;
;   CIVILIZATION GAME DATA - ANCIENT STEEL
;   A TEST OF TIME SCENARIO BY NICHEAL IN JUNE/JULY/OCTOBER 2013
;
;   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
Ballista,		1, 0,	Cst,nil,	0, 0	; AFl		;0
Catapult,		3, 0,	Mat,AFl,	0, 0	; Alp
Scorpion,		2, 0,	AFl,X7,		0, 0	; Amp
Battering Ram,		3, 0,	Cmn,Ato,	0, 0	; Ast
Siege Tower,		1, 0,	Cst,nil,	0, 0	; Ato
Leader,			6, 1,	Dem,nil,	0, 2	; Aut
Great Treasury,		3, 1,	Cmn,Ldr,	0, 1	; Ban
Bridge Building,	1, 1,	Cer,nil,	0, 1	; Bri
Auxiliary,		3, 0,	CoL,Cmp,	0, 0	; Bro
Temple,  		1, 1, 	Map,nil,	0, 1    ; Cer
Alchemistry,		5, 1,	Med,Fun,	0, 1	; Che		;10
Spearman,		0, 0,	nil,nil,	0, 0	; Chi
Spearman Heavy,		3, 0,	Cmn,Chi,	0, 0	; CoL
Spearman First,		4, 0,	Rep,CoL,	0, 0	; CA
Swordsman,		0, 0,	nil,nil,	0, 0	; Cmb
Empire,			2, 0,	SE,nil,		0, 2	; Cmn
Swordsman Heavy,	3, 0,	Cmn,Cmb,	0, 0	; Cmp
Swordsman First,	4, 0,	Rep,Cmp,	0, 0	; Csc
Fortress,		1, 0,	U1,Rad,		0, 0	; Cst
Town Building,		2, 1,	Mon,Rad,	0, 1	; Cor
Trireme,		3, 0,	Uni,Min,	0, 3	; Cur		;20
High Empire,		5, 0,	Fun,Phi,	0, 2	; Dem
Bowman,			0, 0,	Chi,Cmb,	0, 0	; Eco
Bowman Heavy,		3, 0,	Cmn,Eco,	0, 0	; E1
Bowman First,		4, 0,	Rep,E1,		0, 0	; E2
Coastal Fortress,	1, 1,	Too,Mas,	0, 3	; Eng
Fortress Heavy,		3, 0,	U2,nil,		0, 0	; Env
Ambassador,		1, 0,	Feu,nil,	0, 2	; Esp
Oxdrawn Cart,		1, 0,	Feu,nil,	0, 2	; Exp
Kingdom,		0, 0,	Map,Eco,	0, 2	; Feu
Legion,			4, 0,	Csc,X7,		0, 0	; Fli		;30
Holy Empire,		4, 0,	MT,Rep,		0, 2	; Fun
First Knight,		4, 0,	Las,nil,	0, 0	; FP
General,		6, 0,	FP,Dem,		0, 0	; Gen
Town Guard,		3, 0,	E1,nil,		0, 0	; Gue
Military Academy,	3, 1,	PT,nil,		0, 1	; Gun
War Elephant,		3, 0,	Cmn,X6,		0, 0	; Hor
Roman Architecture,	6, 1,	no,no,		0, 2	; Ind
Punic Architecture,	6, 1,	no,no,		0, 2	; Inv
Rider,			1, 0,	Feu,nil,	0, 0	; Iro
Rider Heavy,		3, 0,	Cmn,Iro,	0, 0	; Lab		;40
Knight,			4, 0,	Rep,Lab,	0, 0	; Las
