;
;   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)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
50      ; 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
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Antiviking,         0,-2,  no,  no,  0, 4    ; AFl
Runic Writing,      5, 1,  nil, Cer, 0, 3    ; Alp
Antirussia,         0,-2,  no,  no,  0, 0    ; Amp
Drakkar,            4, 1,  no,  no,  1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Rus. Artichecture2, 0,-1,  no,  no,  0, 4    ; Aut
Money,              4, 1,  Sea, Wri, 1, 1    ; Ban
Bridge Building,    4, 1,  Map, nil, 0, 4    ; Bri
Bronze Working,     6, 2,  The, nil, 0, 4    ; Bro
Primitive Sculpture,5, 1,  Pot, nil, 0, 2    ; Cer
Antibowman,         0,-1,  no,  no,  0, 3    ; Che
Antivikbow,         2,-3,  no,  no,  0, 0    ; Chi
Heathenism,         4, 1,  Roc, Roc, 0, 2    ; CoL
Antisettler,        0,-1,  no,  no,  0, 0    ; CA 
Tactics,            5,-1,  Stl, nil, 0, 4    ; Cmb
Communism,          5,-6,  no,  no,  2, 2    ; Cmn
Antitrader,         0, 1,  no,  no,  0, 4    ; Cmp
Antinorth,          0,-1,  no,  no,  0, 0    ; Csc
Stockade,           4, 0,  U3,  nil, 0, 4    ; Cst
Rus.Spearman,       4, 0,  no,  no,  2, 1    ; Cor
Natural Exchange,   4, 1,  X2,  nil, 0, 1    ; Cur
Veche,              5, 1,  no,  no,  2, 2    ; Dem
Rus.Trader,         4, 1,  no,  no,  2, 1    ; Eco
Antipeacemaker,     0, 0,  no,  no,  0, 4    ; E1 
Rus. Architecture1, 4, 1,  no,  no,  0, 4    ; E2 
Antiwarrior,        0, 0,  no,  no,  0, 4    ; Eng
Antibers,           0, 1,  no,  no,  3, 2    ; Env
Wooden Shield,      2,-1,  MT,  nil, 0, 0    ; Esp
Long Shield,        5, 0,  Cmb, nil, 0, 0    ; Exp
Poetry,             4,-1,  Bro, Mon, 0, 0    ; Feu
Boat,               4,-1,  no,  no,  0, 4    ; Fli
Berserker's Honor,  3,-2,  Tra, nil, 0, 2    ; Fun
Sailboat,           1, 0,  no,  no,  0, 3    ; FP 
Long Ship,          3, 2,  Sea, nil, 0, 0    ; Gen
Vikings Warfare,    4, 1,  Feu, nil, 0, 0    ; Gue
Iron Works,         8,-2,  Cmb, nil, 0, 0    ; Gun
Bronze Spear,       4,-1,  Bro, nil, 0, 0    ; Hor
Viking Houses,      0, 0,  no,  no,  0, 4    ; Ind
Bowman,             2,-4,  no,  no,  0, 4    ; Inv
Iron Working,       5,-1,  Cmb, Ban, 0, 4    ; Iro
Antiarmfolk,        4,-1,  no,  no,  0, 2    ; Lab
Antiswordman,       4, 0,  no,  no,  0, 3    ; Las
Vik.Trader,         5,-1,  no,  no,  1, 0    ; Ldr
Antivikpik,         0, 2,  no,  no,  0, 3    ; Lit
Antivikshpik,       0,-2,  no,  no,  0, 0    ; Too
Antivikswman,       0,-1,  no,  no,  0, 3    ; Mag
Map Making,         6,-1,  X2,  nil, 0, 3    ; Map
Antivikshswman,     0, 1,  no,  nil, 0, 0    ; Mas
Upgrade,            5, 0,  no,  no,  0, 4    ; MP 
Uselles2,           4,-5,  no,  nil, 0, 3    ; Mat
Uselles1,           4,-3,  no,  nil, 0, 0    ; Med
Veche Bell,         6,-2,  no,  no,  1, 0    ; Met
Rshpikman,          0, 1,  no,  no,  0, 4    ; Min
Rpikman,            0,-1,  no,  no,  0, 0    ; Mob
Tribe Court,        8, 1,  Alp, U3,  0, 2    ; Mon
Viking Lows,        5, 1,  Rep, nil, 0, 2    ; MT 
Rclubman,           0, 0,  no,  no,  0, 0    ; Mys
Navigation,         6,-1,  Rec, ToG, 1, 1    ; Nav
Vbowman,            0,-2,  no,  no,  0, 0    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Ruspeacemaker,      2,-3,  no,  no,  0, 2    ; Phi
Antispearman,       4,-1,  no,  no,  0, 3    ; Phy
Rbowman,            0, 1,  no,  no,  0, 0    ; Pla
Antiprotector,      0, 0,  no,  no,  0, 4    ; Plu
Antiswordman,       0, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  CoL, nil, 0, 1    ; Pot
Vshswordman,        0,-1,  no,  no,  0, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Ski,                2, 1,  Bro, nil, 0, 2    ; Rec
Vshpikman,          0, 0,  no,  no,  0, 0    ; Ref
