;                                                                        ID 2/7
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   *************************************************************
;
;   SCENARIO: The 4 Sea Republics - Golden Edition (T4SRGOLD).
;   Changes and modifications made by HANTI based on 
;   old Pimpinone scenario "The 4 Sea Republics" from 1996.
;   There were made separated tech trees, so don't mess
;   with rules, unless you know what you're doing.
;
;   *************************************************************
;
;
;   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.
;
;
;          --->> Notes about changes made here <<---
;       RIOT FACTOR HIGHER,AQUEDUCT HIGHER,SEWER HIGHER
;   
@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
20      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
14      ; 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
10      ; Fundamentalism pays support for all units past this
0       ; 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
Byzantine Specials, 0,-4,  Ato, no,  1, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Turkish Warfare,    0,-4,  Ato, no,  1, 0    ; Amp
Venetian Trade,     0,-4,  Ato, no,  1, 0    ; Ast
NO ONES Tech YES!,  0, 0,  no,  no,  0, 3    ; Ato
--Automobile,       6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Tra, Phi, 1, 1    ; Ban
Bridge Building,    4, 0,  Mas, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Byzantine Spice,    5, 2,  AFl, nil, 2, 2    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Authority,          4, 1,  Alp, nil, 0, 2    ; CoL
Byzantine Bread,    5,-2,  AFl, nil, 2, 0    ; CA 
Genoese Crafts,     0,-4,  Ato, no,  1, 0    ; Cmb
--Communism,        5, 0,  no,  no,  2, 2    ; Cmn
Turkish Coffee,     5, 2,  Amp, nil, 2, 2    ; Cmp
Turkish Tea,        5,-2,  Amp, nil, 2, 0    ; Csc
Construction,       4, 0,  Wri, Bro, 0, 4    ; Cst
Cavalry Tactics,    0,-4,  Ato, no,  1, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Pisan Republic,     5, 1,  Ato, no,  2, 2    ; Dem
Venetian Wine,      5, 2,  Ast, nil, 2, 2    ; Eco
Venetian Apples,    5,-2,  Ast, nil, 2, 1    ; E1 
Iconography,        0, 1,  AFl, Cor, 1, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Genoese Silver,     5, 2,  Cmb, nil, 2, 2    ; Env
Catholicism,        2,-1,  Ato, no,  3, 0    ; Esp
Genoese Gold,       5,-2,  Cmb, nil, 2, 0    ; Exp
Feudalism,          4,-1,  Mon, Tac, 0, 0    ; Feu
Pisan Ships,        5,-2,  NP,  nil, 2, 0    ; Fli
--Fundamentalism,   3,-2,  no,  no,  2, 2    ; Fun
--Fusion Power,     0,-3,  no,  no,  2, 0    ; FP 
Pisan Tools,        5, 2,  NP,  nil, 2, 2    ; Gen
--Guerrilla Warfare,4, 1,  no,  no,  3, 0    ; Gue
--Gunpowder,        8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
East Architecture,  1, 0,  Ato, no,  1, 4    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Army Tactics,       5,-1,  Bro, War, 0, 4    ; Iro
French Cloths,      5,-2,  Rob, nil, 2, 1    ; Lab
German Swords,      5, 2,  Rob, nil, 2, 0    ; Las
Leadership,         0,-4,  Ban, Inv, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Norman Wheat,       5,-2,  Med, nil, 2, 0    ; Too
--Magnetism,        4,-1,  no,  no,  1, 3    ; Mag
Carthography,       6,-1,  Wri, Nav, 1, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Horsemanship,       0,-3,  Cor, Hor, 2, 0    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
4th Crusade,        0,-4,  Ato, no,  1, 2    ; Med
Metallurgy,         7,-2,  Bri, Inv, 1, 0    ; Met
Norman Wool,        5, 2,  Med, nil, 2, 2    ; Min
