;
;   CIVILIZATION GAME DATA - CRADLE OF BLOOD
;   A TEST OF TIME SCENARIO BY NICHEAL IN MARCH/APRIL 2014
;
;   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.
;   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
2       ; Road movement multiplier
1       ; 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)
1       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
16      ; 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)
40      ; Base time for engineers to transform terrain (x2)
4       ; Monarchy  pays support for all units past this (max 8)
6       ; Communism pays support for all units past this (max 8)
6       ; Fundamentalism pays support for all units past this (max 8)
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
100     ; Percent shield penalty for production type change
8       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
4       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
1	; Value of each citizen to the Civilization Score.
1000	; Value of each wonder to the Civilization Score.
100	; 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.
0	; Penalty assessed to Civilization Score each time player betrays another race.
0	; Cost to Civilization Score (+ or -) for each unit destroyed.
11111111; bitmask for goodie huts, right bit =map0, 0=no goodie huts
0    	; Helicopters pick up 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
Infantry Warrior,	8,-1,	War,nil,	0, 0	; AFl		;0
Infantry Hoplite,	8,-1,	AFl,Whe,	0, 0	; Alp
Infantry Hero,		8,-1,	Alp,Wri,	0, 0	; Amp
Guard,			8,-1,	Cmp,nil,	0, 0	; Ast
Noble,			8,-1,	Csc,nil,	0, 0	; Ato
Horse Training,		8,-1,	Mon,nil,	0, 0	; Aut
Great Treasury,		6, 1,	Ldr,Cmn,	0, 1	; Ban
Chariot,		8,-1,	Aut,Las,	0, 0	; Bri
Chariot Heavy,		8,-1,	Bri,X6,		0, 0	; Bro
Temple,  		6, 1, 	Feu,nil,	0, 1    ; Cer
Alchemistry,		6, 1,	Lit,Fun,	0, 1	; Che		;10
Spearman,		8,-1,	nil,nil,	0, 0	; Chi
Bowman,			8,-1,	CA,nil,		0, 0	; CoL
Slinger,		8,-1,	nil,nil,	0, 0	; CA
Infantry Defender,	8,-1,	War,nil,	0, 0	; Cmb
Empire,			8,-1,	Bri,Mon,	0, 4	; Cmn
Infantry Phalanx,	8,-1,	Cmb,Whe,	0, 0	; Cmp
Infantry Guard,		8,-1,	Cmp,Wri,	0, 0	; Csc
Fortress,		8,-1,	U1,nil,		0, 0	; Cst
Town Building,		8,-1,	Mon,NF,		0, 1	; Cor
BowRider,		8,-1,	Gen,Iro,	0, 0	; Cur		;20
Republic,		8,-1,	Phi,Fun,	0, 4	; Dem
BowRider Heavy,		8,-1,	Cur,Dem,	0, 0	; Eco
SpearRider,		8,-1,	Gen,nil,	0, 0	; E1
SpearRider Heavy,	8,-1,	E1,Dem,		0, 0	; E2
Coastal Fortress,	6, 1,	Cor,Too,	0, 3	; Eng
Fortress Heavy,		8,-1,	Cst,Rep,	0, 0	; Env
Ambassador,		8,-1,	Feu,nil,	0, 2	; Esp
Oxdrawn Cart,		8,-1,	Feu,nil,	0, 2	; Exp
Kingdom,		8,-1,	Chi,nil,	0, 4	; Feu
Elephant Training,	8,-1,	Aut,X7,		0, 0	; Fli		;30
Holy Empire,		8,-1,	MT,Rep,		0, 4	; Fun
Camel Training,		8,-1,	Aut,X7,		0, 0	; FP