Vswordman,          0, 1,  no,  San, 0, 0    ; Rfg
Leadership,         5, 1,  Tac, nil, 0, 2    ; Rep
Vpikman,            0,-2,  no,  no,  0, 0    ; Rob
Neolit,             6, 0,  nil, no,  0, 0    ; Roc
Peacemaker,         0, 2,  no,  no,  0, 0    ; San
Star Compass,       4, 1,  Nav, Rep, 0, 1    ; Sea
Cure For Wounds,    4, 1,  Feu, nil, 0, 3    ; SFl
Spearman,           0,-2,  no,  no,  0, 0    ; Sth
Seafaring,          4,-1,  Sea, Esp, 0, 3    ; SE 
War Discipline,     4,-1,  SE,  Ban, 0, 0    ; Stl
Notech,             4, 1,  no,  no,  0, 0    ; Sup
Bronze Sword,       6,-1,  Hor, nil, 0, 0    ; Tac
Wooden Artichecture,10, 6,  U2,  nil, 1, 2    ; The
Bronze Arrow-Head,  4, 0,  Tac, nil, 0, 3    ; ToG
Iron Sword,         6, 2,  Uni, nil, 0, 0    ; Tra
Iron Spear,         5, 1,  Gun, nil, 1, 0    ; Uni
Sail,               4,-1,  Bri, Mon, 0, 0    ; War
Needle,             4,-1,  no,  no,  0, 4    ; Whe
Negotiation,        4, 2,  MT,  nil, 0, 3    ; Wri
Prosperity,         1, 0,  no,  nil, 0, 3    ; FT 
Bow,                3, 0,  U3,  X2,  0, 0    ; U1 
Minning,            3, 0,  X1,  nil, 0, 0    ; U2 
Bone Spear,         3, 0,  X4,  nil, 0, 0    ; U3 
Mattok,             3, 0,  War, nil, 0, 0    ; X1 
Exploration,        3, 0,  X3,  nil, 0, 0    ; X2 
Scull,              3, 0,  X4,  nil, 0, 0    ; X3 
Wood Working,       3, 0,  Roc, Roc, 0, 0    ; X4 
Northern Folk,      3, 0,  no,  no,  0, 0    ; X5 
Russian Tales,      3, 0,  no,  no,  0, 0    ; X6 
Viking Tales,       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,
Palace,                   10, 0,    no, 
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Monolith,                  4, 1,    Cer,
Trade Yard,                8, 1,    Cur,
Cave of Wisdom,            8, 1,    Alp,
Tribe Court,               8, 1,    Mon,
Stockade,                  8, 0,    Cst,
Inn,                       8, 2,    Map,
Market,                   12, 3,    Ban,
"Persuader",              12, 3,    MT, 
Scroll of Knowledges,     16, 3,    Tac,
Mass Transit,             16, 4,    no, 
Vine Cellar,              10, 4,    Rep,
Armoury,                  20, 4,    Tac,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Water Mill,               24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Sewer System,             12, 2,    no, 
Supermarket,               8, 3,    no, 
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Iron Works,               32, 4,    no, 
Harbor,                    6, 1,    Sea,
Fishermen Willage,        16, 3,    Sea,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    no, 
Veche Bell,               20, 0,    no, 
Tample Of Odin,           20, 0,    Cer,
Idol,                     20, 0,    Bro,
Lighthouse,               20, 0,    Nav,
Cave of Wisdom,           30, 0,    no, 
Tample of Tor,            30, 0,    no, 
Great Wall,               30, 0,    no, 
Berserkers Honor,         30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Embassy,                  20, 0,    no, 
Valgalla,                 40, 0,    Rep,
Copernicus' Observatory,  30, 0,    no, 
Erik The Lucky's Vouage,  40, 0,    Nav,
Totem,                    30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Eirik's  Vouage,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Veche Bell
nil,        ; Tample Of Odin
no,         ; Idol
no,         ; Lighthouse
nil,        ; Cave of Wisdom
X5,         ; Tample of Tor
Met,        ; Great Wall
no,         ; Berserkers Honor
Ind,        ; King Richard's Crusade
Cmn,        ; Embassy
no,         ; Valgalla
no,         ; Copernicus' Observatory
no,         ; Erik The Lucky's Vouage
nil,        ; Totem
Aut,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
no,         ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