--Mobile Warfare,   5, 2,  no,  no,  2, 1    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Sea Lanes,          6,-1,  Ato, no,  0, 1    ; Nav
-Nuclear Fission,   6,-2,  no,  no,  3, 3    ; NF 
Doctrine of Defense,0,-4,  Ato, no,  1, 2    ; NP 
Philosophy,         6, 1,  Mys, Esp, 1, 2    ; Phi
Byzantine Icons,    5,-3,  E2,  nil, 2, 0    ; Phy
-Plastics,          4, 1,  no,  no,  3, 4    ; Pla
Byzantine Olive,    5, 3,  AFl, nil, 2, 4    ; Plu
Allah akbar!,       0,-4,  Ato, no,  1, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Feudal Law,         5,-1,  U1,  U3,  3, 4    ; Rad
-Railroad-SAFETY,   6, 0,  no,  no,  2, 1    ; RR 
-Recycling,         2, 1,  no,  no,  3, 2    ; Rec
Turkish Pepper,     5,-3,  Amp, nil, 2, 0    ; Ref
Urbanisation,       0, 4,  E2,  Uni, 1, 4    ; Rfg
The Republic,       5, 1,  NP,  Ast, 0, 2    ; Rep
Holy Roman Empire,  5,-2,  Ato, no,  2, 0    ; Rob
-Rocketry,          6,-2,  no,  no,  3, 0    ; Roc
1st Crusade,        4, 2,  Ato, no,  2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
-Space Flight,      4, 1,  no,  no,  3, 3    ; SFl
End of the Epoch,   3,-2,  Met, Chi, 3, 0    ; Sth
-Steam Engine,      4,-1,  no,  no,  2, 3    ; SE 
Eastern Warfare,    4,-1,  Ato, no,  1, 0    ; Stl
-Superconductor,    4, 1,  no,  no,  3, 3    ; Sup
Odoaker's Reign,    0, 0,  Ato, no,  1, 4    ; Tac
Theology,           1,-2,  Ato, no,  1, 2    ; The
6th Crusade - Egipt,4, 0,  Med, PT,  1, 2    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Archery,            4,-1,  Ato, no,  0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Sth, Iro, 3, 3    ; FT 
Western Countries,  3, 0,  Ato, no,  0, 0    ; U1 
Unreachable???,     3, 0,  Ato, nil, 0, 0    ; U2 
Islamic Beliefs,    3, 0,  Ato, no,  0, 0    ; U3 
Osman's Reforms,    3, 0,  Ato, no,  0, 0    ; X1 
Fireworks (PhilipV),3, 0,  Ato, no,  0, 0    ; X2 
Battle at Meloria,  3, 0,  Ato, no,  0, 0    ; X3 
Kingdom of Roger II,3, 0,  Ato, no,  0, 0    ; X4 
Sultan Murad's Army,3, 0,  Ato, no,  0, 0    ; X5 
Advance 99,         3, 0,  no,  no,  0, 0    ; X6 
Advance 100,        3, 0,  no,  no,  0, 0    ; X7 

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                  1,  0,    nil,
Palace,                   50, 0,    Mas,
Barracks,                 5,  1,    nil,
Granary,                  6,  1,    Pot,
Chapel,                   4,  1,    Cer,   ***Temple***
City Market,              8,  1,    Cur,   ***Market Place***
Library,                  8,  1,    Wri,
Prison,                   8,  1,    CoL,   ***Courthouse***
City Walls,               12, 2,    Mas,
Aqueduct,                 18, 2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 2,    Esp,
University,               16, 4,    Uni,
Mass Transit,              0, 4,    RR,
Basilica,                 14, 3,    Cst,   ***Colosseum***
Artisans Guild,           13, 3,    Mas,   ***Factory***
Water Mill,                8, 3,    Rfg,   ***Manufacturing Plant***
SDI Defense,               0, 4,    RR,
Recycling Center,          0, 2,    RR,
Smithy,                    9, 3,    Met,   ***Power Plant***
Hydro Plant,               0, 3,    RR,   
Nuclear Plant,             0, 2,    RR,
Stock Exchange,            0, 4,    RR,
Sewer System,              0, 2,    RR,
Agro Market,               8, 3,    Rfg,   ***Supermarket***
Superhighways,             0, 5,    RR,
Research Lab,              0, 3,    RR,
SAM Missile Battery,       0, 2,    RR,
Coastal Walls,             1, 0,    U2, Mas, NO  ***Coastal Fortress***
Solar Plant,               0, 4,    RR,
Harbor,                    6, 1,    Sea,
Naval Guilds,              7, 3,    Nav,  ***Offshore Platform***