Horse Riding,		8,-1,	Bri,Rep,	0, 0	; Gen
Town Guard,		8,-1,	Alp,Cmp,	0, 0	; Gue
Military Academy,	6, 1,	PT,nil,		0, 1	; Gun
War Elephant,		8,-1,	Fli,Cmn,	0, 0	; Hor
Egyptian Architecture,	6, 1,	no,no,		0, 2	; Ind
Babylonian Architecture,6, 1,	no,no,		0, 2	; Inv
Composite Bow,		8,-1,	Pla,CoL,	0, 0	; Iro
Composite Hero,		8,-1,	Iro,Rep,	0, 0	; Lab		;40
Chariot Building,	8,-1,	Pla,Sth,	0, 0	; Las
Treasury,		6, 1,	Mon,nil,	0, 1	; Ldr
Writing,		6, 1,	Esp,nil,	0, 2	; Lit
Diconter,		8,-1,	Tra,U2,		0, 3	; Too
Diconter War,		8,-1,	Map,nil,	0, 3	; Mag
Ship Ram,		8,-1,	Too,War,	0, 3	; Map
Town Walls,		8,-1,	Cor,nil,	0, 1	; Mas
Triconter,		8,-1,	Mon,nil,	0, 3	; MP
Witchmaster,		8,-1,	Che,nil,	0, 0	; Mat
Chariot Hero,		8,-1,	Bro,Whe,	0, 0	; Med		;50
Triconter War,		8,-1,	Mag,Cmn,	0, 3	; Met
Penteconter,		8,-1,	MP,Cmn,		0, 3	; Min
Penteconter War,	8,-1,	Met,Fun,	0, 3	; Mob
Great Kingdom,		8,-1,	Too,War,	0, 4	; Mon
Holy Temple,		6, 1,	Cor,nil,	0, 1	; MT
Granary,		6, 1,	NF,nil,		0, 1	; Mys
Deep Sea Navigation,	8,-1,	Sea,Rep,	0, 3	; Nav
Market,			6, 1,	Tra,Cer,	0, 1	; NF
Library,		6, 1,	Lit,NF,		0, 1	; NP
Leading Culture,	6, 1,	MT,Rep,		0, 2	; Phi		;60
Courthouse,		6, 1,	Mon,Cer,	0, 1	; Phy
Composite Structure,	8,-1,	Mon,nil,	0, 0	; Pla
Aquaeduct,		8,-1,	Cor,nil,	0, 1	; Plu
Barracks,		8,-1,	AFl,Cmb,	0, 1	; PT
Streets,		6, 1,	Cor,nil,	0, 1	; Pot
GARRISON,		8,-1,	no,no,		0, 1	; Rad
GARRISON,		6, 1,	no,no,		0, 2	; RR
Manufacture,		8,-1,	Cor,nil,	0, 1	; Rec
Guild,			6, 1,	Rec,nil,	0, 1	; Ref
Moloch,			8,-1,	Roc,Rob,	0, 1	; Rfg		;70
High Empire,		8,-1,	Rfg,San,	0, 4	; Rep
Sewer System,		8,-1,	Plu,Cmn,	0, 1	; Rob
Great Market,		6, 1,	NF,Cmn,		0, 1	; Roc
Street System,		6, 1,	Pot,Cmn,	0, 1	; San
High Seafare,		6, 1,	Uni,Min,	0, 3	; Sea
Laboratory,		6, 1,	Che,Rep,	0, 1	; SFl
Wheel,			8,-1,	Mon,nil,	0, 0	; Sth
Holy Shrine,		6, 1,	MT,Rep,		0, 1	; SE
Facility,		6, 1,	Tac,Rep,	0, 1	; Stl
Fishyard,		6, 1,	nil,nil,	0, 3	; Sup		;80
Blacksmith,		6, 1,	Rec,Fun,	0, 1	; Tac
Workyard,		6, 1,	Sup,Too,	0, 3	; The
Prefecture,		6, 1,	Rep,nil,	0, 1	; ToG
Caravan,		8,-1,	Esp,Exp,	0, 2	; Tra
Seayard,		6, 1,	The,Cmn,	0, 3	; Uni
Bronze,			8,-1,	Feu,nil,	0, 0	; War
Iron,			8,-1,	War,Cmn,	0, 0	; Whe
Better Iron,		8,-1,	Whe,Rep,	0, 0	; Wri
Golden Age,		6, 1,   Dem,nil,	0, 2 	; ...
Siege Ram,  		8,-1, 	X1,Cmn,		0, 0    ; U1		;90
Ship Building,		8,-1, 	Sup,nil,	0, 3    ; U2
Camel Warrior, 		8,-1, 	FP,Cmn,		0, 0    ; U3
Art of Siege,		8,-1,	Mon,nil,	0, 0	; X1
Imperial Treasury,	6, 1, 	Ban,Rep,	0, 1    ; X2
Northman,  		8,-1, 	no,no,		0, 0    ; X3
Guildhouse,  		6, 1, 	Ref,Cmn,	0, 1    ; X4
Nubian Warrior, 	8,-1, 	no,no,		0, 0    ; X5
Heavy Chariots,		8,-1, 	nil,no,		0, 0    ; X6
Camels and Elephants,	8,-1, 	nil,no,		0, 0    ; X7		;99

