest,     2,3,  1,1,1,
Rocks,      4,2,  1,0,0,




@GOVERNMENTS
Anarquía,       Sr,          Sra
Despotismo,     Emperador,   Emperatriz
Militarism,     General,     General
Republic,       President,   President
Fundamentalism, General,     General
República,      Presidente,  Presidenta
Democracia,     Presidente,  Presidenta

;
;   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
Camarada,     Camarada,            0, 1, 0, Fundamentalism,Sumo Sacerdote,-1, -1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Grassland,    Silk,                0, 2, 2, Wine,        Iron,        1,  1, -1,
Dictator,     Dictator,            0, 3, 3, Imperator,   Imperatrix,  1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Despotism,    Emperor,             1, 4, 0, Empress,     Monarchy,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Comrade,      Fundamentalism,      0, 5, 0, High Priest, High Priestess,-1, -1,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
President,    President,           1, 6, 0, Caesar,      Livia,       0,  1, -1,     6, Prime Minister, Prime Minister
Speaker,      Speaker,             0, 7, 0, Imperator,   Imperatrix, -1, -1,  1,     2, Maharaja, Maharaja,
Prime Minister,Prime Minister,      1, 1, 0, Frederick,   Maria Theresa, 1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Chancellor,   Chancellor,          0, 2, 0, Ramesses,    Cleopatra,   1,  0,  0,
Czar,         Czarina,             0, 3, 0, Patriarch,   Matriarch,  -1, -1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Americans,    American,            0, 4, 0, Reverend,    Reverend,    0, -1,  1,
Archbishop,   Archbishop,          0, 5, 2, Premier,     Premier,     0,  0,  1,     3, Chairman, Chairperson
Prime Minister,Prime Minister,      1, 6, 0, Mohandas Gandhi,Indira Gandhi,-1, -1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Lenin,        Catherine the Great, 0, 7, 0, Russians,    Russian,    -1, -1,  1,
Lord Protector,Lady Protector,      1, 1, 0, Prime Minister,Prime Minister,-1,  1,  0,     4, Druid, Druid
Zulus,        Zulu,                0, 2, 2, Louis XIV,   Joan of Arc, 1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Premier,      Premier,             1, 3, 3, Montezuma,   Nazca,       1,  1,  0,     1, Warlord, Warlord
Prime Minister,Prime Minister,      1, 4, 3, Chinese,     Chinese,     1,  1, -1,     4, Archbishop, Archbishop
Warlord,      Warlord,             0, 5, 0, English,     English,    -1, -1,  1,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Genghis Khan, Bortei,              0, 6, 1, Mongols,     Mongol,      0,  0, -1,
Shah,         Shah,                0, 7, 0, Ayatollah,   Ayatollah,   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
Ammunition,
Machinery,
Tank Supplies,
Machine Tools,
Explosives,
Aircraft Supplies,
Rifles,
Machine Guns,
Rubber Tires,
Aluminum,
Engines,
155mm Shells,
Machine Parts,
Ammunition,
Truck Engines,
Rubber Tires,


@ORDERS
Entrench,           F
Entrenched,         F
Sleep,              S
Build MG Nest,      F
Build Road,         R
Build Irrigation,   I
Build Industry,     m
Transform,          O
Clean Pollution,    p
Build Airfield,     E
Go to,              G


@DIFFICULTY
Soldado
Cabo
Sargento
Teniente
Capitán
Comandante

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













