

;
;   CIVILIZATION GAME DATA 8/6/98
;   Copyright (c) 1999 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.
;
;   Mar 2000                     UNIT-MANIA - LAND, UNDERSEA, ORBIT, AC Version
;
;      Modified by Kestrel18@Bigpond.com to take advantage of the
;      extra 29 Unit Slots (& and 11 Advance Slots) available in CIV2-ToT
;
;       Version 3.0 Initial Version
;                   Advance X1 now a pre-req for Mech. Infantry
;                   'Labor Union' advance changed to 'Mass Marketing'
;                   Mech. Infantry cost increased to 6
;                   Helicopters can now pick up Goody huts.
;                   Line changes commented
;                   Extra sounds added.
;                   Stealth Bomber made invisible.
;                   Stealth Fighter made invisible.
;                   Spy is invisible until attack.
;                       (Legion now an attack unit & upgrades to Knights)
;                       (Alpine Troops renamed Commandoes)
;                   Railroads changed to Slideways
;
;                   Some Unit Animations switched off via General Flags
;
;                    (this particular feature only works if you are
;                      running Patch V1.1 or later)
;
;       Version 3.1 Minor Tweaking.
;       Version 3.2 U-Boat & Killer Sub given back Sub Adv/Disadv ability
;                               Carrier strengths tweaked.
;       Version 3.3 Minor tweaking of some Earth Terrain params & 
;				Cannon & Artillery defense ratings.
;
;


;
;   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.
;   All values entered in rules.txt are bounded by +/-127.
;   However, this does not mean that all numbers within this
;   range will work properly, for example, unit costs must
;   not exceed 17.
;
@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
12      ; 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 (max 8)
3       ; Communism pays support for all units past this (max 8)
8       ; Fundamentalism pays support for all units past this (max 8)
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%)
1       ; Value of each citizen to the Civilization Score.
20      ; Value of each wonder to the Civilization Score.
1       ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success)
-10     ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile.
1       ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
5       ; Value to the Civilization Score of each future tech researched.
-5      ; Penalty assessed to Civilization Score each time player betrays another race.
-1      ; Cost to Civilization Score (+ or -) for each unit destroyed.
11110011        ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
1       ; Helicopters (Air Units range=0) can pick up goodie huts 0=no 1=yes