Airport,                   0, 3,    RR,
Police Station,            0, 2,    RR,
Shipyards,                 1, 0,    U2, Mas, NO  ***Port Facility***
SS Structural,             0, 0,    RR,
SS Component,              0, 0,    RR,
SS Module,                 0, 0,    RR,
(Taxation),               60, 0,    CoL,
Islamic Expansion,        20, 0,    PT,   ***Pyramids***
Eastern Trade Route,      20, 0,    Tra,   ***Hanging Gardens***
Crusades Movement,        20, 0,    MT,   ***Colossus***
Marine Traditions,        20, 0,    Map,   ***Lighthouse***
"Deus lo volt",           30, 0,    U1,   ***Great Library***
Oracle,                   30, 0,    RR,
"Il Principe",            30, 0,    NP,   ***Great Wall***
Sultan Osman's Reform,    30, 0,    PT,   ***Sun Tzu's War Academy***
Capital of the World,     30, 0,    AFl,   ***King Richard's Crusade***
Marco Polo's Embassy,     40, 0,    Rep,
Michelangelo's Chapel,    40, 0,    Ldr,
Al-Koran,                 30, 0,    PT,   ***Copernicus' Observatory***
Naval Warfare,            40, 0,    Nav,   ***Magellan's Expedition***
Latinian Empire,          20, 0,    Med,   ***Shakespeare's Theatre***
Leonardo's Workshop,      40, 0,    RR,
The Umajjyad Mosque,      40, 0,    PT,   ***J. S. Bach's Cathedral***
Isaac Newton's College,   40, 0,    RR,
Adam Smith's Trading Co., 40, 0,    RR,
Darwin's Voyage,          40, 0,    RR,
Statue of Liberty,        40, 0,    RR,
Leaning Tower of Pisa,    30, 0,    NP,   ***Eiffel  Tower***
Women's Suffrage,         60, 0,    RR,
Yerushalaim!,             77, 0,    U2,   ***Hover Dam***
Manhattan Project,        60, 0,    RR,
United Nations,           60, 0,    RR,
Apollo Program,           60, 0,    RR,
SETI Program,             60, 0,    RR,
Ka'aba,                   60, 0,    PT,   ***Cure for Cancer***

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,         ; Pyramids-------------------------Islamistic Expansion   
Med,         ; Hanging Gardens------------------Eastern Trade Route    
nil,         ; Colossus-------------------------Crusade's Movement     
nil,         ; Lighthouse-----------------------Marine Traditions      
PT,          ; Great Library--------------------"Deus lo volt"
nil,         ; Oracle
nil,         ; Great Wall-----------------------"Il Principe"
nil,         ; War Academy----------------------Sultan Osman's Reform  
Med,         ; Richard's Crusade----------------Capital of the World
nil,         ; Marco Polo's Embassy   
nil,         ; Michelangelo           
nil,         ; Copernicus-----------------------Al-Koran
nil,         ; Magellan's-----------------------Naval Warfare          
nil,         ; Shakespeare----------------------Latinian Empire        
nil,         ; Da Vinci's Workshop
nil,         ; Bach-----------------------------Umajjyad Mosque
nil,         ; Newton
nil,         ; Smith's Trading Co.
nil,         ; Darwin
nil,         ; Statue of Liberty
nil,         ; Eiffel Tower--------------------Tower of Pisa
nil,         ; Women's Suffrage
PT,          ; Hoover Dam----------------------Yerushalaim!
nil,         ; Manhattan Project
nil,         ; United Nations
nil,         ; Apollo
nil,         ; SETI
nil,         ; Cure for Cancer-----------------Ka'aba


;
;    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
Settlers,     nil, 0,  1.,0,  0a,1d,  2h,1f,  6,0,  5, nil, 000000000000000
Engineers,    nil, 0,  2.,0,  0a,0d,  1h,1f,  1,0,  5, no,  000000000000000
Warriors,     Bro, 0,  1.,0,  2a,1d,  1h,2f,  1,0,  1, nil, 000000000000010
Militarii,    Feu, 0,  1.,0,  1a,2d,  2h,1f,  1,0,  1, Bro, 000000000000000