;
; 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,		100, 0,    nil,
High Palace,		100, 30,   Feu,		;01imp
Barracks,		100, 30,   PT,
Granary,		30,  3,    Mys,
Temple,			30,  3,    Cer,
Market,			30,  3,    NF,
Library,		30,  3,    NP,
Courthouse,		70,  7,    Phy,
Town Walls,		100, 30,   Mas,
Aquaeduct,		100, 30,   Plu,
Treasury,		50,  5,    Ldr,		;10imp
Holy Temple,		100, 10,   MT,
Alchemistry,		50,  5,    Che,
Streets,		50,  5,    Pot,
Holy Shrine,		100, 10,   SE,
Manufacture,		100, 10,   Rec,
Guild,			70,  7,    Ref,
no,			100, 10,   no,
Dumps,			10,  1,    Feu,
Blacksmith,		70,  7,    Tac,
Guildhouse,		70,  7,    X4,		;20imp
Moloch,			100, 30,   Rfg,
Great Treasury,		70,  7,    Ban,
Sewer System,		100, 30,   Rob,
Great Market,		70,  7,    Roc,
Street System,		100, 10,   San,
Laboratory,		70,  7,    SFl,
Imperial Treasury,	100, 10,   X2,
Coastal Fortress,	50,  5,    Eng,
Facility,		70,  7,    Stl,
Fishyard,		30,  3,    Sup,		;30imp
Workyard,		30,  3,    The,
no,			100, 10,   no,
Prefecture,		30,  3,    ToG,
Seayard,		70,  7,    Uni,
Military Academy,	100, 10,   Gun,
Machine Structure,	30,  0,    no,
Machine Power,		50,  0,    no,
Machine Module,		70,  0,    no,
Tax and Luxury,		100, 0,    Mon,
Great Granary,		200, 0,    Mys,		;40imp
Hanging Gardens,	200, 0,    Mat,
Great Tower,		200, 0,    Rec,
Great Seafare,		200, 0,    MP,
Secret School,		200, 0,    Esp,
Great Temple,		200, 0,    Cer,
Empires Strength,	200, 0,    Rep,
Empires Army,		200, 0,    Cmn,
Towns Grace,		200, 0,    NF,
Monopoly,		200, 0,    Mag,
Great Shrine,		200, 0,    SE,		;50imp
Towns Alchemistry,	200, 0,    Che,
High Seafare,		200, 0,    Sea,
Towns Arena,		200, 0,    Phy,
Empires Armory,		200, 0,    Mon,
Empires Grace,		200, 0,    Roc,
Empires Alchemistry,	200, 0,    SFl,
Trading Gods,		200, 0,    Tra,
Wise Wizard,		200, 0,    Tac,
Great Politician,	200, 0,    SFl,
Great Freedom,		200, 0,    Whe,		;60imp
Great Prefecture,	200, 0,    ToG,
Great Moloch,		200, 0,    Rfg,
Witchmaster,		200, 0,    Che,
Throne of Tribute,	200, 0,    Wri,
Witchmasters Eye,	200, 0,    Dem,
Empires Wisdom,		200, 0,    San,
Empires Arena,		200, 0,    PT,		;67imp