;
;   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
Jet Engine,         4,-2,  E2,  Too, 3, 4    ; AFl   ; Rad -> E2
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Mag, Tac, 3, 0    ; Amp   ; Nav -> Mag
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  ToG, Mag, 2, 3    ; Ato   ; Phy -> Mag
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Eng, Cst, 0, 4    ; Bri   ; Iro -> Eng
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  Mob, AFl, 3, 0    ; CA
Combustion,         5,-1,  Ref, Exp, 2, 4    ; Cmb
Communism,          5, 0,  Phi, Ind, 2, 2    ; Cmn
Computers,          4, 1,  Min, Lab, 3, 4    ; Cmp   ; MP -> Lab
National Defense Plan,4,0, X5,  U2,  2, 0    ; Csc   ; Dem, Met -> X5, U2
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
Corporation,        4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, Pot, 0, 1    ; Cur   ; nil -> Pot
Democracy,          5, 1,  Ban, X3,  2, 2    ; Dem   ; Inv -> X3
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  Ind, Mag, 2, 4    ; E1    ; Met -> Ind
Electronics,        4, 1,  MP,  Rad, 3, 4    ; E2    ; E1, Cor -> MP, Rad,
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  Rec, SFl, 3, 2    ; Env
Espionage,          2,-1,  Cmn, Dem, 3, 0    ; Esp
Explosives,         5, 0,  Gun, Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Fixed-Wing Flight,  4,-1,  Aut, X2,  2, 4    ; Fli   ; Cmb, ToG -> Aut, X2
Fundamentalism,     3,-2,  MT,  U2,  2, 2    ; Fun   ; Csc -> U2
Fusion Power,       3, 0,  NP,  Sup, 3, 3    ; FP
Genetic Engineering,3, 2,  San, Ref, 3, 3    ; Gen   ; Med, Cor -> San, Ref
Guerrilla Warfare,  4, 1,  Cmn, Tac, 3, 0    ; Gue
Firearms,           8,-2,  Inv, X7,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 4    ; Hor
Industrialization,  6, 0,  SE,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Mass Marketing,     4,-1,  X1,  Mob, 3, 2    ; Lab   ; MP, Gue  -> X1, Mob
Laser,              4, 0,  NP,  Rob, 3, 3    ; Las   ; MP -> Rob
Leadership,         5,-1,  Chi, Gun, 1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Fli, Csc, 3, 4    ; MP    ; Aut, Cor -> Fli, X5
Mathematics,        4,-1,  Alp, Cst, 0, 3    ; Mat   ; Mas -> Cst
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Miniaturization,    4, 1,  Too, E2,  3, 4    ; Min
Mobile Warfare,     8,-1,  MP,  Rad, 3, 0    ; Mob   ; Aut, Tac -> MP, Rad
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  Ato, MP,  3, 3    ; NF
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Mob, Too, 3, 4    ; Pla   ; Ref, SFl -> Mob, Too
Ultrastring Theory, 3, 0,  FP,  Sup, 3, 3    ; Plu   ; Tech 63
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, X5,  3, 4    ; Rad   ; E1  -> X5
Slideway Construction, 3, 0,  Sup, Cmp,  3, 1    ; RR
Recycling,          2, 1,  Lab, Pla, 3, 2    ; Rec   ; MP, Dem  -> Lab, Pla
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  E1,  San, 3, 1    ; Rfg
Republic,           5, 1,  CoL, Lit, 0, 2    ; Rep
Robotics,           5,-2,  Cmp, Mob, 3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Space Flight,       4, 1,  Cmp, Roc, 3, 3    ; SFl
Stealth,            5,-2,  AFl, U3,  3, 0    ; Sth   ; Sup, Rob ->  AFl, U3
Steam Engine,       4,-1,  Phy, Met, 2, 3    ; SE    ; Inv -> Met
Steel,              4,-1,  E1,  U2,  2, 4    ; Stl   ; Ind -> U2
Superconductor,     4, 1,  U3,  Las, 3, 3    ; Sup   ; Pla -> U3
Tactics,            6,-1,  U2,  Ldr, 2, 0    ; Tac   ; Csc -> U2
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Phy, Uni, 1, 3    ; ToG   ; Ast -> Phy
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, X3,  1, 3    ; Uni   ; Phi -> X3
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
Wheel,              4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  Plu, Env, 3, 3    ; ...   ; Rec -> Env, FP -> Plu
Breech Loading,     6,-1,  X4,  Ind, 2, 0    ; U1    ; => Riflemen, Artillery
Repeating Rifle,    5,-2,  U1,  Cor, 2, 0    ; U2    ; => Adv Riflemen
Advanced Composites,5, 0,  Rob, Pla, 3, 4    ; U3    ; => Adv Battle Tank, Slf Prp Howzr
Assault Rifle,      5,-2,  Gue, MP,  3, 0    ; X1    ; => Modern Infantry
Ballooning,         4, 0,  Cmb, ToG, 2, 4    ; X2    ; => Zeppelin
Printing Press,     4, 2,  Inv, Phi, 1, 3    ; X3    ; Intermediate Tech
Bayonet && Inf. Drill,5,-1,Ldr, Gun, 2, 0    ; X4    ; => Infantrymen
Telephone,          3,-2,  E1,  Cor, 1, 2    ; X5    ; => Civil Defense
S.C.U.B.A.,         4, 0,  Amp, Too, 3, 4    ; X6    ; => Navy SEALS
Gunpowder,          8,-2,  Inv, Med, 1, 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,    Mas,
Barracks,                 4,  1,    nil,
Granary,                  6,  1,    Pot,
Temple,                   4,  1,    Cer,
MarketPlace,              8,  1,    Cur,
Library,                  8,  1,    Wri,
Courthouse,               8,  1,    CoL,
City Walls,               8,  0,    Mas,
Aqueduct,                 8,  2,    Cst,
Bank,                     12, 3,    Ban,
Cathedral,                12, 3,    MT,
University,               16, 3,    Uni,
Mass Transit,             16, 4,    MP,
Colosseum,                10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    Rob,
SDI Defense,              20, 4,    Las,
Recycling Center,         20, 2,    Rec,
Power Plant,              16, 4,    Ref,
Hydro Plant,              24, 4,    E2,
Nuclear Plant,            16, 2,    NP,
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    Cmp,
SAM Missile Battery,      10, 2,    Roc,
Coastal Fortress,          8, 1,    Met,
Solar Plant,              32, 4,    Env,
Harbor,                   6,  1,    Sea,
Offshore Platform,        16, 3,    Min,
Airport,                  16, 3,    Rad,
Police Station,           6,  2,    Cmn,
Port Facility,            8,  3,    Amp,
Transporter,              16, 3,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Colossus,                 20, 0,    Bro,
Lighthouse,               20, 0,    Map,
Great Library,            30, 0,    Lit,
Oracle,                   30, 0,    Mys,
Great Wall,               30, 0,    Mas,
Sun Tzu's War Academy,    30, 0,    Feu,
King Richard's Crusade,   30, 0,    Eng,
Marco Polo's Embassy,     20, 0,    Tra,
Michelangelo's Chapel,    40, 0,    MT,
Copernicus' Observatory,  30, 0,    Ast,
Magellan's Expedition,    40, 0,    Nav,
Shakespeare's Theatre,    30, 0,    Med,
Leonardo's Workshop,      40, 0,    Inv,
J. S. Bach's Cathedral,   40, 0,    The,
Isaac Newton's College,   40, 0,    ToG,
Adam Smith's Trading Co., 40, 0,    Eco,
Darwin's Voyage,          40, 0,    Ind,
Statue of Liberty,        40, 0,    Dem,
Eiffel Tower,             30, 0,    SE,
Women's Suffrage,         60, 0,    Ind,
Hoover Dam,               60, 0,    E2,
Manhattan Project,        60, 0,    NF,
United Nations,           60, 0,    Cmn,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    Cmp,
Cure for Cancer,          60, 0,    Gen,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
SE,         ; Hanging Gardens
Fli,        ; Colossus
Mag,        ; Lighthouse
E1,         ; Great Library
The,        ; Oracle
Met,        ; Great Wall
Mob,        ; Sun Tzu's War Academy
Ind,        ; King Richard's Crusade
Cmn,        ; Marco Polo's Embassy
nil,        ; Michelangelo
nil,        ; Copernicus
MP,         ; Magellan - Expiry change - nil -> MP
nil,        ; Shakespeare