Treasury,		2, 1,	Mon,nil,	0, 1	; Ldr
Writing,		1, 1,	Esp,nil,	0, 2	; Lit
Seafare,		1, 0,	Tra,X5,		0, 3	; Too
Corvus Quinquereme,	4, 0,	Mob,X7,		0, 3	; Mag
The State,		1, 0,	Chi,Cmb,	0, 2	; Map
Town Walls,		2, 0,	Rec,nil,	0, 1	; Mas
Cargo Ship,		2, 0,	Pla,The,	0, 3	; MP
Maths,			3, 1,	Lit,Cmn,	0, 2	; Mat
Medicin,		3, 1,	Lit,Cmn,	0, 2	; Med		;50
Bireme Ram,		1, 0,	Too,nil,	0, 3	; Met
Bireme,			2, 0,	Met,The,	0, 3	; Min
Quinquereme,		4, 0,	Rep,Cur,	0, 3	; Mob
Early Republic,		1, 0,	Iro,Cst,	0, 2	; Mon
Hippodrome,		3, 1,	Rfg,SE,		0, 1	; MT
Granary,		1, 1,	NF,nil,		0, 1	; Mys
Deep Sea Navigation,	4, 0,	Rep,Sea,	0, 3	; Nav
Market,			1, 1,	Tra,Cer,	0, 1	; NF
Library,		1, 1,	Lit,NF,		0, 1	; NP
Leading Culture,	4, 0,	MT,Rep,		0, 2	; Phi		;60
Courthouse,		2, 1,	Mon,Cer,	0, 1	; Phy
Trading Ship,		1, 0,	Too,nil,	0, 3	; Pla
Aquaeduct,		2, 0,	Pot,nil,	0, 1	; Plu
Barracks,		3, 0,	Cmn,Cer,	0, 1	; PT
Streets,		2, 1,	Cor,nil,	0, 1	; Pot
Building,		1, 0,	NP,nil,		0, 1	; Rad
Hero,			6, 0,	nil,no,		0, 0	; RR
Manufacture,		2, 0,	Cor,nil,	0, 1	; Rec
Guild,			2, 1,	Rec,nil,	0, 1	; Ref
Moloch,			3, 0,	Roc,Rob,	0, 1	; Rfg		;70
Republic,		3, 0,	Rfg,San,	0, 2	; Rep
Sewer System,		3, 0,	Cmn,Plu,	0, 1	; Rob
Great Market,		3, 1,	Cmn,nil,	0, 1	; Roc
Street System,		3, 1,	Cmn,Pot,	0, 1	; San
High Seafare,		3, 0,	Uni,Min,	0, 3	; Sea
Laboratory,		5, 1,	Che,nil,	0, 1	; SFl
War Bonds,		3, 1,	Roc,nil,	0, 1	; Sth
Amphitheatre,		2, 1,	Mas,Plu,	0, 1	; SE
Facility,		4, 1,	Tac,Rep,	0, 1	; Stl
Fishyard,		1, 1,	Too,nil,	0, 3	; Sup		;80
Blacksmith,		5, 1,	Rec,Fun,	0, 1	; Tac
Workyard,		2, 1,	Sup,Mon,	0, 3	; The
Prefecture,		4, 1,	Rep,nil,	0, 1	; ToG
Caravan,		1, 0,	Esp,Exp,	0, 2	; Tra
Seayard,		3, 1,	The,Cmn,	0, 3	; Uni
Slinger,		0, 1,	Eco,nil,	0, 0	; War
Slinger Heavy,		3, 1,	E1,War,		0, 0	; Whe
Slinger First,		4, 1,	E2,Whe,		0, 0	; Wri
Golden Age,		6, 1,   Dem,nil,	0, 2 	; ...