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,		;Great Granary
nil,		;Hanging Gardens
nil,		;Great Tower
nil,		;Great Seafare
nil,		;Secret School
nil,		;Great Temple
nil,		;Empires Strength
nil,		;Empires Army
nil,		;Towns Grace
nil,		;Monopoly
nil,		;Great Shrine
nil,		;Towns Alchemistry
nil,		;High Seafare
nil,		;Towns Arena
nil,		;Empires Armory
nil,		;Empires Grace
nil,		;Empires Alchemistry
nil,		;Trading Gods
nil,		;Wise Wizard
nil,		;Great Politician
nil,		;Great Freedom
nil,		;Great Prefecture
nil,		;Great Moloch
nil,		;Witchmaster
nil,		;Throne of Tribute
nil,		;Witchmasters Eye
nil,		;Empires Wisdom
nil,		;Empires Arena

;
;    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
Worker,			nil, 0,  2.,0,  0a,2d,  2h,2f, 20,0,  5, nil, 000001000000010		;0
Oxdrawn Cart,		nil, 0,  3.,0,  0a,4d,  2h,2f, 40,0,  5, Exp, 000001000000010
Caravan,		nil, 0,  3.,0,  0a,6d,  2h,2f, 60,0,  7, Tra, 000001000000011
Nubian Warrior,		nil, 0,  2.,0, 10a,4d,  2h,4f, 20,0,  0, X5,  000001000000010
Spearman,		Cmp, 0,  2.,0,  6a,6d,  3h,3f, 10,0,  1, Chi, 000000000000000
Bowman,			Lab, 0,  2.,0, 12a,1d,  2h,5f, 30,0,  0, CoL, 000000001000001
Earthquake,		nil, 1, 16.,1, 99a,9d,  4h,4f,100,0,  3, RR,  001000000000000
Pestilence,		nil, 1, 16.,1, 66a,6d,  4h,4f,100,0,  3, RR,  001000000000000
Wild Elephant,		nil, 0,  3.,0, 16a,12d, 3h,3f,100,0,  0, RR,  000001000000010
Slinger,		nil, 0,  3.,0, 12a,1d,  2h,5f, 20,0,  0, CA,  000000000000010
Composite Bow,		nil, 0,  2.,0, 16a,2d,  2h,5f, 40,0,  0, Iro, 000000001000001		;10
Composite Hero,		nil, 0,	 2.,0, 20a,3d,  2h,5f, 50,0,  0, Lab, 000000001000001
Free Defender,		Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmb, 000000000000000
Free Phalanx,		nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Free Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000
Achaean Defender,	Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmb, 000000000000000
Achaean Phalanx,	nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Achaean Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000
Hittite Defender,	Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmp, 000000000000000
Hittite Phalanx,	nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Hittite Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000		;20
Mitanni Defender,	Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmb, 000000000000000
Mitanni Phalanx,	nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Mitanni Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000
Arzawa Defender,	Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmb, 000000000000000
Arzawa Phalanx,		nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Arzawa Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000
Egypt Defender,		Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmb, 000000000000000
Egypt Phalanx,		nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Egypt Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000
Assyrian Defender,	Csc, 0,  2.,0,  4a,8d,  3h,3f, 10,0,  1, Cmb, 000000000000000		;30
Assyrian Phalanx,	nil, 0,  2.,0,  6a,10d, 3h,3f, 20,0,  1, Cmp, 000000000000000
Assyrian Guard,		nil, 0,  2.,0,  8a,12d, 3h,3f, 30,0,  1, Csc, 000000000000000
Northman,		nil, 0,  2.,0, 12a,6h,  2h,4f, 30,0,  0, X3,  000001000000010
War Elephant,		nil, 0,  1.,0, 16a,6d,  2h,4f, 40,0,  0, Hor, 000001000000000
Witchmaster,		nil, 0,  2.,0, 20a,6d,  4h,4f, 80,0,  0, Mat, 001001100000111
Guard,			nil, 0,  3.,0,  0a,16d, 3h,3f, 40,0,  1, Ast, 000001000000000
Ambassador,		nil, 0,  2.,0,  0a,6d,  2h,2f, 60,0,  6, Esp, 000001000000011
Noble,			nil, 0,  3.,0,  0a,16d, 4h,4f, 60,0,  1, Ato, 000001000000001
Free Warrior,		Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Free Hoplite,		nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000		;40
Free Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000
Achaean Warrior,	Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Achaean Hoplite,	nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000
Achaean Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000
Hittite Warrior,	Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Hittite Hoplite,	nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000
Hittite Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000
Mitanni Warrior,	Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Mitanni Hoplite,	nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000
Mitanni Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000		;50
Arzawa Warrior,		Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Arzawa Hoplite,		nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000
Arzawa Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000
Egypt Warrior,		Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Egypt Hoplite,		nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000
Egypt Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000
Assyrian Warrior,	Amp, 0,  2.,0, 10a,4d,  2h,4f, 10,0,  0, AFl, 000000000000000
Assyrian Hoplite,	nil, 0,  2.,0, 12a,6d,  2h,4f, 20,0,  0, Alp, 000000000000000
Assyrian Hero,		nil, 0,  2.,0, 14a,8d,  2h,4f, 30,0,  0, Amp, 000000000000000
Hero Phalanx,		nil, 0,  2.,0, 10a,16d, 4h,3f, 60,0,  0, Csc, 000000000000011		;60
Hero Hoplite,		nil, 0,  2.,0, 16a,10d, 3h,4f, 60,0,  0, Amp, 000000000000011
General,		nil, 0,  2.,0, 16a,16d, 4h,4f, 80,0,  0, Ato, 000000000000011
Camel Warrior,		nil, 0,  3.,0, 12a,4d,  2h,4f, 40,0,  0, U3,  000001000000001
BowRider,		Eco, 0,  5.,0, 14a,6d,  2h,5f, 60,0,  0, Cur, 000000000000001
BowRider Heavy,		nil, 0,  5.,0, 16a,8d,  2h,5f, 60,0,  0, Eco, 000000000000001
SpearRider,		E2,  0,  4.,0, 12a,8d,  3h,5f, 60,0,  0, E1,  000000000000001
SpearRider Heavy,	nil, 0,  4.,0, 14a,10d, 3h,5f, 60,0,  0, E2,  000000000000001
Chariot,		nil, 0,  4.,0, 12a,8d,  2h,5f, 60,0,  0, Bri, 000000000000001
Chariot Heavy,		nil, 0,  3.,0, 14a,10d, 3h,5f, 60,0,  0, Bro, 000000000000001
Chariot Hero,		nil, 0,  3.,0, 16a,12d, 3h,5f, 80,0,  0, Med, 000000000000001		;70
Siege Ram,		nil, 0,  1.,0, 20a,10d, 4h,4f, 80,0,  0, U1,  000000001000000
Diconter,		Min, 2,  6.,0,  8a,4d,  2h,2f, 40,1,  4, Too, 100000000101011
Diconter War,		Mob, 2,  8.,0, 10a,5d,  2h,3f, 40,0,  2, Mag, 100000000100011
Triconter,		nil, 2, 10.,0, 12a,6d,  2h,2f, 60,2,  4, MP,  100000000101011
Triconter War,		nil, 2, 12.,0, 14a,7d,  2h,3f, 60,0,  2, Met, 100000000100011
Penteconter,		nil, 2, 14.,0, 16a,8d,  2h,2f, 80,3,  4, Min, 100000000101011
Penteconter War,	nil, 2, 16.,0, 18a,9d,  2h,3f, 80,0,  2, Mob, 100000000100011
Fortress,		nil, 1,  0.,0, 16a,16d, 3h,3f, 40,0,  1, Cst, 000000000000001
Fortress Heavy,		nil, 1,  0.,0, 16a,16d, 4h,4f, 60,0,  1, Env, 000000000000001
xxx,			nil, 0,  0.,0,  0a,0d,  0h,0f,  0,0,  0, nil, 000000000000000		;80