Aut,        ; Leonardo Da Vinci's Workshop
nil,        ; Bach
nil,        ; Newton
nil,        ; Smith's Trading Co.
nil,        ; Darwin
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Exp, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000 ; 00
Engineers,    Plu, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, Exp, 000000000000000 ; 01
Warriors,     Feu, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000 ; 02
Phalanx,      Feu, 0,  1.,0,  1a,2d,  1h,1f,  2,0,  1, Bro, 000000000000000 ; 03
Archers,      Gun, 0,  1.,0,  3a,2d,  1h,1f,  3,0,  1, War, 000000000000000 ; 04
Legion,       Feu, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  0, Iro, 000000000000000 ; 05 - Def to Att & Expiry changed
Pikemen,      X4,  0,  1.,0,  1a,3d,  1h,1f,  2,0,  1, Feu, 000000000000000 ; 06
Musketeers,   X4,  0,  1.,0,  3a,2d,  2h,1f,  3,0,  1, Gun, 000000000000000 ; 07 - Expiry change
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, Fun, 000100000000000 ; 08
Partisans,    Gue, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, Gue, 000001000000010 ; 09 - Expiry change
Commandos,    nil, 0,  1.,0,  6a,5d,  2h,1f,  6,0,  1, Gue, 000001000000010 ; 10 - Name & Abilities Change
Adv Riflemen, X1,  0,  1.,0,  5a,4d,  2h,1f,  4,0,  1, U2,  000000000000000 ; 11 - Name & Expiry change
Marines,      nil, 0,  1.,0,  8a,5d,  2h,1f,  6,0,  0, Amp, 000000000000100 ; 12
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000 ; 13
Mech. Infantry,nil,0,  5.,0,  7a,6d,  3h,1f,  6,0,  1, Lab, 000000000000000 ; 14 - Att & Cost Change
Horsemen,     Chi, 0,  3.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000 ; 15
Chariot,      MT,  0,  2.,0,  3a,1d,  1h,1f,  3,0,  0, Whe, 000000000000000 ; 16
Elephant,     Ldr, 0,  1.,0,  4a,1d,  1h,1f,  4,0,  0, PT,  000001000000000 ; 17
Crusaders,    Ldr, 0,  3.,0,  5a,1d,  1h,1f,  4,0,  0, MT,  000000000000000 ; 18 - ???
Knights,      Ldr, 0,  3.,0,  4a,2d,  1h,1f,  4,0,  0, Chi, 000000000000000 ; 19
Dragoons,     Tac, 0,  3.,0,  5a,2d,  2h,1f,  5,0,  0, Ldr, 000000000000000 ; 20
Cavalry,      Mob, 0,  3.,0,  8a,3d,  2h,1f,  6,0,  0, Tac, 000000000000000 ; 21
Armor,        U3,  0,  4.,0, 10a,5d,  3h,1f,  8,0,  0, Mob, 000000000000000 ; 22 - Expiry change
Catapult,     X7,  0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, Mat, 000000000000000 ; 23 - Expiry change
Cannon,       U1,  0,  1.,0,  8a,2d,  2h,1f,  6,0,  0, Met, 000000000000000 ; 24 - Expiry change
Artillery,    Too, 0,  1.,0, 10a,2d,  2h,2f,  6,0,  0, U1,  000000000000000 ; 25 - Expiry change
Howitzer,     nil, 0,  2.,0, 12a,2d,  3h,2f,  7,0,  0, Rob, 000000001000000 ; 26
Fighter,      AFl, 1, 12.,1,  4a,3d,  2h,2f,  6,0,  3, Rad, 000000000010001 ; 27 - Avail change
Hvy Bomber,   AFl, 1,  9.,2, 12a,1d,  2h,2f, 11,0,  0, MP,  000000000000001 ; 28 - Avail & Expiry change
Helicopter,   nil, 1,  8.,0, 10a,3d,  2h,2f, 10,0,  0, CA,  100000000000001 ; 29
Stlth Ftr.,   nil, 1, 18.,1,  8a,4d,  2h,2f, 12,0,  3, Sth, 000000000010001 ; 30
Stlth Bmbr.,  nil, 1, 15.,2, 14a,5d,  2h,2f, 16,0,  0, Sth, 000000000000001 ; 31
Trireme,      Nav, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Map, 000000000100000 ; 32
Caravel,      Mag, 2,  4.,0,  2a,1d,  1h,1f,  4,3,  4, Nav, 000000000000000 ; 33
Galleon,      Cor, 2,  5.,0,  0a,2d,  2h,1f,  4,4,  4, Mag, 000000000000000 ; 34 - Expiry Change
Frigate,      E1,  2,  5.,0,  4a,2d,  2h,1f,  5,2,  2, Mag, 000000000000000 ; 35
Ironclad,     E1,  2,  5.,0,  4a,4d,  3h,1f,  6,0,  2, SE,  000000000000000 ; 36
Destroyer,    Roc, 2,  7.,0,  5a,4d,  3h,1f,  6,0,  2, E1,  100000000000001 ; 37 - Att change
Cruiser,      Roc, 2,  6.,0,  7a,6d,  3h,2f,  8,0,  2, Stl, 100000000000001 ; 38
AEGIS Cruiser,nil, 2,  7.,0,  8a,8d,  3h,2f,  9,0,  2, Roc, 110000000000001 ; 39
Battleship,   nil, 2,  5.,0, 12a,12d, 4h,2f, 14,0,  2, Aut, 000000000000001 ; 40
Killer Sub,   nil, 2,  4.,0, 10a,3d,  2h,2f,  8,1,  2, MP,  100000000001001 ; 41
Carrier,      nil, 2,  5.,0,  0a,9d,  4h,2f, 14,0,  2, Rad, 000000010000001 ; 42 - Avail Change
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, Cor, 000000000000000 ; 43
Cruise Msl.,  nil, 1, 14.,1, 18a,0d,  1h,3f,  6,0,  0, Roc, 001000000000000 ; 44
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 15,0,  0, Roc, 001000000000000 ; 45
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010 ; 46 - Expiry change
Spy,          nil, 0,  3.,0,  0a,2d,  1h,1f,  5,0,  6, Esp, 000000000000011 ; 47 - Def change
Caravan,      Aut, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010 ; 48 - Expiry change
Freight,      nil, 0,  4.,0,  0a,1d,  1h,1f,  5,0,  7, Aut, 000000000000010 ; 49 - Avail Change
Explorer,     Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010 ; 50
Q/T Engnr,    nil, 0,  3.,0,  0a,3d,  2h,1f,  4,0,  5, Plu, 000000000000010 ; 51 - new
Longbowmen,   Met, 0,  1.,0,  5a,2d,  2h,1f,  4,0,  0, Feu, 000000000000000 ; 52 - new
Shuttle,      nil, 2, 12.,0,  3a,3d,  3h,2f,  8,4,  4, SFl, 111000000000001 ;53
U-Boat,       MP,  2,  3.,0,  8a,3d,  2h,2f,  7,1,  2, Cmb, 000000000001000 ; 54
Reservists,   nil, 0,  1.,0,  3a,4d,  2h,1f,  3,0,  1, Csc, 000000000000000 ; 55 - new
Infantrymen,  U1,  0,  1.,0,  4a,3d,  2h,1f,  3,0,  1, X4,  000000000000000 ; 56 - new
Riflemen,     U2,  0,  1.,0,  4a,4d,  2h,1f,  3,0,  1, U1,  000000000000000 ; 57 - new
Recon Unit,   nil, 0,  5.,0,  4a,3d,  2h,1f,  6,0,  0, Mob, 000000000000011 ; 58 - new
Bicycle Troops,Lab,0,  3.,0,  5a,4d,  2h,1f,  5,0,  1, Stl, 000000000000000 ; 59 - new - ???
Machine-Gun Grp,Lab,0, 1.,0,  6a,6d,  2h,1f,  6,0,  1, Too, 000000000010000 ; 60 - new - ???
Modern Infantry,nil,0, 1.,0,  6a,5d,  2h,1f,  4,0,  1, X1,  000000000000000 ; 61 - new - ??? Recycle ?
Navy SEALS,   nil, 3,  2.,0,  5a,3d,  2h,1f,  7,0,  0, X6,  100000000100110 ; 72 - new
Tank,         Mob, 0,  2.,0,  9a,5d,  2h,1f,  8,0,  0, Aut, 000000000000000 ; 63 - new
Adv Battle Tank,nil,0, 5.,0, 11a,7d,  3h,1f,  8,0,  0, U3,  000000000000000 ; 64 - new
Slf Prpld Howzr,nil,0, 4.,0, 12a,5d,  3h,2f,  9,0,  0, Las, 000000001000000 ; 65 - new
Bombard,      Met, 0,  1.,0,  7a,1d,  1h,1f,  5,0,  0, X7,  000000000000000 ; 66 - new
Modern Artillery,nil,0,2.,0, 11a,2d,  2h,2f,  6,0,  0, Too, 000000000000000 ; 67 - new
Naval Artillery,nil,3, 1.,0, 12a,1d,  2h,2f,  8,0,  0, Stl, 000000000100000 ; 68 - new
Mortar Unit,  nil, 0,  1.,0,  8a,3d,  2h,1f,  6,0,  0, MP,  000001001000000 ; 69 - new
Spithre,      nil, 0,  2.,0,  9a,6d,  2h,2f,  4,0,  1, nil, 000001000000010 ; 70 - new - Alien only
Poison Gas,   nil, 1,  3.,3,  5a,0d,  1h,4f,  3,0,  0, Cmb, 001000001000010 ; 71 - new
Missile Sub,  nil, 2,  4.,0,  9a,4d,  3h,2f,  9,0,  2, Roc, 000000000001001 ; 72 - new
Hovercraft,   nil, 2,  9.,0,  4a,3d,  2h,2f,  6,2,  4, MP,  000000000000000 ; 73 - new
Feephi,       nil, 0,  2.,0,  0a,4d,  2h,1f,  4,0,  5, nil, 000000000000010 ; 74 - new - Alien only
Sea-Mine,     nil, 2,  2.,0,  4a,8d,  2h,1f,  5,0,  4, Stl, 001000000000000 ; 78 - new
Zeppelin,     CA,  1,  5.,10, 3a,1d,  2h,2f,  6,0,  0, X2,  100000001000001 ; 76 - new
Biplane,      Rad, 1,  8.,1,  3a,2d,  2h,2f,  5,0,  3, Fli, 000000000010001 ; 77 - new
Jet Fighter,  nil, 1, 16.,1,  8a,4d,  2h,2f,  8,0,  3, AFl, 000000000010001 ; 75 - new
Jet Bomber,   nil, 1, 14.,3, 14a,3d,  2h,2f, 13,0,  0, AFl, 000000001000001 ; 79 - new

