;
;   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.
;

;
;   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
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)
12      ; City size for first unhappiness at Chieftain level
24      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
8       ; Sewer System needed to exceed this size
100     ; Tech paradigm (higher # slows research)
4       ; 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.
0       ; 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)
3       ; 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.
0	; 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

; (This section is for ToTPP only)
@COSMIC2
NoIncrementalRushBuy, 1
CityPopulationLossAttack, 2
CityPopulationLossCapture, 2
UnitShieldColor, 28, 14
NoStackKills, 1
RoadMultiplier, 1, 2
RailroadMultiplier, -1
RiverMultiplier, 1, 2
AlpineMultiplier, 1, 2
EventHeapSize, 212960, 1

;
;   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
Once Removed,       4,-2,  Alp, nil, 2, 4    ; AFl/0
Twice Removed,      5, 1,  no,  no,  3, 4    ; Alp
Royal Air Force,    3,-2,  AFl, no,  0, 1    ; Amp
Wehrmacht,          4, 1,  AFl, nil, 2, 2    ; Ast
Luftwaffe,          4,-1,  AFl, nil, 0, 2    ; Ato
Automobile,         6,-1,  no,  no,  0, 0    ; Aut/NO
Schutz Staffel,     4, 1,  AFl, nil, 1, 2    ; Ban
Bridge Building,    4, 0,  no,  no,  3, 4    ; Bri/NO
XXX Corps,          6,-1,  AFl, nil, 3, 2    ; Bro
Unused,             0, 0,  no,  no,  3, 4    ; Cer
Airborne Corps,     5,-1,  AFl, nil, 1, 1    ; Che/10
Plan A,             4,-2,  Eco, nil, 0, 0    ; Chi
Unused,             0, 0,  no,  no,  3, 4    ; CoL
Unused,             0, 0,  no,  no,  3, 4    ; CA
Unused,             0, 0,  no,  no,  3, 4    ; Cmb
Unused,             0, 0,  no,  no,  3, 4    ; Cmn/NO
Unused,             0, 0,  no,  no,  3, 4    ; Cmp
Unused,             0, 0,  no,  no,  3, 4    ; Csc
Unused,             4, 0,  no,  no,  3, 4    ; Cst/NO
Logistics,          4, 0,  nil, nil, 0, 3    ; Cor/G&B
Unused,             0, 0,  no,  no,  3, 4    ; Cur/20
Unused,             0, 0,  no,  no,  3, 4    ; Dem/
SHAEF,              4, 1,  AFl, nil, 2, 1    ; Eco/22
Unused,             0, 0,  no,  no,  3, 4    ; E1
Unused,             0, 0,  no,  no,  3, 4    ; E2/NO
Plan B,             4, 0,  Eco, nil, 1, 0    ; Eng
Unused,             0, 0,  no,  no,  3, 4    ; Env
Plan C,             2,-1,  Eco, nil, 2, 0    ; Esp
Bailey Bridge,      5, 0,  AFl, nil, 2, 3    ; Exp
Unused,             0, 0,  no,  no,  3, 4    ; Feu
Unused,             0, 0,  no,  no,  3, 4    ; Fli/30
Military Command,   3,-2,  AFl, nil, 1, 3    ; Fun/G&B
Unused,             0, 0,  no,  no,  3, 4    ; FP
Unused,             0, 0,  no,  no,  3, 4    ; Gen
Unused,             0, 0,  no,  no,  3, 4    ; Gue/NO
Unused,             0, 0,  no,  no,  3, 4    ; Gun/NO