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

;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Prair,		1,2,  2,0,0,   yes,  2,10, 0,   Tun,   0,20, 1,  Swa,  no, ; Drt
Hills,		3,3,  1,2,2,   Drt,  0,30, 0,   yes,   2,10, 1,  Drt,  no, ; Pln
Desert,		3,2,  0,0,0,   Drt,  0,30, 3,   yes,   2,10, 1,  Drt,  no, ; Grs
Forest,		3,3,  2,1,1,   Drt,  0,20, 3,   Drt,   0,20, 3,  Mou,  no, ; For
Mountains,	4,3,  0,4,2,   Drt,  0,60, 0,   yes,   4,10, 1,  Drt,  no, ; Hil
Palms,		3,3,  2,1,1,   Drt,  0,20, 3,   Drt,   0,20, 3,  For,  no, ; Mou
Farmland,	1,2,  4,1,1,   yes,  2,10, 1,   Gla,   0,20, 2,  For,  no, ; Tun
Cultivation,	1,2,  6,1,1,   yes,  2,10, 1,   Drt,   0,10, 0,  For,  no, ; Gla
Manufacture,	3,3,  1,4,4,   Jun,  0,20, 2,   yes,   2,10, 1,  Drt,  no, ; Swa
Facility,	3,3,  1,6,6,   Drt,  0,10, 0,   yes,   4,10, 1,  Drt,  no, ; Jun
Ocean,		1,2,  1,0,1,    no,  0, 0, 0,    no,   0, 0, 0,   no,  no, ; Oce
Wheat,			1,2,  4,2,2,   yes,  2,10, 0,   Tun,   0,20, 1,  Swa,  no, ; Drt
Wine,			3,3,  2,4,4,   Drt,  0,30, 0,   yes,   2,10, 1,  Drt,  no, ; Pln
Dune,			3,2,  0,0,0,   Drt,  0,30, 3,   yes,   2,10, 1,  Drt,  no, ; Grs
Deer,			3,3,  3,2,2,   Drt,  0,20, 3,   Drt,   0,20, 3,  Mou,  no, ; For
Gold,			4,3,  0,4,8,   Drt,  0,60, 0,   yes,   4,10, 1,  Drt,  no, ; Hil
Oasis,			3,3,  4,0,4,   Drt,  0,20, 3,   Drt,   0,20, 3,  For,  no, ; Mou
Wheat,			1,2,  6,4,4,   yes,  2,10, 1,   Gla,   0,20, 2,  For,  no, ; Tun
Wheat,			1,2,  8,4,4,   yes,  2,10, 1,   Drt,   0,10, 0,  For,  no, ; Gla
Store,			3,3,  1,6,6,   Jun,  0,20, 2,   yes,   2,10, 1,  Drt,  no, ; Swa
Store,			3,3,  1,8,8,   Drt,  0,10, 0,   yes,   4,10, 1,  Drt,  no, ; Jun
Fish,			1,2,  2,0,2,    no,  0, 0, 0,    no,   0, 0, 0,   no,  no, ; Oce
Wheat,				1,2,  4,2,2,   yes,  2,10, 0,   Tun,   0,20, 1,  Swa,  no, ; Drt
Wine,				3,3,  2,4,4,   Drt,  0,30, 0,   yes,   2,10, 1,  Drt,  no, ; Pln
Dune,				3,2,  0,0,0,   Drt,  0,30, 3,   yes,   2,10, 1,  Drt,  no, ; Grs
Timber,				3,3,  1,3,3,   Drt,  0,20, 3,   Drt,   0,20, 3,  Mou,  no, ; For
Ore,				4,3,  0,8,4,   Drt,  0,60, 0,   yes,   4,10, 1,  Drt,  no, ; Hil
Oasis,				3,3,  4,0,4,   Drt,  0,20, 3,   Drt,   0,20, 3,  For,  no, ; Mou
Wheat,				1,2,  6,4,4,   yes,  2,10, 1,   Gla,   0,20, 2,  For,  no, ; Tun
Wheat,				1,2,  8,4,4,   yes,  2,10, 1,   Drt,   0,10, 0,  For,  no, ; Gla
Store,				3,3,  1,6,6,   Jun,  0,20, 2,   yes,   2,10, 1,  Drt,  no, ; Swa
Store,				3,3,  1,8,8,   Drt,  0,10, 0,   yes,   4,10, 1,  Drt,  no, ; Jun
Fish,				1,2,  2,0,2,    no,  0, 0, 0,    no,   0, 0, 0,   no,  no, ; Oce