Tower,  		1, 0, 	X1,nil,		0, 0    ; U1		;90
Tower Heavy,  		3, 0, 	Cmn,U1,		0, 0    ; U2
Camel Warrior, 		3, 0, 	Lab,X6,		0, 0    ; U3
Art of Siege,		1, 0,	Eco,nil,	0, 0	; X1
Imperial Treasury,	3, 1, 	Ban,nil,	0, 2    ; X2
Dumps,  		1, 1, 	Feu,nil,	0, 1    ; X3
Guildhouse,  		3, 1, 	Cmn,Ref,	0, 1    ; X4
Ship Building, 		6, 0, 	nil,no,		0, 3    ; X5
North Africans,		6, 0, 	nil,no,		0, 0    ; X6
Roman Armory,  		6, 0, 	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, 10,   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
Hippodrome,		100, 10,   MT,
Alchemistry,		50,  5,    Che,
Streets,		100, 10,   Pot,
Amphitheatre,		100, 10,   SE,
Manufacture,		100, 10,   Rec,
Guild,			70,  7,    Ref,
Imperial Treasury,	100, 10,   X2,
Dumps,			10,  1,    X3,
Blacksmith,		70,  7,    Tac,
Guildhouse,		70,  7,    X4,		;20imp
Moloch,			100, 10,   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,
War Bonds,		100, 1,    Sth,
Coastal Fortress,	50,  5,    Eng,
Facility,		50,  5,    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,    nil,
Great Granary,		200, 0,    nil,		;40imp
Hippodromos,		200, 0,    MT,
Forum Romanum,		200, 0,    nil,
Great Harbour,		200, 0,    The,
Secret School,		200, 0,    NP,
Statue of Syracusae,	200, 0,    nil,
Empires Strength,	200, 0,    Rep,
Empires Army,		200, 0,    Cmn,
Carthago War Harbour,	200, 0,    nil,
Monopoly,		200, 0,    Dem,
Capitoline Hill,	200, 0,    nil,		;50imp
Byrsa,			200, 0,    nil,
War Harbour,		200, 0,    Sea,
Capuas Arena,		200, 0,    nil,
Empires Armory,		200, 0,    Mon,
Thalassocracy,		200, 0,    nil,
Great University,	200, 0,    Che,
Trade,			200, 0,    nil,
Great Laboratory,	200, 0,    SFl,
Great Politician,	200, 0,    Sth,
Statue of Light,	200, 0,    Cor,		;60imp
Great Prefecture,	200, 0,    ToG,
Great Moloch,		200, 0,    Rfg,
Senate,			200, 0,    nil,
Throne of Tribute,	200, 0,    X2,
Imperium,		200, 0,    Gun,
Great Convent,		200, 0,    Phi,
Colosseum,		200, 0,    SE,		;67imp

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,		;Great Granary
nil,		;Hippodromos
nil,		;Forum Romanum
nil,		;Great Harbour
nil,		;Secret School
nil,		;Statue of Syracusae
nil,		;Empires Strength
nil,		;Empires Army
nil,		;Carthago War Harbour
nil,		;Monopoly
nil,		;Capitoline Hill
nil,		;Byrsa
nil,		;War Harbour
nil,		;Capuas Arena
nil,		;Empires Armory
nil,		;Thalassocracy
nil,		;Great University
nil,		;Trade
nil,		;Great Laboratory
nil,		;Great Politician
nil,		;Statue of Light
nil,		;Great Prefecture
nil,		;Great Moloch
nil,		;Senate
nil,		;Throne of Tribute
nil,		;Imperium
nil,		;Great Convent
nil,		;Colosseum

;
;    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,4d,  2h,2f, 10,0,  5, nil, 000001000000010		;0
Scorpion,		nil, 0,  2.,0, 24a,10d, 3h,5f, 60,0,  0, Amp, 000000001000001
Ballista,		nil, 0,  1.,0, 24a,10d, 4h,6f, 60,0,  0, AFl, 000000001000001
Catapult,		nil, 0,  1.,0, 36a,10d, 4h,6f,100,0,  0, Alp, 000000001000001
Battering Ram,		nil, 0,  1.,0, 20a,16d, 4h,6f,100,0,  0, Ast, 000000000000000
Siege Tower,		nil, 0,  1.,0,  0a,24d, 4h,4f, 80,0,  0, Ato, 000000000000001
War Elephant,		nil, 0,  3.,0, 20a,12d, 4h,5f, 80,0,  0, Hor, 000000000000000
Silver,			nil, 1,  0.,0, 20a,20d, 4h,4f, 80,0,  1, RR,  000000000000000
Gold,			nil, 1,  0.,0, 28a,20d, 4h,4f,100,0,  1, RR,  000000000000000
Slinger,		Wri, 0,  3.,0, 20a,2d,  2h,5f, 30,0,  0, War, 000000000000001
