;
;   CIVILIZATION GAME DATA
;   For Scenario 'The quest for Asia' by Stefan Hrtel
;
;   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)
6       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
5       ; 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
25      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)

;
;   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
Cuneiforn writing,    5,1,  no, no, 0, 3    ; AFl
Alphabetics,           5, 1,  no, no, 0, 3    ; Alp
Persian tech.1, 3,-2,  no, no, 0, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 0, 3    ; Ast
Greek tech.1,      3,-2,  no, no, 0, 0    ; Ato
NO,         6,-1,  no, no, 3, 4    ; Aut
Indian tech.1,            3, -2,  no, no, 0, 0    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Per.Adv.tech.,          3,-2,  no, no, 0, 0    ; Che
Chivalry,           4,-2,  Che, nil, 0, 2    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Agriculture,      5, 1,  nil, nil, 0, 1    ; CA
Domestication,         5,-1,  no, no, 0, 1    ; Cmb
NO,          5, 0,  no, no, 2, 2    ; Cmn
Weaving,          4, 1,  nil, nil,  0, 1    ; Cmp
Grk.Adv.tech.,      3,-2,  no, no, 0, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Hellenism,    4, 0,  no, no, 0, 2   ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no, no, 0, 2    ; Dem
Classics,          4, 1,  no, no, 0, 2    ; Eco
Marble Working,        4, 0,  Bro, E2, 0, 4    ; E1
Mining,             4, 1,  Env,  nil, 0, 4    ; E2
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Stone Working,   3, 1,  nil, nil, 0, 4    ; Env
Adv. Masonry,          4, 1,  Mas, Mat, 0, 4    ; Esp
NO,         5, 0,  no, no, 0, 1    ; Exp
Messaging,          4,-1,  nil, nil, 0, 1    ; Feu
Colonization,             4,-1,  Sea, nil, 0, 1    ; Fli
NO,     3,-2,  no,  no, 2, 2    ; Fun
Jewish religion,       3, 0,  no,  no, 0, 2    ; FP
Ishtar cult,     3, 2,  no, no, 0, 2    ; Gen
NO,  4, 1,  no, no, 3, 0    ; Gue
Egyptian religion,          8,-2,  no, no, 0, 2    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
NO,  6, 0,  no,  no, 2, 1    ; Ind
Vedish religion,          6, 0,  no, no, 0, 4    ; Inv
Iron Working,       5,-1,  Bro, nil, 0, 4    ; Iro
Phoenec. religion,        4,-1,  no,  no, 0, 2    ; Lab
Greek religion,          4, 0,  no,  no,  3, 3    ; Las
Zoroastrism,         5,-1,  no, no, 0, 2    ; Ldr
Literacy,           5, 2,  no, no, 0, 3    ; Lit
Theatre,      4,-2,  no, no, 0, 2    ; Too
Drama,          4,-1,  Too, nil, 0, 2    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  Env, nil, 0, 4    ; Mas
Worshipping,    5, 0,  Cer, Mys, 0, 2    ; MP
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Academics,           4, 0,  Lit, nil, 0, 3    ; Med
Metallurgy,         6,-2,  Iro, nil, 0, 4    ; Met
Watch Towers,    4, 1,  Mob, Mas,  0, 0    ; Min
Archery,     8,-1,  War, nil, 0, 0    ; Mob
Monarchy,           5, 1,  nil, nil, 0, 2    ; Mon
Monotheism,         5, 1,  no, no,  0, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 0, 1    ; Nav
Greek Laws,    6,-2,  no, no,  0, 2    ; Ato
Persian Laws,      3, 0,  Amp,  no,  0, 2    ; NP
Philosophy,         6, 1,  Mys, Lit, 0, 2    ; Phi
Siege Weapons,            4,-1,  War, Pla, 0, 0    ; Phy
Woodworking,           4, 1,  nil, nil, 0, 4    ; Pla
NO,           4, 0,  no,  no,  1, 4    ; Plu  (Cst & Pot)
Polytheism,         4, 0,  nil, nil, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
NO,            5,-1,  no, no,  0, 2    ; Rad
Royal Highways,           6, 0,  Che, nil,  0, 4    ; RR
Astrology,          2, 1,  Mys, nil,  0, 2    ; Rec
Indian Laws,           4, 0,  no, no, 0, 2    ; Ref
Adv. Agriculture,   3, 1,  CA,  nil, 0, 1    ; Rfg
Adv. Messaging,       5, 1,  Che, nil, 0, 1    ; Rep
Adv. Trade,           5,-2,  Tra, nil, 0, 1    ; Rob
Fishing,           6,-2,  Sea, nil,  0, 1    ; Roc
Gold/Silver Work,         4, 2,  Iro, nil, 0, 4    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
NO,       4, 1,  no, no, 3, 3    ; SFl