;
; 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
;
; Shuttle,       Stl, 2,  6.,0,  3a, 3d,  3h, 2f,  6, 5, 4, Mag, 110000000000001 ;35
; Shuttle can "Suicide Attack " (ram another shuttle or aircraft etc.)
; Civil Defense,nil, 0,  0.,0,  0a,3d,  2h,1f,  2,0,  1, X5,  000000000000000 ; 53 - new
; Skimmer,        FP, 2,  6.,0,  4a, 4d,  2h, 1f,  5, 4, 2, RR,  000000000000000 ;36
; Killer Sub,    nil, 2,  5.,0, 11a, 3d,  3h, 2f,  6, 1, 2, Cmb, 100000000001001 ;??
; U-Boat,        nil, 2,  5.,0, 11a, 3d,  3h, 2f,  6, 1, 2, Cmb, 100000000001001 ;??
; Musket Militia,Csc,0,  1.,0,  2a,3d,  1h,1f,  2,0,  1, Ldr, 000000000000000 ; 54 - new - ???
; Jet Fighter,  nil, 1, 16.,1,  8a,4d,  2h,2f,  8,0,  3, AFl, 000000000010001 ; 30 - Name & Avail change - Back to Stealth ?
; Stinger Unit, nil, 0,  1.,0,  8a,4d,  1h,2f,  7,0,  0, Las, 010001000010000 ; 70 - new - ???