Slinger Heavy,		nil, 0,  3.,0, 24a,4d,  2h,5f, 40,0,  0, Whe, 000000000000001		;10
Slinger First,		nil, 0,  3.,0, 28a,6d,  2h,5f, 50,0,  0, Wri, 000000000000001
Iberian Spear,		CA,  0,  2.,0,  8a,20d, 3h,3f, 10,0,  1, Chi, 000000000000000
Iberian Spear Heavy,	nil, 0,  2.,0, 10a,22d, 3h,3f, 20,0,  1, CoL, 000000000000000
Iberian Spear First,	nil, 0,  2.,0, 12a,24d, 3h,3f, 30,0,  1, CA,  000000000000000
Iberian Sword,		Csc, 0,  2.,0, 16a,14d, 2h,3f, 10,0,  0, Cmb, 000000000000000
Iberian Sword Heavy,	nil, 0,  2.,0, 16a,14d, 3h,4f, 20,0,  0, Cmp, 000000000000000
Iberian Sword First,	nil, 0,  2.,0, 16a,14d, 4h,5f, 30,0,  0, Csc, 000000000000000
Numidian Spear,		CA,  0,  2.,0,  8a,20d, 3h,3f, 20,0,  1, Chi, 000000000000000
Numidian Spear Heavy,	nil, 0,  2.,0, 12a,20d, 3h,3f, 30,0,  1, CoL, 000000000000000
Numidian Spear First,	nil, 0,  2.,0, 16a,20d, 3h,3f, 40,0,  1, CA,  000000000000000		;20
Celtic Spear,		CA,  0,  2.,0, 10a,20d, 3h,3f, 10,0,  1, Chi, 000000000000000
Celtic Spear Heavy,	nil, 0,  2.,0, 12a,22d, 3h,3f, 20,0,  1, CoL, 000000000000000
Celtic Spear First,	nil, 0,  2.,0, 14a,24d, 3h,3f, 30,0,  1, CA,  000000000000000
Celtic Sword,		Csc, 0,  2.,0, 18a,14d, 2h,3f, 10,0,  0, Cmb, 000000000000000
Celtic Sword Heavy,	nil, 0,  2.,0, 18a,14d, 3h,4f, 20,0,  0, Cmp, 000000000000000
Celtic Sword First,	nil, 0,  2.,0, 18a,14d, 4h,5f, 30,0,  0, Csc, 000000000000000
Velites,		CA,  0,  2.,0, 12a,20d, 3h,3f, 10,0,  1, Chi, 000000000000000
Velites Heavy,		nil, 0,  2.,0, 14a,22d, 3h,3f, 20,0,  1, CoL, 000000000000000
Triarii,		nil, 0,  2.,0, 16a,24d, 3h,3f, 30,0,  1, CA,  000000000000000
Hastati,		Csc, 0,  2.,0, 18a,8d,  3h,5f, 10,0,  0, Cmb, 000000000000000		;30
Hastati Heavy,		nil, 0,  2.,0, 18a,10d, 4h,5f, 20,0,  0, Cmp, 000000000000000
Principes,		nil, 0,  2.,0, 20a,12d, 4h,5f, 30,0,  0, Csc, 000000000000000
Libyan Spear,		CA,  0,  2.,0, 10a,22d, 3h,3f, 10,0,  1, Chi, 000000000000000
Libyan Spear Heavy,	nil, 0,  2.,0, 12a,24d, 3h,3f, 20,0,  1, CoL, 000000000000000
Carthaginian Spear,	nil, 0,  2.,0, 14a,26d, 3h,3f, 30,0,  1, CA,  000000000000000
Libyan Hoplite,		Csc, 0,  2.,0, 18a,6d,  3h,5f, 10,0,  0, Cmb, 000000000000000
Libyan Hoplite Heavy,	nil, 0,  2.,0, 18a,8d,  4h,5f, 20,0,  0, Cmp, 000000000000000
Carthaginian Hoplite,	nil, 0,  2.,0, 20a,10d, 4h,5f, 30,0,  0, Csc, 000000000000000
Spearman,		CA,  0,  2.,0, 10a,22d, 3h,3f, 10,0,  1, Chi, 000000000000000
Spearman Heavy,		nil, 0,  2.,0, 12a,24d, 3h,3f, 20,0,  1, CoL, 000000000000000		;40
Spearman First,		nil, 0,  2.,0, 14a,26d, 3h,3f, 30,0,  1, CA,  000000000000000
Hoplite,		Csc, 0,  2.,0, 18a,6d,  3h,5f, 10,0,  0, Cmb, 000000000000000
Hoplite Heavy,		nil, 0,  2.,0, 18a,8d,  4h,5f, 20,0,  0, Cmp, 000000000000000
Hoplite First,		nil, 0,  2.,0, 20a,10d, 4h,5f, 30,0,  0, Csc, 000000000000000
Bowman,			E2,  0,  2.,0, 20a,4d,  3h,6f, 40,0,  0, Eco, 000000001000001
Bowman Heavy,		nil, 0,  2.,0, 24a,6d,  3h,6f, 50,0,  0, E1,  000000001000001
Bowman First,		nil, 0,  2.,0, 28a,8d,  3h,6f, 60,0,  0, E2,  000000001000001
Auxiliary,		nil, 0,  2.,0, 16a,12d, 4h,5f, 20,0,  0, Bro, 000000000000000
Legion,			nil, 0,  2.,0, 22a,14d, 4h,5f, 40,0,  0, Fli, 000000000000001
Hero,			nil, 0,  2.,0, 18a,14d, 4h,5f, 60,0,  0, Rep, 000001100000001		;50
Iberian Rider,		Las, 0,  5.,0, 18a,8d,  3h,5f, 50,0,  0, Iro, 000000000000001
Iberian Rider Heavy,	nil, 0,  5.,0, 20a,10d, 3h,6f, 70,0,  0, Lab, 000000000000001