no,         ; Apollo Program
nil,        ; SETI Program
nil,        ; Eirik's  Vouage


;
;    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
Settler,      Bro, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, X7,  000000000000000
Spearman,     nil, 0,  1.,0,  1a,2d,  1h,1f,  4,0,  1, MP,  000000000000000
Warrior,      U1,  0,  1.,0,  1a,1d,  1h,3f,  2,0,  0, X7,  000000000000000
Spearman,     Hor, 0,  1.,0,  1a,2d,  2h,1f,  3,0,  1, Sth, 000000000000000
Peacemaker,   Wri, 0,  1.,0,  0a,0d,  1h,1f,  3,0,  6, San, 000000000000011
Archer,       nil, 0,  1.,0,  5a,2d,  2h,2f,  4,0,  0, MP,  000010001000000
Piacemaker,   Wri, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  6, Phi, 000000000000010
Archer,       Csc, 0,  1.,0,  3a,1d,  2h,2f,  4,0,  0, X5,  000000001000000
Berserker,    AFl, 0,  1.,0,  8a,1d,  2h,2f,  6,0,  0, Fun, 000100000000100
Revenger,     no,  0,  1.,0,  4a,2d,  2h,2f,  5,0,  1, no,  000000001000000
Explorer,     Amp, 0,  1.,0,  5a,5d,  2h,1f,  6,0,  1, Rec, 000001000000001
Skier,        Csc, 0,  1.,0,  0a,0d,  1h,1f,  4,0,  1, Wri, 000001000000001
Hunter,       AFl, 0,  1.,0,  2a,1d,  1h,2f,  3,0,  0, Rec, 000001000000001
Trader,       Ban, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  7, Eco, 000000000000010
Migrant,      Csc, 0,  1.,0,  0a,0d,  1h,1f, 12,0,  5, X5,  000000000000000
Bowman,       Tac, 0,  1.,0,  2a,1d,  1h,2f,  3,0,  0, Pla, 000000001000000
Bowman,       Tac, 0,  1.,0,  2a,1d,  1h,2f,  3,0,  0, NF,  000000001000000
Archer,       Amp, 0,  1.,0,  4a,2d,  2h,2f,  6,0,  0, ToG, 000000001000000
Archer,       Tra, 0,  1.,0,  3a,1d,  1h,1f,  4,0,  0, ToG, 000000001000000
Nounits,      no,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Defender,     U3,  0,  1.,0,  1a,1d,  2h,1f,  2,0,  1, X7,  000000000000000
Warrior,      U1,  0,  1.,0,  1a,1d,  1h,3f,  2,0,  0, X6,  000000000000000
Spearman,     Hor, 0,  1.,0,  1a,2d,  2h,1f,  3,0,  0, Cor, 000000000000000
Defender,     U3,  0,  1.,0,  1a,1d,  2h,1f,  2,0,  1, X6,  000000000000000
Knights,      no,  0,  1.,0,  8a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Dragoons,     no,  0,  1.,0, 10a,1d,  2h,2f,  5,0,  0, no,  000000000000000
Cavalry,      no,  0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
Armed Folk,   Esp, 0,  1.,1,  2a,3d,  2h,1f,  3,0,  1, Rob, 000000000000000
Protector,    Uni, 0,  1.,2,  2a,3d,  3h,2f,  3,0,  1, Ref, 000000000000000
Swordman,     Tra, 0,  1.,0,  3a,1d,  2h,2f,  4,0,  0, Rfg, 000000000000100
Warrior,      AFl, 0,  1.,1,  3a,4d,  3h,2f,  4,0,  1, Uni, 000000000000000
Axeman,       AFl, 0,  1.,2,  6a,2d,  2h,2f,  4,0,  0, Tra, 000010000010000
Sail Boat,    Nav, 2,  3.,0,  0a,1d,  1h,1f,  4,2,  4, War, 000000000100000
Knorr,        AFl, 2,  4.,0,  0a,1d,  2h,1f,  4,4,  4, Nav, 000000000100000
Lodia,        Amp, 2,  3.,0,  1a,1d,  2h,1f,  5,4,  4, Sea, 000000000000000
Drakkar,      AFl, 2,  4.,0,  1a,1d,  2h,2f,  6,5,  4, Ast, 000000000000000
Nounits,      no,  0,  1.,0,  1a,2d,  1h,1f,  3,0,  1, no,  000000000000000
Clubman,      Tra, 0,  1.,0,  3a,1d,  2h,2f,  3,0,  0, Mys, 000000000000000
Armed Folk,   Esp, 0,  1.,0,  2a,3d,  2h,1f,  3,0,  1, Mob, 100000000000001
Protector,    Exp, 0,  1.,0,  2a,3d,  3h,2f,  3,0,  1, Min, 110000000000001
Warrior,      Amp, 0,  1.,0,  3a,4d,  2h,2f,  8,0,  1, Exp, 000000000000001
Militia,      Amp, 0,  1.,0,  5a,2d,  2h,2f,  4,0,  0, Tra, 000000000001001
Marauder,     no,  0,  1.,0,  2a,3d,  2h,2f,  4,0,  1, no,  000000000000000
Canoe,        Csc, 2,  2.,0,  0a,1d,  1h,1f,  4,2,  4, X5,  000000000100000
Traveller,    Amp, 0,  2.,1,  0a,1d,  1h,1f,  8,0,  6, Wri, 000000000000010
Nounit,       no,  1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Messenger,    AFl, 0,  2.,0,  0a,1d,  1h,1f,  4,0,  6, Wri, 000000000000010