Longbowmen,   Cor, 0,  1.,0,  1a,4d,  2h,2f,  3,0,  1, War, 000000000000000
Legion,       Tac, 0,  1.,0,  4a,2d,  2h,1f,  5,0,  0, Iro, 000000000000000
Pikemen,      Stl, 0,  1.,0,  2a,3d,  2h,1f,  2,0,  1, Feu, 000010000000000
Armd Pikemen, nil, 0,  1.,0,  2a,5d,  3h,3f,  4,0,  1, NP,  000010000000000
Mamelukes,    nil, 0,  1.,0,  6a,5d,  5h,3f, 90,0,  0, ToG, 000011000000000
Horse Archers, X5, 0,  1.,0,  3a,2d,  2h,1f,  3,0,  1, PT,  000001000000011
Cavalliers,   nil, 0,  1.,0,  5a,3d,  3h,2f,  6,0,  1, Ast, 000010000000000
Catafractarii,MP,  0,  2.,0,  4a,1d,  2h,2f,  4,0,  0, Cor, 000000000000000
Yanchars,     nil, 0,  1.,0,  4a,3d,  3h,1f,  4,0,  1, Amp, 000000000000000
Jenissaries,  Amp, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  1, PT,  000000000000000
Draftmen,     nil, 0,  1.,0,  2a,2d,  2h,1f,  1,0,  1, PT,  000010000000000
Horsemen,     Chi, 0,  2.,0,  2a,2d,  2h,1f,  2,0,  0, Hor, 000000000000001
Latinians,    nil, 0,  3.,0,  6a,3d,  4h,2f,  5,0,  0, Med, 000010000000000
Tur. Cavalry, Amp, 0,  2.,0,  5a,1d,  2h,1f,  4,0,  0, PT,  000001000000011
Crusaders,    AFl, 0,  2.,0,  6a,1d,  2h,3f,  4,0,  0, The, 000010000000000
Knights,      Stl, 0,  2.,0,  5a,2d,  2h,2f,  5,0,  0, Chi, 000010000000000
Noble Knights,Stl, 0,  2.,0,  7a,3d,  3h,2f,  7,0,  0, Ldr, 000010000000011
Spahis,       nil, 0,  3.,0,  5a,3d,  3h,2f,  5,0,  0, Amp, 000001000000011
Siege Tower,  nil, 0,  1.,0,  8a,2d,  3h,1f,  9,0,  0, PT,  000000001000000
Catapult,     Met, 0,  1.,0,  6a,3d,  2h,1f,  5,0,  1, Mat, 000000000000000
Bombard,      nil, 0,  1.,0, 12a,3d,  2h,4f,  8,0,  0, Met, 000000000000000
Siege Train,  PT,  0,  1.,0,  8a,2d,  3h,1f, 11,0,  0, Cst, 000000001000000
Battering Ram,nil, 0,  2.,0,  9a,1d,  2h,3f,  8,0,  0, Eng, 000000001000000
Holy Warriors,nil, 0,  2.,0,  6a,1d,  4h,1f, 50,0,  0, U3,  000001000000011
Armymen,      nil, 0,  2.,0,  5a,2d,  2h,4f, 10,0,  0, U1,  000000000000000
Clibanarii,   Tac, 0,  2.,0,  6a,3d,  2h,3f,  8,0,  0, MP,  000010000000000
Order Knights,nil, 0,  2.,0,  6a,2d,  3h,3f, 15,0,  0, U1,  000010000000000
Mehmet's Inf.,nil, 0,  2.,0,  8a,5d,  4h,3f,  7,0,  0, X1,  000011000000000
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000
Caravel,      nil, 2,  5.,0,  4a,2d,  5h,2f,  2,2,  2, Nav, 000000000000000
Gen. Galley,  nil, 2,  6.,0,  6a,3d,  6h,2f,  3,2,  2, Cmb, 000000000000000
Ven. Galley,  nil, 2,  5.,0,  6a,3d,  6h,2f,  4,2,  2, Ast, 000000000000000
Drommond,     nil, 2,  4.,0,  7a,1d,  2h,2f,  4,0,  2, AFl, 001000000100000
Sailship,     nil, 2,  4.,0,  2a,1d,  2h,1f,  5,2,  4, San, 000000000100000
Pirates!,     nil, 2,  5.,0,  6a,2d,  3h,5f, 10,4,  2, U2,  000000000000000
Small Galley, Nav, 2,  5.,0,  1a,2d,  3h,1f,  5,4,  4, Rob, 000000000000000
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Siren,        nil, 2,  1.,0,  0a,15d, 3h,2f, 99,2,  2, U2,  000000000001001
Merchant Ship,nil, 2,  4.,0,  0a,4d,  5h,1f,  4,7,  4, Nav, 000000000000000
Greek Fire,   nil, 0,  0.,0,  0a,8d,  4h,2f,  8,0,  1, AFl, 000000000000000
Footmen,      nil, 0,  1.,0,  4a,3d,  4h,1f, 10,0,  0, U1,  000000000000000
Burgundians,  Stl, 0,  1.,0,  3a,5d,  2h,2f,  6,0,  1, Rob, 000010000000000
Envoy,        Esp, 0,  2.,0,  0a,0d,  1h,1f,  7,0,  6, Wri, 000000000000010
Emissary,     nil, 0,  3.,0,  0a,0d,  1h,1f,  7,0,  6, Esp, 000000000000011
Ritters,      Stl, 0,  2.,0,  4a,4d,  2h,3f,  5,0,  0, Rob, 000010000000000
Bedouins!,    nil, 0,  3.,0,  6a,2d,  2h,2f, 10,0,  0, U2,  000001000000011
Mounted Scout,PT,  0,  3.,0,  0a,1d,  2h,1f,  3,0,  0, Sea, 000001000000011
Swiss Mercen.,PT,  0,  2.,0,  8a,2d,  3h,2f,  7,0,  0, Ban, 000010000000011