Unused,             0, 0,  no,  no,  3, 4    ; Hor
Nederlander,        6, 0,  AFl, nil, 0, 4    ; Ind/NO
Unused,             0, 0,  no,  no,  3, 4    ; Inv/NO
Unused,             0, 0,  no,  no,  3, 4    ; Iro
Unused,             0, 0,  no,  no,  3, 4    ; Lab/40
Unused,             0, 0,  no,  no,  3, 4    ; Las
Unused,             0, 0,  no,  no,  3, 4    ; Ldr
Unused,             0, 0,  no,  no,  3, 4    ; Lit
Unused,             0, 0,  no,  no,  3, 4    ; Too
Unused,             0, 0,  no,  no,  3, 4    ; Mag
Unused,             0, 0,  no,  no,  3, 4    ; Map
Unused,             0, 0,  no,  no,  3, 4    ; Mas
Unused,             0, 0,  no,  no,  3, 4    ; MP
Unused,             0, 0,  no,  no,  3, 4    ; Mat
Unused,             0, 0,  no,  no,  3, 4    ; Med/50
Unused,             0, 0,  no,  no,  3, 4    ; Met
Unused,             0, 0,  no,  no,  3, 4    ; Min
Unused,             0, 0,  no,  no,  3, 4    ; Mob/NO
Unused,             0, 0,  no,  no,  3, 4    ; Mon/NO
Unused,             0, 0,  no,  no,  3, 4    ; MT
Unused,             0, 0,  no,  no,  3, 4    ; Mys
Unused,             0, 0,  no,  no,  3, 4    ; Nav
Unused,             0, 0,  no,  no,  3, 4    ; NF/NO
Unused,             0, 0,  no,  no,  3, 4    ; NP/NO
Operation Market-Garden,6,1,Eco,Fun, 3, 1    ; Phi/Special/B only/60
Unused,             0, 0,  no,  no,  3, 4    ; Phy
Unused,             0, 0,  no,  no,  3, 4    ; Pla
Unused,             0, 0,  no,  no,  3, 4    ; Plu  (Cst & Pot)
Unused,             0, 0,  no,  no,  3, 4    ; PT
Unused,             0, 0,  no,  no,  3, 4    ; Pot
Unused,             0, 0,  no,  no,  3, 4    ; Rad/NO
Unused,             0, 0,  no,  no,  3, 4    ; RR/NO
Unused,             0, 0,  no,  no,  3, 4    ; Rec
Unused,             0, 0,  no,  no,  3, 4    ; Ref
Unused,             0, 0,  no,  no,  3, 4    ; Rfg/NO
Unused,             0, 0,  no,  no,  3, 4    ; Rep/NO
Start Ground Ops,   0, 0,  Phi, nil, 3, 0    ; Rob
Fog 1,              0, 0,  Rob, nil, 1, 4    ; Roc
Unused,             0, 0,  no,  no,  3, 4    ; San/NO
Unused,             0, 0,  no,  no,  3, 4    ; Sea
Unused,             0, 0,  no,  no,  3, 4    ; SFl/NO
Unused,             0, 0,  no,  no,  3, 4    ; Sth
Unused,             0, 0,  no,  no,  3, 4    ; SE
Unused,             0, 0,  no,  no,  3, 4    ; Stl
Unused,             0, 0,  no,  no,  3, 4    ; Sup
Unused,             0, 0,  no,  no,  3, 4    ; Tac
Unused,             0, 0,  no,  no,  3, 4    ;
Unused,             0, 0,  no,  no,  3, 4    ; ToG
Unused,             0, 0,  no,  no,  0, 0    ; Tra/NO
Unused,             0, 0,  no,  no,  3, 4    ; Uni
Unused,             0, 0,  no,  no,  3, 4    ; War
Unused,             0, 0,  no,  no,  3, 4    ; Whe
Fog 2,              0, 0,  Roc, nil, 1, 4    ; Wri
Defensive Plan,     1, 0,  Wri, Fun, 3, 3    ; ...