Iberian Knight,		nil, 0,  5.,0, 22a,12d, 3h,6f, 90,0,  0, Las, 000000000000001
Numidian Rider,		Las, 0,  5.,0, 20a,6d,  3h,5f, 50,0,  0, Iro, 000000000000001
Numidian Rider Heavy,	nil, 0,  5.,0, 22a,8d,  3h,6f, 70,0,  0, Lab, 000000000000001
Numidian Knight,	nil, 0,  5.,0, 24a,10d, 3h,6f, 90,0,  0, Las, 000000000000001
Celtic Rider,		Las, 0,  4.,0, 22a,10d, 3h,5f, 50,0,  0, Iro, 000000000000001
Celtic Rider Heavy,	nil, 0,  4.,0, 24a,12d, 3h,6f, 70,0,  0, Lab, 000000000000001
Celtic Knight,		nil, 0,  4.,0, 26a,14d, 3h,6f, 90,0,  0, Las, 000000000000001
Hetairoi,		nil, 0,  4.,0, 22a,12d, 3h,6f, 60,0,  0, FP,  000000000000001		;60
Equites,		nil, 0,  4.,0, 24a,10d, 3h,6f, 60,0,  0, FP,  000000000000001
General,		nil, 0,  3.,0, 26a,14d, 3h,6f,100,0,  0, Gen, 000001000000001
Camel Warrior,		nil, 0,  3.,0, 16a,6d,  3h,5f, 60,0,  0, U3,  000001000000001
Fortress,		Env, 1,  0.,0, 26a,26d, 4h,4f, 60,0,  1, Cst, 000000000000001
Fortress Heavy,		nil, 1,  0.,0, 26a,26d, 5h,5f, 80,0,  1, Env, 000000000000001
Ambassador,		nil, 0,  2.,0,  0a,4d,  2h,2f, 40,0,  6, Esp, 000001000000011
Oxdrawn Cart,		nil, 0,  3.,0,  0a,6d,  3h,3f, 40,0,  5, Exp, 000001000000010
Horse Caravan,		nil, 0,  3.,0,  0a,6d,  3h,3f, 40,0,  7, Tra, 000001000000011
Camel Caravan,		nil, 0,  3.,0,  0a,6d,  3h,3f, 40,0,  7, Tra, 000001000000011
Tower,			U2,  1,  0.,0, 20a,20d, 3h,3f, 20,0,  1, U1,  000000000000001		;70
Tower Heavy,		nil, 1,  0.,0, 20a,20d, 4h,4f, 40,0,  1, U2,  000000000000001
Leader,			nil, 1,  0.,0, 28a,28d, 5h,5f,100,0,  1, Aut, 000000000000001
Trading Ship,		nil, 2, 10.,0,  0a,10d, 2h,2f, 40,4,  4, Pla, 000000000100011
Cargo Ship,		nil, 2,  8.,0,  0a,14d, 3h,3f, 80,8,  4, MP,  000000000100011
Bireme Ram,		nil, 2,  6.,0, 14a,10d, 4h,4f, 40,0,  2, Met, 000000000100011
Bireme,			nil, 2,  8.,0, 16a,12d, 4h,4f, 60,0,  2, Min, 000000000100011
Trireme,		nil, 2, 10.,0, 18a,14d, 4h,5f, 80,0,  2, Cur, 000000000100011
Quinquereme,		nil, 2,  8.,0, 22a,16d, 4h,6f,100,0,  2, Mob, 000000000100011
Corvus Quinquereme,	nil, 2,  8.,0, 24a,14d, 4h,6f,100,0,  2, Mag, 000000000100011
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,  4,0,0,   yes,  2,10, 0,   Tun,   0,20, 1,  Mou,  no, ; Drt	4,0,0,
Hills,		3,3,  1,2,2,   Drt,  0,30, 0,   yes,   2,10, 1,  Mou,  no, ; Pln	1,2,2,
Desert,		3,2,  0,0,0,   Drt,  0,30, 3,   yes,   2,10, 1,  Mou,  no, ; Grs	0,0,0,
Forest,		3,3,  1,1,1,   Drt,  0,20, 3,   Drt,   0,20, 3,  Mou,  no, ; For	1,1,1,
Mountains,	4,3,  0,4,2,   Drt,  0,30, 0,   yes,   4,10, 1,  Mou,  no, ; Hil	0,4,2,
Limes,		4,3,  0,0,0,   Drt,  0,20, 0,   Drt,   0,20, 0,  Drt,  no, ; Mou	0,0,0,
Farmland,	1,2,  6,1,1,   yes,  2,10, 1,   Swa,   0,20, 2,  Gla,  no, ; Tun	6,1,1,
Cultivation,	1,2,  8,1,1,   yes,  2,10, 1,   Drt,   0,10, 0,  Swa,  no, ; Gla	8,1,1,
Manufacture,	3,3,  1,4,4,   Tun,  0,20, 0,   yes,   2,10, 1,  Jun,  no, ; Swa	1,4,4,
Industry,	3,3,  2,6,6,   Drt,  0,20, 0,   yes,   4,10, 1,  Tun,  no, ; Jun	2,6,6,
Ocean,		1,2,  1,0,1,    no,  0, 0, 0,    no,   0, 0, 0,   no,  no, ; Oce	1,0,1,
Wheat,			1,2,  4,3,3,   yes,  2,10, 0,   Tun,   0,20, 1,  Mou,  no, ; Drt	4,3,3,
Wine,			3,3,  2,4,4,   Drt,  0,30, 0,   yes,   2,10, 1,  Mou,  no, ; Pln	2,4,4,
Dune,			3,2,  0,0,0,   Drt,  0,30, 3,   yes,   2,10, 1,  Mou,  no, ; Grs	0,0,0,
Deer,			3,3,  2,1,1,   Drt,  0,20, 3,   Drt,   0,20, 3,  Mou,  no, ; For	2,1,1,
Gold,			4,3,  0,4,8,   Drt,  0,30, 0,   yes,   4,10, 1,  Mou,  no, ; Hil	0,4,8,