@GOVERNMENTS
Anarchy,		Brother,		Sister
Kingdom,		King,			Queen
Great Kingdom,		Great King,		Great Queen
Empire,			Despot,			Despotess
Holy Empire,		Holy King,		Holy Queen
High Empire,		High King,		High Queen
Republic,		Consul,			Consuless

;;   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, 2, Romans,	Roman,		1,  1,  -1,
Hammurabi,	Ishtari,		0, 2, 0, Babylonians,	Babylonian,	1,  1,  -1,
Friedrich,	Maria Theresa,		0, 3, 1, Germans,	German,		1,  1,  -1,
Ramesses,	Cleopatra,		0, 4, 2, Egypts,	Egypt,		1,  1,  -1,
Abe Lincoln,	E. Roosevelt,		0, 5, 2, Americans,	American,	1,  1,  -1,
Alexander,	Hippolyta,		0, 6, 0, Greeks,	Greek,		1,  1,  -1,	2, Pharao, Pharao,	3, Great Pharao, Great Pharao,	4, Holy Pharao, Holy Pharao,	5, High Pharao, High Pharao,
Mohandas Gandhi,Indira Gandhi,		0, 7, 3, Indians,	Indian,		1,  1,  -1,
Lenin,		Katherina die Große,	0, 1, 2, Russians,	Russian,	1,  1,  -1,
Shaka,		Shakala,		0, 2, 0, Zulu,		Zulu,		1,  1,  -1,
Louis XIV,	Jeanne d'Arc,		0, 3, 1, French,	French,		1,  1,  -1,
Montezuma,	Nazca,			0, 4, 2, Aztecs,	Aztec,		1,  1,  -1,
Mao Tse Tung,	Wu Zhao,		0, 5, 2, Chinese,	Chinese,	1,  1,  -1,
Henry VIII,	Elizabeth I,		0, 6, 0, English,	English,	1,  1,  -1,	2, Pharao, Pharao,	3, Great Pharao, Great Pharao,	4, Holy Pharao, Holy Pharao,	5, High Pharao, High Pharao,
Genghis Khan,	Bortei,			0, 7, 3, Mongols,	Mongolish,	1,  1,  -1,
Cunobelin,	Boadicea,		0, 1, 2, Celts,		Celtic,		1,  1,  -1,
Tokugawa,	Amaterasu,		0, 2, 0, Japanese,	Japanese,	1,  1,  -1,
Canute,		Gunnhild,		0, 3, 1, Vikings,	Viking,		1,  1,  -1,
Philip II,	Isabella,		0, 4, 2, Spanish,	Spanish,	1,  1,  -1,
Xerxes,		Scheherezade,		0, 5, 2, Persians,	Persian,	1,  1,  -1,
Hannibal,	Dido,			0, 6, 0, Carthaginians,	Carthaginian,	1,  1,  -1,	2, Pharao, Pharao,	3, Great Pharao, Great Pharao,	4, Holy Pharao, Holy Pharao,	5, High Pharao, High Pharao,
Sitting Bull,	Sacajawea,		0, 7, 3, Sioux,		Sioux,		1,  1,  -1,
Saladin,	...,			0, 5, 0, Arabians,	Arabian,	1,  1,  -1,
Atawallpa,	...,			0, 1, 0, Inka,		Inka,		1,  1,  -1,

;
;   Trading Commodities
;
@CARAVAN
Wool,
Cloth,
Coal,
Copper,
Dye,
Wine,
Silk,
Salt,
Spice,
Gems,
Ore,
Silver,
Wisdoms,
Slaves,
Weapons,
Gold,

@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 Village,      E
Go to,              G

@DIFFICULTY
SLAVE
WORKER
CITIZEN
LORD
KING
GREAT KING

@ATTITUDES
in love!
veeery happy
happy
cooperative
neutral
uncooperative
angry
veeery angry
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
0		; FP
0		; Gen
0		; Gue
0		; Gun
0		; Hor
1		; Ind
2		; 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
0		; 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