;
;  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,   yes, 2, 8, 5,   yes, 1, 5,  3,  Pln,  no, ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,  no, ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,  no, ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 0,  0,  Grs,  no, ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,  no, ; Hil
Mountains,  5,6,  0,1,0,   no,  0, 0, 0,   yes, 2,10,  6,  Hil,  no, ; Mou
Tundra,     1,2,  1,0,0,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,  no, ; Tun
Glacier,    2,1,  0,0,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,  no, ; Gla
Swamp,      4,3,  1,0,0,   Grs, 0,15, 3,   For, 0,15,  0,  Oce,  no, ; Swa
Jungle,     3,3,  1,1,1,   Swa, 0,15, 0,   Drt, 0,15,  0,  Pln,  no, ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,   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,
Desert 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,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,

@TERRAIN1
Salt Flats,    1,1,  0,2,1,   Pln, 0,15, 5,   yes, 1,10, 1,  Grs, no, ; Drt
Prairie,       1,2,  1,1,0,   yes, 1, 5, 1,   Drt, 0, 5, 0,  Grs, no, ; Pln
Graminiae,     1,2,  2,1,0,   yes, 1, 5, 1,   For, 0, 5, 5,  Hil, no, ; Grs
Burning Trees, 2,4,  1,0,2,   Grs, 0,10, 5,   Drt, 0, 5, 0,  Pln, no, ; For
Foothills,     3,6,  1,1,0,   yes, 1,10, 5,   yes, 2,10, 1,  Pln, no, ; Hil
The Bush,      5,4,  1,1,0,   no,  0,15, 0,   no,  0, 0, 0,  Pln, no, ; Mtn
Acrtic Wasteland, 1,2, 1,0,1, yes, 1,15, 5,   yes, 1,10, 5,  Pln, no, ; Tun
Polar,         2,2,  0,0,2,   no,  0, 0, 0,   yes, 1,15, 5,  Tun, no, ; Gla
The Willies,   6,3,  0,1,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,  no, ; Swa
Acid Shallows, 6,1,  0,1,1,   no,  0, 0, 0,   no,  0, 0, 0,  no, yes, ; Jun
Acid Seas,     1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0, 0,  no,  no, ; Oce
Manganese Nodules, 2,1, 0,3,3,
Closbeast,      1,2,  2,2,0,
Huisca,         1,2,  2,1,0,
Shoat Lizards,  3,3,  3,2,2,
Giant Pampas,   3,6,  1,2,3,
Spore Tubes,    5,4,  1,2,2,
Flame Stone,    1,2,  2,1,1,
Fossils,        2,2,  0,1,3,
Lava Pit,       9,3,  2,1,2,
Razor Beast,    3,1,  2,2,1,
Fiah,           1,2,  3,1,2,
Interzona,      3,2,  1,2,2,
Vertida,        1,2,  3,1,0,
Huisca,         1,2,  2,1,0,
Methane,        2,4,  1,3,3,
Transmetals,    3,6,  1,4,1,
Bush Fruit,     5,4,  5,1,2,
Pachyloumis,    1,2,  3,0,1,
Ice Worms,      2,2,  0,2,3,
Yellow Willies, 3,2,  0,1,4,
Bioplasm,      3,2,  1,1,2,
Algae Mats,     2,1,  3,2,2,

@TERRAIN2
Surface,    1,2,  0,0,0,   no, 0, 0, 5,    no, 0, 0,   3,   no, yes, ; Drt
Surface,    1,2,  0,0,0,   no, 0, 0, 1,    no, 0, 0,   0,   no, yes, ; Pln
Surface,    1,2,  0,0,0,   no, 0, 0, 2,    no, 0, 0,   0,   no, yes, ; Grs
Surface,    2,3,  0,0,0,   no, 0, 0, 5,    no, 0, 0,   0,   no, yes, ; For
Surface,    2,4,  0,0,0,   no, 0, 0, 0,    no, 0, 0,   1,   no, yes, ; Hil
Surface,    3,6,  0,0,0,   no, 0, 0, 0,    no, 0, 0,   6,   no, yes, ; Mou
Surface,    1,2,  0,0,0,   no, 0, 0, 1,    no, 0, 0,   0,   no, yes, ; Tun
Surface,    2,2,  0,0,0,   no, 0, 0, 0,    no, 0, 0,   3,   no, yes, ; Gla
Surface,    2,3,  0,0,0,   no, 0, 0, 6,    no, 0, 0,   0,   no, yes, ; Swa
Surface,    2,3,  0,0,0,   no, 0, 0, 6,    no, 0, 0,   0,   no, yes, ; Jun
Undersea,   2,2,  0,0,0,   no, 0, 0, 0,    no, 0, 0,   0,  no,   no, ; Oce
Oasis,      1,2,  0,0,0,
Buffalo,    1,2,  0,0,0,
Grassland,  1,2,  0,0,0,
Pheasant,   2,3,  0,0,0,
Coal,       2,4,  0,0,0,
Gold,       3,6,  0,0,0,
Game,       1,2,  0,0,0,
Ivory,      2,2,  0,0,0,
Peat,       2,3,  0,0,0,
Gems,       2,3,  0,0,0,
Fish,       1,2,  0,0,0,
Desert Oil, 1,2,  0,0,0,
Wheat,      1,2,  0,0,0,
Grassland,  1,2,  0,0,0,
Silk,       2,3,  0,0,0,
Wine,       2,4,  0,0,0,
Iron,       3,6,  0,0,0,
Furs,       1,2,  0,0,0,
Glacier Oil,2,2,  0,0,0,
Spice,      2,3,  0,0,0,
Fruit,      2,3,  0,0,0,
Whales,     1,2,  0,0,0,