Trade,			4,3,  0,0,6,   Drt,  0,20, 0,   Drt,   0,20, 0,  Drt,  no, ; Mou	0,0,6,
Wheat,			1,2,  6,3,3,   yes,  2,10, 1,   Swa,   0,20, 2,  Gla,  no, ; Tun	6,3,3,
Wheat,			1,2,  8,3,3,   yes,  2,10, 1,   Drt,   0,10, 0,  Swa,  no, ; Gla	8,3,3,
Store,			3,3,  1,6,6,   Tun,  0,20, 0,   yes,   2,10, 1,  Jun,  no, ; Swa	1,6,6,
Store,			3,3,  2,8,8,   Drt,  0,20, 0,   yes,   4,10, 1,  Tun,  no, ; Jun	2,8,8,
Fish,			1,2,  2,0,2,    no,  0, 0, 0,    no,   0, 0, 0,   no,  no, ; Oce	2,0,2,
Wheat,				1,2,  4,3,3,   yes,  2,10, 0,   Tun,   0,20, 1,  Mou,  no, ; Drt	4,3,3,
Wine,				3,3,  2,4,4,   Drt,  0,30, 0,   yes,   2,10, 1,  Mou,  no, ; Pln	2,4,4,
Dune,				3,2,  0,0,0,   Drt,  0,30, 3,   yes,   2,10, 1,  Mou,  no, ; Grs	0,0,0,
Timber,				3,3,  1,2,1,   Drt,  0,20, 3,   Drt,   0,20, 3,  Mou,  no, ; For	1,2,1,
Ore,				4,3,  0,8,4,   Drt,  0,30, 0,   yes,   4,10, 1,  Mou,  no, ; Hil	0,8,4,
Trade,				4,3,  0,0,6,   Drt,  0,20, 0,   Drt,   0,20, 0,  Drt,  no, ; Mou	0,0,6,
Wheat,				1,2,  6,3,3,   yes,  2,10, 1,   Swa,   0,20, 2,  Gla,  no, ; Tun	6,3,3,
Wheat,				1,2,  8,3,3,   yes,  2,10, 1,   Drt,   0,10, 0,  Swa,  no, ; Gla	8,3,3,
Store,				3,3,  1,6,6,   Tun,  0,20, 0,   yes,   2,10, 1,  Jun,  no, ; Swa	1,6,6,
Store,				3,3,  2,8,8,   Drt,  0,20, 0,   yes,   4,10, 1,  Tun,  no, ; Jun	2,8,8,
Fish,				1,2,  2,0,2,    no,  0, 0, 0,    no,   0, 0, 0,   no,  no, ; Oce	2,0,2,

@GOVERNMENTS
Anarchy,		Brother,		Sister
Kingdom,		King,			Queen
Early Republic,		Consul,			Consul
Empire,			Imperator,		Imperatrix
Holy Empire,		Holy Imperator,		Holy Imperatrix
High Republic,		High Consul,		High Consul
High Empire,		High Imperator,		High Imperatrix

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

@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
; ROMANS CARTHAGINIANS GREEKS CELTS NUMIDIANS IBERIANS MAURITANIANS BARBARIANS

@UNITS_ADVANCED
11111111, 00000000, 1000, 0000000000000111,0000000000000000,0000000000000000, 00000000  ;Worker			;0
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Scorpion
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Ballista
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Catapult
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Battering Ram
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Siege Tower
01001010, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;War Elephant
00000000, 00000000,   -1, 0000000000000000,0000000000000000,0000000000000000, 00001010  ;Silver
00000000, 00000000,   -1, 0000000000000000,0000000000000000,0000000000000000, 00001010  ;Gold
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Slinger
11111111, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Slinger Heavy		;10
11111111, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Slinger First
00000100, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Spear
00000100, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Spear Heavy
00000100, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Spear First
00000100, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Sword
00000100, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Sword Heavy
00000100, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Sword First
00001010, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Numidian Spear
00001010, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Numidian Spear Heavy
00001010, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Numidian Spear First	;20