Merchant,     AFl, 0,  2.,0,  0a,2d,  2h,3f,  4,0,  7, Ban, 000000000000010
Spearman,     Csc, 0,  1.,0,  1a,2d,  2h,2f,  2,0,  1, X5,  000000000000000
Viking,       Tra, 0,  1.,0,  4a,2d,  2h,2f,  4,0,  0, no,  000000000000100
Trader,       Ban, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Ldr, 000000000000010
Peasant,      Amp, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, Bro, 000000000000000
Settler,      Bro, 0,  1.,0,  0a,1d,  1h,1f,  4,1,  5, X6,  000000000000000
Boat,         War, 2,  2.,4,  0a,1d,  1h,1f,  4,1,  4, X3,  000000000100000
Deer,         no,  0,  3.,0,  0a,1d,  1h,1f,  4,0,  0, no,  000001000000000
Nounits,      no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Fishernan,    Csc, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  7, X5,  000000000000000
Brown Bear,   no,  0,  1.,0,  4a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Villager,     AFl, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, Bro, 000000000000000
Korobeinik,   Amp, 0,  2.,0,  0a,1d,  2h,1f,  4,0,  7, Ban, 000000000000000
Mountain,     no,  1,  0.,0,  0a,127d,12h,127f, 127,0,  1, no,  000000000000000
White Bear,   no,  0,  1.,0,  4a,2d,  3h,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
Birch-Grove,1,2,  1,1,0,   Grs, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Taiga,      1,2,  0,0,0,   no,  1, 5, 1,   no,  0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   no,  0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Grs, 0, 5, 5,   yes, 2, 5,  0,  Grs,   ; For
Thicket,    2,4,  1,1,0,   Grs, 1,15, 0,   yes, 3,15,  0,  Pln,   ; Hil
Mountains,  3,6,  0,0,0,   no,  1,10, 0,   no,  1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,1,0,   Grs, 1,15, 1,   no,  0, 0,  0,  Drt,   ; Tun
Swamp,      2,2,  0,1,0,   Grs, 0,10, 0,   no,  1,15,  3,  Tun,   ; Gla
Fir-Grove,  2,3,  1,1,0,   Grs, 0, 5, 6,   yes, 2,10,  0,  Pln,   ; Swa
Permafrost, 2,3,  0,0,0,   no,  0,15, 6,   no,  0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Birches,    1,2,  2,1,1,
Glade,      1,2,  3,2,1,
Grassland,  1,2,  2,1,0,
Glade,      2,3,  3,2,1,
Timber,     2,4,  0,3,3,
Gold,       3,6,  0,1,6,
Peat,       1,2,  0,2,2,
Reed,       2,2,  1,2,2,
Birch Forest,2,3,  1,2,1,
Penguin,    2,3,  0,0,0,
Fish,       1,2,  3,0,2,
Birch,      1,2,  0,2,0,
Glade,      1,2,  3,2,1,
Grassland,  1,2,  2,1,0,
Oak,        2,3,  1,2,2,
Timber,     2,4,  0,3,2,
Iron,       3,6,  0,4,0,
Peat,       1,2,  0,2,2,
Rush,       2,2,  1,2,1,
Mushrooms,  2,3,  4,0,4,
Penguin,    2,3,  4,0,1,
Sturgeons,  1,2,  4,2,4,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Leader,      Leader
Monarchy,       Elder,       Queen
Communism,      Leader,      Comrade
Fundamentalism, Warlord,     High Priestess
Republic,       Leader,      Consul
Democracy,      Leader,      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,  0, -1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,       0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0,  1, -1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  0, -1,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 7, 0, Vikings,     Viking,      1,  0, -1,     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,  0,  1,     2, Leader, Leader,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 0, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 3, 2, Sioux,       Sioux,       0,  1, -1,     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
Nuts,
Adornings,
Mead,
Berries,
Fish,
Mushrooms,
Wax,
Salt,
Furs,
Vegetable,
Peat,
Meat,
Clothes,
Amber,
Sturgeons,
Sables,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Stockade,     F
Build Road,         R
Build Irrigation,   I
Clean Forest,       C
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