@TERRAIN3
Rust,              2,2,  0,1,1,   yes, 2,15, 1,   yes, 2, 5, 1,  Swa,  no, ; Drt
Old Platform,      1,2,  0,2,1,   yes, 2, 5, 1,   yes, 1,10, 1,  For,  no, ; Pln
Ancient Platform,  1,2,  1,1,1,   yes, 2, 5, 5,   yes, 2,15, 5,  Mou,  no, ; Grs
Framework,         2,1,  0,3,2,   yes, 1,10, 1,   no,  0, 0, 0,  Swa,  no, ; For
Conduit,           3,4,  2,0,2,   no,  0, 0, 0,   no,  0, 0, 0,   no,  no, ; Hil
Scaffolding,       2,1,  0,3,1,   yes, 1,10, 1,   no,  0, 0, 0,  Swa,  no, ; Mou
Beacon,            6,4,  1,0,3,   no,  0, 0, 0,   no,  0, 0, 0,   no, yes, ; Tun
Corrosion,         2,2,  0,1,1,   yes, 2,15, 1,   yes, 2, 5, 1,  Swa,  no, ; Gla
Orbiting Platform, 1,2,  0,2,1,   yes, 2, 5, 1,   yes, 1,10, 1,  For,  no, ; Swa
Archaic Platform,  1,2,  1,1,1,   yes, 2, 5, 5,   yes, 2,15, 5,  Mou,  no, ; Jun
Space,             1,2,  0,0,2,   no,  0, 0, 0,   no,  0, 0, 0,   no,  no, ; Oce
Exposed Wiring,  3,2,  0,3,2,
Water Generator, 1,2,  2,3,1,
Relics,          2,2,  1,2,2,
Supply Pod,      2,2,  3,4,1,
Discharge,       3,3,  1,2,2,
Water Generator, 2,1,  2,3,1,
Relics,          3,4,  1,1,4,
Exposed Wiring,  3,2,  0,3,3,
Water Generator, 1,2,  2,2,1,
Artifacts,       1,2,  1,2,3,
Diffuse Plasma,  1,1,  1,2,3,
Leakage,         2,1,  0,2,2,
Salvage,         1,2,  2,4,1,
Artifacts,       1,2,  1,2,2,
Supply Crate,    2,2,  2,4,1,
Supply Pack,     3,5,  4,2,1,
Supply Box,      2,2,  2,5,1,
Scrap,           3,4,  2,3,3,
Leakage,         2,1,  0,2,3,
Salvage,         1,2,  2,4,1,
Artifacts,       1,2,  1,2,3,
Debris,          2,3,  0,4,2,


; Secondary Map Characteristics
; (modify at your own risk)
;
; 0, 1,2, 3,4, 5,6,7,8, D1,M1,F1, D2,M2,F2, D3,M3,F3
;
; 0=map type: 1-subsea, 2-subdirt, 3-floating, 4-land dominant, 5-gas giant, 6-std
; 1=avg blob size (types 3 and 5 only)
; 2=avg # of blobs (types 3 and 5 only)
; 3=avg bridge length: 0-no bridges (types 3 and 5 only)
; 4=avg bridges per blob: 1-4 chance, 0-none (types 3 and 5 only)
; 5=# blue rooms
; 6=# ice rooms
; 7=# fire chambers
; 8=# storms
; DMF=desired length, minimum length, frequency
; specific effects depend on map type
; for SF game:
; DMF1=Mts, Hil, No
; DMF2=For, Mts, Hil
; DMF3=Hil, No, No

@SECONDARY_MAPS
6, 25,30, 0,0,  0,0,0,0,    12,1,50, 8,1,50,   3,1,50,
6, 25,30, 0,0,  0,0,0,0,    12,1,50, 8,1,50,   3,1,50,
3, 15,22, 18,2, 0,0,0,8,    3,1,50,  6,1,50,   8,1,50,

@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   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, -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
Pichi,        Marendi,             0, 7, 2, Gazpichi,      Gazpichi,      1,  1, -1,     0, Ik, Ek, 3, Kof, Ha'Kof, 4, Walapo, Awalapo, 5, Sinet, Asinet, 6, Joy, Joyid
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
Lorath,       Fanroff,             1, 7, 2, Brr'til,       Brr'tilian,    0,  0,  0,     0, Olo, Alu, 3, Powa, Poelu, 4, Rurath, Ruoff, 5, Olido, Alidu, 6, Barit, Barit
Cunobelin,    Boadicea,            1, 1, 0, Celts,         Celtic,       -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,      Japanese,      1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,       Viking,        1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,       Spanish,      -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,      Persian,       0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian,  0,  0, -1,
Mux,          Fute,                0, 7, 2, Treg,          Tregin,       -1, -1,  1,     0, Ed, Edi, 3, Ghec, Ghej, 4, Polt, Polti, 5, Kocim, Cimi, 6, Hafin, Hafini

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,
Uranium,


@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
Build Transporter,  j
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Friendly
Cordial
Receptive
Neutral
Reserved
Icy
Hostile
Enraged


@CIVILIZE2
0               ; AFl
0               ; Alp
0               ; Amp
0               ; Ast
0               ; Ato
0               ; Aut
0               ; Ban
0               ; Bri
0               ; Bro
0               ; Cer
0               ; Che
0               ; Chi
0               ; CoL
0               ; CA
0               ; Cmb
0               ; Cmn
0               ; Cmp
0               ; Csc
0               ; Cst
0               ; Cor
0               ; Cur
0               ; Dem
0               ; Eco
0               ; E1
0               ; E2
0               ; Eng
0               ; Env
0               ; Esp
0               ; Exp
0               ; Feu
0               ; Fli
0               ; Fun
5               ; FP
0               ; Gen
0               ; Gue
0               ; Gun
0               ; Hor
0               ; Ind
0               ; Inv
0               ; Iro
0               ; Lab
0               ; Las
0               ; Ldr
0               ; Lit
0               ; Too
0               ; Mag
0               ; Map
0               ; Mas
0               ; MP
0               ; Mat
0               ; Med
0               ; Met
0               ; Min
0               ; Mob
0               ; Mon
0               ; MT
0               ; Mys
0               ; Nav
0               ; NF
0               ; NP
0               ; Phi
0               ; Phy
0               ; Pla
0               ; Plu  (Cst & Pot)
0               ; PT
0               ; Pot
0               ; Rad
5               ; RR
0               ; Rec
0               ; Ref
0               ; Rfg
0               ; Rep
0               ; Rob
0               ; Roc
0               ; San
0               ; Sea
0               ; SFl
0               ; Sth
0               ; SE
0               ; Stl
0               ; Sup
0               ; Tac
0               ; The
0               ; ToG
0               ; Tra
0               ; Uni
0               ; War
0               ; Whe
0               ; Wri
0               ; ...
0               ; U1
0               ; U2
0               ; U3
0               ; X1
0               ; X2
0               ; X3
0               ; X4
0               ; X5
0               ; X6
0               ; X7

; Above--Group (0-7) for each advance
; 0=basic, 1=event given only, 2=advanced 3=alien only 4=human only
; 5=Aliens can research & own, but Humans can only own.
; Below--Codes determine each tribe's relation to the 8 possible Groups
; 0= can research, can own, 1=can't research, can own, 2=can't research, can't own
;
; Fusion Power (FP) is now event-given to Humans, but aliens can research & own
; Slideway Construction (RR) can only be traded or stolen from the Aliens
;