Varang Guards,nil, 0,  3.,0,  3a,9d,  5h,2f, 45,0,  1, U2,  000010000000001
Assassin,     Esp, 0,  4.,0,  9a,1d,  1h,4f, 85,0,  3, U3,  000000000000111
Barbarian,    nil, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  0, U2,  000000000000000
Fire Catapult,nil, 0,  2.,0,  6a,5d,  2h,3f,  5,0,  0, X2,  000000000000000
Fatimids,     nil, 0,  1.,0,  3a,5d,  5h,2f, 15,0,  1, U3,  000001000000011
Men-at-Arms,  nil, 0,  1.,0,  5a,4d,  3h,2f,  5,0,  1, X3,  000000000000000
Swordsmen,    nil, 0,  1.,0,  3a,4d,  2h,2f,  5,0,  1, X4,  000000000000000
Mntd Archers, nil, 0,  2.,0,  4a,4d,  3h,2f,  4,0,  0, X5,  000001000000011
Mehmet's Cav.,nil, 0,  2.,0,  9a,5d,  4h,4f,  9,0,  0, X1,  000001000000011
Ballista,     nil, 0,  2.,0, 10a,1d,  1h,4f,  8,0,  0, X2,  000000001000000


;
; Note: the above 3 unit types (extra land, ship, air) 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 3 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 three units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV.  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 Pisan Republic
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 4, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 4, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 0,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1, 5, 0,   yes, 3, 5,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Steppe,     1,2,  1,1,0,   yes, 1,10, 1,   yes, 1, 5,  0,  no,    ; Tun   ***Tundra***
Dunes,      6,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Gla   ***Glacier***
Forest,     2,3,  1,2,1,   Grs, 0, 5, 5,   no,  0, 0,  0,  Pln,   ; Swa   ***Swamp***
The Castle, 1,8,  3,4,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Jun   ***Jungle***
Sea,        1,2,  1,1,3,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce   ***Ocean*** (+1 trade, +1 shield)
Oasis,      1,2,  3,1,1,   (+1 trade)
Pigs,       1,2,  2,3,0,   ***Buffalo*** (+1 food)
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Olive Oil,  1,2,  3,1,1,   ***Game*** (+1 trade)
Caravan,    2,2,  1,1,4,   ***Ivory***
Timber,     2,3,  1,4,0,   ***Peat***
Gems,       2,3,  1,0,4,
Fish,       1,2,  4,0,4,   (+1 food, +2 trade)
Nomads,     1,2,  0,1,4,
Cow,        1,2,  3,1,0,   ***Wheat***
Grassland,  1,2,  2,1,0,
Deer,       2,3,  2,2,3,   ***Silk*** (+1 food)
Sheep,      2,4,  2,0,4,   ***Wine*** (+1 food)
Iron,       3,6,  0,4,0,
Game,       1,2,  2,0,3,   ***Furs***
Oasis,      2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Dolphins,   1,2,  3,2,4,   ***Whales*** (+1 food, +1 trade)




@GOVERNMENTS
Anarchy,        Signor,      Signora
Despotism,      Sultan,      Sultana
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, Cardinal,    Cardinal
Republic,       Doge,        Doge
Pisan Republic, Signor,      Signora

;
;   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 = The Republic)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 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, 2, Russians,    Russian,    -1, -1,  1,     1, Emperor, Empress, 2, Emperor, Empress, 3, Emperor, Empress, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      0,  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,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 3, 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, 1, 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
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Pepper,

@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 Small Keep,   E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Friendly [+]
Neutral [=]
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]