User Def Tech A,    3, 0,  no,  no,  3, 4    ; U1
User Def Tech B,    3, 0,  no,  no,  3, 4    ; U2
User Def Tech C,    3, 0,  no,  no,  3, 4    ; U3
Extra Advance 1,    3, 0,  no,  no,  3, 4    ; X1
Extra Advance 2,    3, 0,  no,  no,  3, 4    ; X2
Extra Advance 3,    3, 0,  no,  no,  3, 4    ; X3
Extra Advance 4,    3, 0,  no,  no,  3, 4    ; X4
Extra Advance 5,    3, 0,  no,  no,  3, 4    ; X5
Extra Advance 6,    3, 0,  no,  no,  3, 4    ; X6
Extra Advance 7,    3, 0,  no,  no,  3, 4    ; 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,
Headquarters,             10, 0,    AFl,
Barracks,                 4,  1,    no,
Granary,                  6,  1,    no,
Church,                   4,  1,    no,
MarketPlace,              8,  1,    no,
Library,                  8,  1,    no,
Courthouse,               8,  1,    no,
Anti-tank Ditch,          1,  0,    nil,
food convoy,              8,  2,    no,
Bank,                     12, 3,    no,
Cathedral,                12, 3,    no,
University,               16, 3,    no,
Mass Transit,             16, 4,    no,
Colosseum,                10, 4,    no,
Factory,                  20, 4,    no,
Manufacturing Plant,      32, 6,    no,
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no,
Power Plant,              16, 4,    no,
Hydro Plant,              24, 4,    no,
Nuclear Plant,            16, 2,    no,
Stock Exchange,           16, 4,    no,
Sewer System,             12, 2,    no,
Supermarket,               8, 3,    no,
Superhighways,            20, 5,    no,
Research Lab,             16, 3,    no,
Flak Emplacement,          4, 2,    nil,
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Harbor,                   6,  1,    no,
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no,
Police Station,           6,  2,    no,
Port Facility,            8,  3,    no,
Transporter,              0,  0,    no,
SS Structural,            8,  0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
Requisition,              60, 0,    Cor,
Pyramids,                 20, 0,    no,
Hanging Gardens,          20, 0,    no,
Colossus,                 20, 0,    no,
Lighthouse,               20, 0,    no,
Great Library,            30, 0,    no,
Oracle,                   30, 0,    no,
West Wall,                30, 0,    Ast,
Sun Tzu's War Academy,    30, 0,    no,
King Richard's Crusade,   30, 0,    no,
Marco Polo's Embassy,     20, 0,    no,
Michelangelo's Chapel,    40, 0,    no,
Copernicus' Observatory,  30, 0,    no,
Magellan's Expedition,    40, 0,    no,
Shakespeare's Theatre,    30, 0,    no,
Leonardo's Workshop,      40, 0,    no,
J. S. Bach's Cathedral,   40, 0,    no,
Isaac Newton's College,   40, 0,    no,
Adam Smith's Trading Co., 40, 0,    no,
Darwin's Voyage,          40, 0,    no,
Statue of Liberty,        40, 0,    no,
Eiffel Tower,             30, 0,    no,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no,
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
Cure for Cancer,          60, 0,    no,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; 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
nil,        ; Magellan
nil,        ; Shakespeare
Aut,        ; 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.
;
;   0000000000000001 = Two space visibility
;   0000000000000010 = Ignore zones of control
;   0000000000000100 = Can make amphibious assaults
;   0000000000001000 = Submarine advantages/disadvantages