@LEADERS2
01020000  ; Romans
01020000  ; Babylonians
01020000  ; Germans
01020000  ; Egyptians
01020000  ; Americans
01020000  ; Greeks
01002000  ; Gazpichi
01020000  ; Russians
01020000  ; Zulus
01020000  ; French
01020000  ; Aztecs
01020000  ; Chinese
01020000  ; English
01002000  ; Brr'til
01020000  ; Celts
01020000  ; Japanese
01020000  ; Vikings
01020000  ; Spanish
01020000  ; Persians
01020000  ; Carthaginians
01002000  ; Treg

00000000                ; Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
00000000                ; Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,


; Advanced unit fields

; A) 'tribe may build' mask:            0 = can't; 1 - can
; B) 'not allowed on map' mask:         1 = not allowed on map
; C) minimum bribe amount:              n = minimum bribe; 0 = don't care; -1 (Minus 1) = can't bribe
; D) 'build transport site' mask:       1: can; 0: can't for each site type
; E) 'use transport site' mask:         1: can; 0: can't for each site type
; F) native transport ability:          1: can; 0: can't for each map relationship type
; G) General flags
;       00000001        invisible until attack:                 1 = invisible
;       00000010        non-disbandable (human players only):   1 = cannot disband
;       00000100        0-range-air-unit damage override:       1 = override damage
;       00001000        barbarian units can't be bought off:    1 = can't buy off
;       00010000        impassable terrain override:            1 = override impassable terrain
;       00100000        engineer capabilities flag:             1 = has abilities
;       01000000        barbarian unit will not expire:         1 = no expire
;       10000000        Unit Animation switched off             1 = off


;   A         B     C          D                 E               F             G

@UNITS_ADVANCED
01111111, 00001000, 0, 0000000000000000,0000000000111110,0000000000000000, 10000000  ;Settlers
01111111, 00000000, 0, 0000000000000000,0000000000110110,0000000000000000, 00000000  ;Engineers
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 10000000  ;Warriors
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 10000000  ;Phalanx
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Archers
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Legion
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Pikemen
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Musketeers
01111111, 00000000,-1, 0000000000000000,0000000000111110,0000000000000000, 01001000  ;Fanatics
01111111, 00000000,-1, 0000000000000000,0000000000111110,0000000000000000, 01000000  ;Partisans
01111111, 00000000, 0, 0000000000000000,0000000000111110,0000000000000000, 11000000  ;Commandos
01111111, 00001000, 0, 0000000000000000,0000000000111110,0000000000000000, 00000000  ;Riflemen
01111111, 00000000, 0, 0000000000000000,0000000000111110,0000000000000000, 00000000  ;Marines
01111111, 00001100, 0, 0000000000000000,0000000000111110,0000000000000000, 01000000  ;Paratroopers
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;Mech. Inf.
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Horsemen
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Chariot
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Elephant
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Crusaders
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Knights
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Dragoons
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cavalry
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 01000000  ;Armor
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Catapult
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Cannon
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Artillery
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Howitzer
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 00010000  ;Fighter
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 00010000  ;Bomber
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 01000000  ;Helicopter
11111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 00010001  ;Stlth Ftr.
11111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 00010001  ;Stlth Bmbr.
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Trireme
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Caravel
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Galleon
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Frigate
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Ironclad
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Destroyer
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cruiser
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;AEGIS Cruiser
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Battleship
01111111, 00001010, 0, 0000000000000000,0000000000000000,0000000000000001, 01000000  ;Killer Sub
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Carrier
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Transport
11111111, 00001000,-1, 0000000000000000,0000000000000000,0000000000000000, 00010000  ;Cruise Msl.
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 00010000  ;Nuclear Msl.
11111111, 00000000, 0, 0000000000000000,0000000000111110,0000000000000000, 00000000  ;Diplomat
11111111, 00000000, 0, 0000000000000000,0000000000111110,0000000000000000, 00000001  ;Spy
01111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Caravan
11111111, 00001110, 0, 0000000000000000,0000000000001000,0000000000000000, 00000000  ;Freight
01111111, 00001000, 0, 0000000000000000,0000000000111110,0000000000000000, 00000000  ;Explorer
01111111, 00000000, 0, 0000000000000110,0000000000111110,0000000000000000, 00100000  ;Q/T Engnr
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 10000000  ;Longbowmen
11111111, 00000110, 0, 0000000000000000,0000000000000000,0000000000000010, 00000000  ;Shuttle
01111111, 00001010, 0, 0000000000000000,0000000000000000,0000000000000001, 10000000  ;U-Boat
01111111, 00001000, 0, 0000000000000000,0000000000111110,0000000000000000, 10000000  ;Reservists
01111111, 00001000, 0, 0000000000000000,0000000000111000,0000000000000000, 10000000  ;Infantrymen
01111111, 00001000, 0, 0000000000000000,0000000000111110,0000000000000000, 10000000  ;Riflemen
01111111, 00001100, 0, 0000000000000000,0000000000111000,0000000000000000, 00000000  ;Recon Unit
01111111, 00001100, 0, 0000000000000000,0000000000111000,0000000000000000, 10000000  ;Bicycle Troop
01111111, 00001000, 0, 0000000000000000,0000000000111000,0000000000000000, 10000000  ;Machine-Gun Grp
01111111, 00000100, 0, 0000000000000000,0000000000111110,0000000000000000, 10000000  ;Modern Infantry
01111111, 00001110,-1, 0000000000000000,0000000000000000,0000000000000000, 10000001  ;Navy SEALS
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Tank
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;Adv Battle Tank
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Slf Prpld Howzr
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 10000000  ;Bombard
11111111, 00001100, 0, 0000000000000000,0000000000001000,0000000000000000, 10000000  ;Modern Artillery
11111111, 00001110, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Naval Artillery
01111111, 00001000, 0, 0000000000000000,0000000000001000,0000000000000000, 11000000  ;Mortar Unit
10000001, 00000100,-1, 0000000000000000,0000000000111110,0000000000000000, 00000000  ;Spithre - Alien & Barb Only
11111111, 00001100,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Poison Gas
01111111, 00001010, 0, 0000000000000000,0000000000000000,0000000000000001, 11000000  ;Missile Sub
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Hovercraft
10000000, 00000100, 0, 0000000000000000,0000000000111110,0000000000000000, 00100000  ;Feephi
01111111, 00001010,-1, 0000000000000000,0000000000000000,0000000000000001, 10000001  ;Sea-Mine
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10000100  ;Zeppelin
01111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Biplane
11111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Jet Fighter
11111111, 00001100, 0, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Jet Bomber