Medicine,            3,-2,  Phi, nil, 0, 2    ; Sth
Walls,       4,-1,  Mas, nil, 0, 4    ; SE
Scouting,              4,-1,  Hor,  nil, 0, 1    ; Stl
NO,     4, 1,  no, no, 3, 3    ; Sup
Tactics,            6,-1,  War, nil, 0, 0    ; Tac
NO,           3, 2,  no,  no, 1, 2    ; The
Heavy Armor,  4, 0,  no, no, 0, 0    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
Mac. Tech,         5, 1,  no, no, 0, 0    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
NO,  1, 0,  no,  no, 3, 3    ; ...
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3
;
; Above 3 tech lots allow you to define your own civilization
; advances if desired.  Supply the name, the AI value, and
; the prerequisites.
;
; Then use the "U1", "U2", or "U3"
; 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,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Shrine,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    SE, 
Aqueduct,                  8, 2,    Cst,
Great Markets,            20, 3,    Rob,
Theatre,                  10, 3,    no, 
Academy,                  16, 3,    Med,
NO,                       16, 4,    no, 
Temple,                   10, 4,    no, 
NO,                       20, 4,    no, 
NO,                       32, 6,    no, 
NO,                       20, 4,    no, 
NO,                       20, 2,    no, 
NO,                       16, 4,    no, 
NO,                       24, 4,    no, 
NO,                       16, 2,    no, 
NO,                       16, 4,    no, 
NO,                       12, 2,    no, 
Farms,                     8, 3,    CA, 
NO,                       20, 5,    no, 
NO,                       16, 3,    no, 
NO,                       10, 2,    no, 
Coastal Walls,             8, 1,    Sea,
NO,                       32, 4,    no, 
Harbor,                    6, 1,    Sea,
NO,                       16, 3,    no, 
NO,                       16, 3,    no, 
City centre,               9, 2,    CoL,
Repair Dock,               8, 3,    Sea,
NO,                        8, 0,    no, 
NO,                       16, 0,    no, 
NO,                       32, 0,    no, 
NO,                       60, 0,    no, 
Pyramids,                 20, 0,    nil,
Hanging Gardens,          20, 0,    nil,
Phoenec. Colonies,        20, 0,    nil,
Greek Colonies,           20, 0,    nil,
Naqsh-i Rustam,           30, 0,    nil, 
Oracle,                   30, 0,    nil,
Wall of Persepolis,       30, 0,    nil,
Gordian Knot,             30, 0,    nil,
Good Farmlands,           30, 0,    nil,
Satrapies of Darius,      20, 0,    nil,
Gate of Ishtar,           40, 0,    nil,
Apadana,                  30, 0,    nil, 
Acropolis,                40, 0,    nil, 
Temple of Amon,           30, 0,    nil,
Nearchos' Voyages,        40, 0,    Uni, 
Mausoleum,                40, 0,    nil,
Bisotun Inscription,      40, 0,    AFl,
Indian Trade Routes,      40, 0,    nil,
Silk Route,               40, 0,    nil, 
Hammurabi's Laws,         40, 0,    nil, 
Greek Astrology,          30, 0,    Ast, 
NO,                       60, 0,    no, 
NO,                       60, 0,    no, 
NONONONO,                 60, 0,    no, 
NO,                       60, 0,    no, 
NO,                       60, 0,    no, 
NO,                       60, 0,    no, 
NO,                       60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Phoenec. Colonies
nil,        ; Greek Colonies
AFl,        ; Rustam
nil,        ; Oracle
nil,        ; Wall of Persepolis
nil,        ; Gordian Knot
nil,        ; Good Farmlands
nil,        ; Satrapies of Darius
nil,        ; Gate of Ishtar
AFl,        ; Apadana
AFl,        ; Acropolis
nil,        ; Temple of Amon
AFl,        ; Nearchos
nil,        ; Mausoleum
Alp,        ; Bisotun Inscription
nil,        ; Indian Trade Routes
AFl,        ; Silk Route
AFl,        ; Hammurabi
AFl,        ; Astrology
nil,        ; NO
nil,        ; NO
nil,        ; NONONONO
nil,        ; NO
nil,        ; NO
nil,        ; NO
nil,        ; NO