00010000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Spear
00010000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Spear Heavy
00010000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Spear First
00010000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Sword
00010000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Sword Heavy
00010000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Sword First
10000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Velites
10000000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Velites Heavy
10000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Triarii
10000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hastati		;30
10000000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hastati Heavy
10000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Principes
01000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Libyan Spear
01000000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Libyan Spear Heavy
01000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Carthaginian Spear
01000000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Libyan Hoplite
01000000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Libyan Hoplite Heavy
01000000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Carthaginian Hoplite
00100000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Spearman
00100000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Spearman Heavy		;40
00100000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Spearman First
00100000, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hoplite
00100000, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hoplite Heavy
00100000, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hoplite First
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bowman
11111111, 00000000, 2000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bowman Heavy
11111111, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bowman First
11111111, 00000000, 1000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Auxiliary
10000000, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Legion
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;Hero			;50
00000100, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Rider
00000100, 00000000, 7000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Rider Heavy
00000100, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Iberian Knight
00001010, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Numidian Rider
00001010, 00000000, 7000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Numidian Rider Heavy
00001010, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Numidian Knight
00010000, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Rider
00010000, 00000000, 7000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Rider Heavy
00010000, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Celtic Knight
01100000, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Hetairoi		;60
10000000, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Equites
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;General
01001010, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Camel Warrior
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Fortress
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Fortress Heavy