@MAP_TRANSPORT_RELATIONSHIPS
0,2   ; Surface to Undersea
0,3   ; Surface to Orbit
3,1   ; Orbit to Alpha C
0,1   ; Surface direct to Alpha C
3,0   ; Orbit to Surface
1,3   ; Orbit to Alpha C
0,0  ; 6/1   None
0,0  ; 7/2   None
0,0  ; 8/3   None
0,0  ; 9/1   None
0,0  ; 10/2   None
0,0  ; 11/3   None
0,0  ; 12/1   None
0,0  ; 13/2   None
0,0  ; 14/3   None
0,0  ; 15/1   None

; map, primary unit type, secondary unit type
;
; Note that the section @MAP_TRANSPORT_RELATIONSHIPS has only 3 entries,
; but it can have up to 16
;

@INITIAL_SETTINGS
0,0,3 ; Romans
0,0,3 ; Babylonians
0,0,3 ; Germans
0,0,3 ; Egyptians
0,0,3 ; Americans
0,0,3 ; Greeks
1,0,70 ; Gazpichi
0,0,3 ; Russians
0,0,3 ; Zulus
0,0,3 ; French
0,0,3 ; Aztecs
0,0,3 ; Chinese
0,0,3 ; English
1,0,70 ; Brr'til
0,0,3 ; Celts
0,0,3 ; Japanese
0,0,3 ; Vikings
0,0,3 ; Spanish
0,0,3 ; Persians
0,0,3 ; Carthaginians
1,0,70 ; Treg

@SOUNDS
<none>          ; Settlers
<none>          ; Engineers
Warrior.wav     ; Warriors
<none>          ; Phalanx
Archers.wav     ; Archers
<none>          ; Legion
Warrior.wav     ; Pikemen
Medgun.wav      ; Musketeers
Fanatics.wav    ; Fanatics
Partisans.wav   ; Partisans
Marines.wav     ; Commandoes
Repeat-Rifle.wav ; Adv Riflemen
Marines.wav     ; Marines
<none>          ; Paratroopers
Mchnguns.wav    ; Mech. Inf.
<none>          ; Horsemen
Chariot.wav     ; Chariot
Elephant.wav    ; Elephant
<none>          ; Crusaders
Knights.wav     ; Knights
GallopSword.wav ; Dragoons
Cavalry.wav     ; Cavalry
Newarmor.wav    ; Armor
<none>          ; Catapult
Oldcannons.wav  ; Cannon
Artillry.wav    ; Artillery
<none>          ; Howitzer
<none>          ; Fighter
<none>          ; Bomber
<none>          ; Helicopter
<none>          ; Stlth Ftr.
<none>          ; Stlth Bmbr.
Trireme.wav     ; Trireme
<none>          ; Caravel
<none>          ; Galleon
<none>          ; Frigate
<none>          ; Ironclad
<none>          ; Destroyer
<none>          ; Cruiser
<none>          ; AEGIS Cruiser
<none>          ; Battleship
Killer-Sub.wav  ; Killer Sub
<none>          ; Carrier
Transport.wav   ; Transport
<none>          ; Cruise Msl.
<none>          ; Nuclear Msl.
<none>          ; Diplomat
Spysilencer.wav ; Spy
<none>          ; Caravan
<none>          ; Freight
<none>          ; Explorer
<none>              ; Extra 1     Freight
Longbow.wav         ; Extra 2     Longbowmen
Medgun.wav          ; Extra 3     Shuttle
Torpedos.wav        ; New Unit a  U-Boat
Riflemen.wav        ; New Unit b  Reservists
Bayonet-Charge.wav  ; New Unit c  Infantrymen
Rifle-First.wav     ; New Unit d  Riflemen
Riflemen.wav        ; New Unit e  Scouts
Repeat-Rifle.wav    ; New Unit f  Bicycle Troop
Mchnguns.wav        ; New Unit g  Machine-Gun Grp
Mod-Inf.wav         ; New Unit h  Modern Infantry
Marines.wav         ; New Unit s  Navy SEALS
Tank.wav            ; New Unit j  Tank
A-B-TANK.wav        ; New Unit k  Adv Battle Tank
Biggun.wav          ; New Unit l  Slf Prpld Howzr
Oldcannons.wav      ; New Unit m  Bombard
M-Artill.wav        ; New Unit n  Modern Artillery
BoomBoom.wav        ; New Unit o  Naval Artillery
Mortar2.wav         ; New Unit p  Mortar Unit
Spider.wav          ; Spithre
PoisonGas.Wav       ; New Unit r  Poison Gas
Torpedos.wav        ; New Unit s  Missile Sub
Transport.wav       ; New Unit t  Hovercraft
Feephi.wav          ; New Unit u  Feephi
Medgun.wav          ; New Unit v  Sea-Mine
Zeppelin.wav        ; New Unit w  Zeppelin
AirCombt.wav        ; New Unit x  Biplane
Divebomb.wav        ; New Unit y  Jet Fighter
Jetbomb.wav         ; New Unit z  Jet Bomber

@RIVERS
River,          ; map 1
Run-off Channel, ; map 2
River,          ; map 3
Fracture,       ; map 4

; please do not remove this line