@LEADERS2
00000000			;Romans,	Roman,		1,  1,  -1,
00000000			;Babylonians,	Babylonian,	1,  1,  -1,
00000000			;Germans,	German,		1,  1,  -1,
00000000			;Egypts,	Egyptian,	1,  1,  -1,
00000000			;Americans,	American,	1,  1,  -1,
00000000			;Greeks,  	Greek,		1,  1,  -1,
00000000			;Gazpichi,	Gazpichish,	1,  1,  -1,
00000000			;Russians,	Russian,	1,  1,  -1,
00000000			;Zulus,		Zulue,		1,  1,  -1,
00000000			;French,	French,		1,  1,  -1,
00000000			;Aztecs,   	Aztec,		1,  1,  -1,
00000000			;Chinese,	Chinese,	1,  1,  -1,
00000000			;English,	English,	1,  1,  -1,
00000000			;Mongols,	Mongol,		1,  1,  -1,
00000000			;Celts,	 	Celtic,		1,  1,  -1,
00000000			;Japanese,	Japanese,	1,  1,  -1,
00000000			;Vikings,      	Vikingish,	1,  1,  -1,
00000000			;Spanish,	Spanish,	1,  1,  -1,
00000000			;Persians,	Persian,	1,  1,  -1,
00000000			;Carthaginians,	Carthaginian,	1,  1,  -1,
00000000			;Sioux,		Sioux,		1,  1,  -1,
00000000			;Arabians,	Arabian,	1,  1,  -1,
00000000			;Inka,		Inka,		1,  1,  -1,

; Advanced unit fields

; A) tribe may build mask:					0 - can't; 1 - can
; B) cannot build unit on map or use native transport mask:	1 - cannot build unit on map
; C) minimum bribe amount:					n - minimum bribe; 0 - don't care; -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	unit acquires engineering abilities	1 - engineer
;   01000000    barbarian unit will not expire:         1 - no expire
;   10000000    override .SPR file for this unit:	1 - don't use .SPR

;   A         B     C          D                 E               F             G
; HITTITES EGYPTIANS ARZAWA MITANNI ASSYRIANS ACHAEANS FREE PEOPLES FREE TOWNS

@UNITS_ADVANCED
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Worker			;0
11111111, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00100000  ;Oxdrawn Cart
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Caravan
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Nubian Warrior
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Spearman
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bowman
00000000, 00000000,   -1, 0000000000000000,0000000000000000,0000000000000000, 00000110  ;Earthquake
00000000, 00000000,   -1, 0000000000000000,0000000000000000,0000000000000000, 00000110  ;Pestilence
00000000, 00000000,   -1, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Wild Elephant
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Slinger
11111111, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Composite Bow		;10
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Composite Hero
00000011, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Free Defender
00000011, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Free Phalanx
00000011, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Free Guard
00000100, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Achaean Defender
00000100, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Achaean Phalanx
00000100, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Achaean Guard
10000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hittite Defender
10000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hittite Phalanx
10000000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hittite Guard		;20
00010000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mitanni Defender
00010000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mitanni Phalanx
00010000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mitanni Guard
00100000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Arzawa Defender
00100000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Arzawa Phalanx
00100000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Arzawa Guard
01000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Egypt Defender
01000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Egypt Phalanx
01000000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Egypt Guard
00001000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Assyrian Defender	;30
00001000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Assyrian Phalanx
00001000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Assyrian Guard
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Northman
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;War Elephant
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Witchmaster
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Guard
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Ambassador
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Noble
00000011, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Free Warrior
00000011, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Free Hoplite		;40
00000011, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Free Hero
00000100, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Achaean Warrior
00000100, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Achaean Hoplite
00000100, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Achaean Hero
10000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hittite Warrior
10000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hittite Hoplite
10000000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hittite Hero
00010000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mitanni Warrior
00010000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mitanni Hoplite
00010000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Mitanni Hero		;50
00100000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Arzawa Warrior
00100000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Arzawa Hoplite
00100000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Arzawa Hero
01000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Egypt Warrior
01000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Egypt Hoplite
01000000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Egypt Hero
00001000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Assyrian Warrior
00001000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Assyrian Hoplite
00001000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Assyrian Hero
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hero Phalanx		;60
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hero Hoplite
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;General
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Camel Warrior
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;BowRider
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;BowRider Heavy
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;SpearRider
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;SpearRider Heavy
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Chariot
11111111, 00000000,15000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Chariot Heavy
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Chariot Hero		;70
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Siege Ram
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Diconter
11111111, 00000000,10000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Diconter War
11111111, 00000000,15000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Triconter
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Triconter War
11111111, 00000000,25000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Penteconter
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Penteconter War
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Fortress
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Fortress Heavy		;79

; 0-15 define legal transport possibilities
; art matched in threes 0/3/6/9/12/15; 1/4/7/10/13; 2/5/8/11/14