11111111, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Ambassador
11111111, 00000000, 3000, 0000000000000000,0000000000000000,0000000000000000, 00100000  ;Oxdrawn Cart
10110101, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Horse Caravan
01001010, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Camel Caravan
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Tower			;70
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Tower Heavy
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000010  ;Leader
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Trading Ship
11111111, 00000000, 7000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Cargo Ship
11111111, 00000000, 5000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bireme Ram
11111111, 00000000, 7000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Bireme
11111111, 00000000, 9000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Trireme
11111111, 00000000,20000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Quinquereme
11111111, 00000000,30000, 0000000000000000,0000000000000000,0000000000000000, 00000000  ;Corvus Quinquereme	;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
Ballista.wav	; Scorpion
Ballista.wav	; Ballista
Catapult.wav	; Catapult
Largexpl.wav	; Battering Ram
<none>		; Siege Tower
Elephant.wav	; War Elephant
<none>		; Silver
<none>		; Gold
Bowman.wav	; Slinger
Bowman.wav	; Slinger Heavy		;10
Bowman.wav	; Slinger First
Sword1.wav	; Iberian Spear
Sword1.wav	; Iberian Spear Heavy
Sword1.wav	; Iberian Spear First
Sword2.wav	; Iberian Sword
Sword2.wav	; Iberian Sword Heavy
Sword2.wav	; Iberian Sword First
Sword1.wav	; Numidian Spear
Sword1.wav	; Numidian Spear Heavy
Sword1.wav	; Numidian Spear First	;20
Sword1.wav	; Celtic Spear
Sword1.wav	; Celtic Spear Heavy
Sword1.wav	; Celtic Spear First
Sword2.wav	; Celtic Sword
Sword2.wav	; Celtic Sword Heavy
Sword2.wav	; Celtic Sword First
Sword1.wav	; Velites
Sword1.wav	; Velites Heavy
Sword1.wav	; Triarii
Sword2.wav	; Hastati		;30
Sword2.wav	; Hastati Heavy
Sword2.wav	; Principes
Sword1.wav	; Libyan Spear
Sword1.wav	; Libyan Spear Heavy
Sword1.wav	; Carthaginian Spear
Sword2.wav	; Libyan Hoplite
Sword2.wav	; Libyan Hoplite Heavy
Sword2.wav	; Carthaginian Hoplite
Sword1.wav	; Spearman
Sword1.wav	; Spearman Heavy	;40
Sword1.wav	; Spearman First
Sword2.wav	; Hoplite
Sword2.wav	; Hoplite Heavy
Sword2.wav	; Hoplite First
Bowman.wav	; Bowman
Bowman.wav	; Bowman Heavy
Bowman.wav	; Bowman First
Sword2.wav	; Auxiliary
Legion.wav	; Legion
Sword2.wav	; Hero			;50
RiderSword.wav	; Iberian Rider
RiderSword.wav	; Iberian Rider Heavy
Knight.wav	; Iberian Knight
RiderSword.wav	; Numidian Rider
RiderSword.wav	; Numidian Rider Heavy
Knight.wav	; Numidian Knight
RiderSword.wav	; Celtic Rider
RiderSword.wav	; Celtic Rider Heavy
Knight.wav	; Celtic Knight
Knight.wav	; Hetairoi		;60
Knight.wav	; Equites
General.wav	; General
Camel.wav	; Camel Warrior
<none>		; Fortress
<none>		; Fortress Heavy
<none>		; Ambassador
<none>		; Oxdrawn Cart
<none>		; Horse Caravan
<none>		; Camel Caravan
<none>		; Tower			;70
<none>		; Tower Heavy
General.wav	; Leader
Ship.wav	; Trading Ship
Ship.wav	; Cargo Ship
Ship.wav	; Bireme Ram
Ship.wav	; Bireme
Ship.wav	; Trireme
Ship.wav	; Quinquereme
Ship.wav	; Corvus Quinquereme	;79

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

; please do not remove this line

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