;
;    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,  2.,0,  0a,1d,  2h,1f,  5,0,  5, Uni, 000000100000000
P. Defender,  nil, 0,  0.,0,  0a,3d,  3h,0f,  6,0,  1, Che, 000010000000000
G. Defender,  nil, 0,  0.,0,  0a,4d,  5h,0f,  4,0,  1, Ato, 000010000000000
Phalanx,      nil, 0,  2.,0,  3a,2d,  3h,1f,  2,0,  1, Ato, 000010100000001
Archers,      nil, 0,  2.,0,  4a,2d,  3h,2f,  3,0,  0, Mob, 000000000000000
Horse Archer, ToG, 0,  2.,0,  4a,1d,  3h,1f,  5,0,  0, Che, 000000000000000
I. Defender,  nil, 0,  0.,0,  0a,3d,  4h,0f,  5,0,  1, Ban, 000010000000000
G. Warrior,   nil, 0,  2.,0,  2a,1d,  2h,1f,  4,0,  0, Ato, 000000000000000
NO,           no,  0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Partisans,    nil, 0,  0.,0,  2a,2d,  2h,1f, 10,0,  1, Che, 000000000000000
Hoplite,      nil, 0,  2.,0,  4a,2d,  2h,1f,  6,0,  0, Csc, 000000000000000
Ballista,     nil, 0,  2.,0,  5a,0d,  2h,1f,  4,0,  0, Phy, 000001001000000
Scout,        nil, 0,  2.,0,  1a,1d,  2h,1f,  4,0,  0, Stl, 000000100000000
Cataphract,   nil, 0,  2.,0,  6a,4d,  2h,1f,  6,0,  0, ToG, 000000000000000
Adv. Archers, nil, 0,  3.,0,  5a,3d,  3h,1f,  5,0,  1, ToG, 000000000000000
Cavalry,      ToG, 0,  2.,0,  3a,2d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      nil, 0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000
War Elephant, nil, 0,  1.,0,  5a,2d,  1h,1f,  4,0,  1, Cmb, 000000000000000
Adv. Chariot, nil, 0,  3.,0,  5a,2d,  1h,1f,  6,0,  0, Che, 000000000000000
P. Cavalry,   nil, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, Amp, 000000000000000
M. Cavalry,   nil, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Uni, 000000000000000
Elephant Archer,nil, 0,  1.,0,  6a,3d,  2h,1f,  6,0,  0, ToG, 000000000000000
M. Defender,  nil, 0,  0.,0,  0a,5d,  3h,1f,  4,0,  1, Uni, 000010000000000
Catapult,     nil, 0,  2.,0,  6a,1d,  1h,1f,  6,0,  0, Phy, 000000001000000
M. Warrior,   nil, 0,  2.,0,  4a,2d,  2h,1f,  4,0,  0, Uni, 000000000000000
Memnon,       nil, 2,  4.,0, 5a,3d,  2h,2f,  5,0,  0, no,   000000000001001
NO,           nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, no,  000000001000000
NO,           Sth, 1, 10.,1,  4a,2d,  2h,2f,  6,0,  3, no,  000000000010001
NO,           Sth, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
NO,           nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
NO,           nil, 1, 14.,1,  8a,3d,  2h,2f,  8,0,  3, no,  000000000010001
NO,           nil, 1, 12.,2, 14a,3d,  2h,2f, 16,0,  0, no,  000000000000001
Trireme,      Che, 2,  6.,0,  5a,3d,  1h,1f,  4,0,  2, Map, 000000000100000
War Galley,   nil, 2,  3.,0,  4a,1d,  1h,1f,  4,0,  4, Che, 000000000100000
Sea Transport,Nav, 2,  5.,0,  0a,2d,  2h,1f,  4,4,  4, Map, 000000000100000
Heavy Transport,nil, 2,  6.,0,  0a,4d,  2h,1f,  4,7,  4, Nav, 000000000100000
NO,           nil, 2,  5.,0,  0a,0d,  2h,1f,  1,0,  7, no,  000000000100000
NO,           nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
NO,           Sup, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
NO,           nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
NO,           nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
NO,           nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
NO,           nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
NO,           nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
NO,           nil, 1, 12.,1, 20a,0d,  1h,3f,  6,0,  0, no,  001000000000000
NO,           nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Messenger,    Rep, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Feu, 000000000000010
P. Messenger, nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, Rep, 000000000000011
Trader,       Rob, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,      nil, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  7, Rob, 000000000000010
Explorer,     Gue, 0,  1.,0,  0a,2d,  1h,1f,  6,0,  0, Stl, 000001000000010
Immortal tenthousand,nil, 0,  2.,0,  6a,5d,  1h,1f,  5,0,  0, no,  000011000000101
Alexander's Guard,nil, 0,  2.,0,  7a,6d,  1h,1f,  5,0,  2, no,  000011000000101
Extra Air,    nil, 1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
Unit 55,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 56,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 57,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 58,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 59,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 60,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 61,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000
Unit 62,      no,  0,  0.,0,  1a,0d,  0h,0f,  1,0,  0, no,  000000000000000

;
; 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.
;
; 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,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Ruins of Thebes,  1,5,  0,0,0,   no,  0, 0, 0,   no, 0,0, 0,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Salt desert,1,5,  0,0,0,   no,  0, 0, 0,   no, 0,0, 0,  Tun,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Oil,        2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      King,     Queen
Monarchy,       Great King, Great Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      Strategoi,   Strategoi

;
;   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, 1, Babylonians, Babylonian,  1, -1, -1,     2, King, Queen,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,     2, King, Queen 
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
Pericles,     Hippolyta,            1, 6, 1, Greeks,      Greek,       1,  1, -1,    2, King, Queen 
Asoka,        Indira Gandhi,       0, 7, 2, Indians,     Indian,      1, -1,  1,     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,  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
Darius I,     Atossa,              0, 5, 0, Persians,    Persian,     0, -1,  0,     
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    Sheherazade,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  Cusi Chimpu,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Animals,
Marble,
Wood,
Pottery,
Salt,
Coal,
Copper,
Purpur,
Iron,
Wine,
Wheat,
Silver,
Drugs,
Papyrus,
Gold,
Oil,



@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
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