@MAP_TRANSPORT_RELATIONSHIPS
0,1  ; 0/1   Ruins
0,1  ; 1/2   Ruins
0,0  ; 2/3   Ruins
0,0  ; 3/1   STAIRS
0,0  ; 4/2   STAIRS
0,0  ; 5/3   STAIRS
0,0  ; 6/1   STAIRS
0,0  ; 7/2   STAIRS
0,0  ; 8/3   STAIRS
0,0  ; 9/1   STAIRS
0,0  ; 10/2  STAIRS
0,0  ; 11/3  STAIRS
0,0  ; 12/1  STAIRS
0,0  ; 13/2  STAIRS
0,0  ; 14/3  STAIRS
0,0  ; 15/1  STAIRS

; map, primary unit type, secondary unit type

@INITIAL_SETTINGS
0,0,3	;Romans
0,0,3	;Babylonians
0,0,3	;Germans
0,0,3	;Egypts
0,0,3	;Americans
0,0,3	;Greeks
0,0,3	;Gazpichi
0,0,3	;Russian
0,0,3	;Zulus
0,0,3	;French
0,0,3	;Aztecs
0,0,3	;Chinese
0,0,3	;English
0,0,3	;Mongols
0,0,3	;Celts
0,0,3	;Japanese
0,0,3	;Vikings
0,0,3	;Spanish
0,0,3	;Persians
0,0,3	;Carthaginians
0,0,3	;Sioux

@SOUNDS
<none>		; Worker		;0
<none>		; Oxdrawn Cart
<none>		; Caravan
Sword1.wav	; Nubian Warrior
Sword1.wav	; Spearman
Bowman.wav	; Bowman
Nukexplo.wav	; Earthquake
Spysound.wav	; Pestilence
Elephant.wav	; Wild Elephant
Bowman.wav	; Slinger
Bowman.wav	; Composite Bow		;10
Bowman.wav	; Composite Hero
Sword1.wav	; Free Defender
Sword2.wav	; Free Phalanx
Sword3.wav	; Free Guard
Sword1.wav	; Achaean Defender
Sword2.wav	; Achaean Phalanx
Sword3.wav	; Achaean Guard
Sword1.wav	; Hittite Defender
Sword2.wav	; Hittite Phalanx
Sword3.wav	; Hittite Guard		;20
Sword1.wav	; Mitanni Defender
Sword2.wav	; Mitanni Phalanx
Sword3.wav	; Mitanni Guard
Sword1.wav	; Arzawa Defender
Sword2.wav	; Arzawa Phalanx
Sword3.wav	; Arzawa Guard
Sword1.wav	; Egypt Defender
Sword2.wav	; Egypt Phalanx
Sword3.wav	; Egypt Guard
Sword1.wav	; Assyrian Defender	;30
Sword2.wav	; Assyrian Phalanx
Sword3.wav	; Assyrian Guard
Sword1.wav	; Northman
Elephant.wav	; War Elephant
Witchmaster.wav	; Witchmaster
Sword2.wav	; Guard
<none>		; Ambassador
Sword3.wav	; Noble
Sword1.wav	; Free Warrior
Sword2.wav	; Free Hoplite		;40
Sword3.wav	; Free Hero
Sword1.wav	; Achaean Warrior
Sword2.wav	; Achaean Hoplite
Sword3.wav	; Achaean Hero
Sword1.wav	; Hittite Warrior
Sword2.wav	; Hittite Hoplite
Sword3.wav	; Hittite Hero
Sword1.wav	; Mitanni Warrior
Sword2.wav	; Mitanni Hoplite
Sword3.wav	; Mitanni Hero		;50
Sword1.wav	; Arzawa Warrior
Sword2.wav	; Arzawa Hoplite
Sword3.wav	; Arzawa Hero
Sword1.wav	; Egypt Warrior
Sword2.wav	; Egypt Hoplite
Sword3.wav	; Egypt Hero
Sword1.wav	; Assyrian Warrior
Sword2.wav	; Assyrian Hoplite
Sword3.wav	; Assyrian Hero
Sword2.wav	; Hero Phalanx		;60
Sword2.wav	; Hero Hoplite
Sword3.wav	; General
Camel.wav	; Camel Warrior
RiderSword2.wav	; BowRider
RiderSword2.wav	; BowRider Heavy
RiderSword1.wav	; SpearRider
RiderSword1.wav	; SpearRider Heavy
Chariot.wav	; Chariot
Chariot.wav	; Chariot Heavy
Chariot.wav	; Chariot Hero		;70
Largexpl.wav	; Siege Ram
Ship.wav	; Diconter
ShipWar.wav	; Diconter War
Ship.wav	; Triconter
ShipWar.wav	; Triconter War
Ship.wav	; Penteconter
ShipWar.wav	; Penteconter War
<none>		; Fortress
<none>		; Fortress Heavy	;79

@RIVERS
River,		; map 1
River,		; map 2
River,		; map 3
River,		; map 4

; please do not remove this line

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