;   0000000000010000 = Can attack air units (fighter)
;   0000000000100000 = Ship must stay near land (trireme)
;   0000000001000000 = Negates city walls (howitzer)
;   0000000010000000 = Can carry air units (carrier)
;   0000000100000000 = Can make paradrops
;   0000001000000000 = Alpine (treats all squares as road)
;   0000010000000000 = x2 on defence versus horse
;   0000100000000000 = Free support for fundamentalism (fanatics)
;   0001000000000000 = Destroyed after attacking (missiles)
;   0010000000000000 = x3 on defence versus air (AEGIS)
;   0100000000000000 = Unit can spot submarines
;   1000000000000000 = Health bar is hidden (ToTPP only)
;
;
@UNITS
Dutch SS,     nil, 0,  0.,0,  0a,3d,  2h,1f, 16,0,  1, Ban, 0000000000000000
Engineers,    Bri, 0,  2.,0,  0a,3d,  2h,1f, 12,0,  5, Exp, 0100000000000000
Airborne(1),  nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  1, Che, 0000000001000000
Airborne(82), nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  1, Che, 0000000001000000
Airborne(101),nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  1, Che, 0000000001000000
Airborne(P),  nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  1, Che, 0000000001000000
75 Pack Howitz,nil,0,  2.,0,  8a,2d,  2h,2f,  5,0,  0, Che, 0000000001000000
Jeep,         nil, 0,  4.,0,  4a,2d,  2h,1f,  6,0,  3, Che, 0000000000000001
25 pdr,       nil, 0,  2.,0, 12a,4d,  2h,1f,  8,0,  0, Bro, 0000000001000000;8
Sherman Flail,nil, 0,  3.,0,  8a,6d,  2h,1f, 12,0,  5, Bro, 0000000000000000
Sherman V(G), nil, 0,  3.,0,  8a,6d,  2h,1f,  8,0,  0, Bro, 0000000000000000
Sherman Firefly(G),nil,0,3.,0,10a,6d, 2h,1f,  8,0,  0, Bro, 0000000000000000
Cromwell,     nil, 0,  4.,0,  8a,5d,  2h,1f,  8,0,  0, Bro, 0000000000000000
Achilles,     nil, 0,  4.,0, 10a,4d,  2h,1f,  8,0,  0, Bro, 0000000000000000
Daimler AC,   nil, 0,  5.,0,  6a,4d,  2h,1f,  7,0,  3, nil, 0000000000000001
M-5 Halftrack(G),nil,0,3.,0,  6a,5d,  2h,1f,  7,0,  1, Bro, 0000000000000000
Sexton(G),    nil, 0,  3.,0, 12a,4d,  2h,2f,  9,0,  0, Bro, 0000000001000000
6 pdr AT,     nil, 0,  2.,0,  0a,6d,  2h,1f,  5,0,  1, Bro, 0000000000000000;17
17 pdr AT,    nil, 0,  2.,0,  0a,8d,  2h,1f,  6,0,  1, Bro, 0000000000000000
75 Pak AT,    nil, 0,  2.,0,  0a,6d,  2h,1f,  6,0,  1, Bro, 0000000000000000
88 Flak,      nil, 0,  2.,0,  6a,8d,  2h,1f,  8,0,  1, Bro, 0010000000010000
Infantry(G),  nil, 0,  3.,0,  4a,4d,  2h,1f,  3,0,  1, Bro, 0000000001000000
Infantry(43), nil, 0,  3.,0,  4a,4d,  2h,1f,  3,0,  1, Bro, 0000000001000000
Mosquito,     nil, 1, 36.,2,  9a,2d,  2h,2f, 10,0,  0, Amp, 0000000000000000
Spitfire,     nil, 1, 12.,2,  6a,3d,  2h,1f,  8,0,  3, Amp, 0000000000010000
Typhoon,      nil, 1, 16.,2,  8a,2d,  2h,2f,  9,0,  0, Amp, 0000000000000000
Mitchell,     nil, 1, 30.,2, 12a,2d,  2h,2f, 12,0,  0, Amp, 0000000000000000;26
Me-109G,      nil, 1, 12.,2,  6a,3d,  2h,1f,  8,0,  3, Ato, 0000000000010000
FW-190,       nil, 1, 14.,2,  7a,3d,  2h,1f,  9,0,  3, Ato, 0000000000010000
Ju-88,        nil, 1, 24.,2, 10a,2d,  2h,2f, 12,0,  0, Ato, 0000000000000000
Me-262,       nil, 1, 16.,2,  8a,4d,  2h,1f, 14,0,  3, Ato, 0000000000010000
King Tiger,   nil, 0,  3.,0, 14a,9d,  3h,1f, 10,0,  0, Ban, 0000000000000000
Panther,      nil, 0,  4.,0, 10a,8d,  2h,1f,  9,0,  0, Ban, 0000000000000000
Mk IV,        nil, 0,  3.,0,  9a,6d,  2h,1f,  8,0,  0, Ast, 0000000000000000
Jagdpanther,  nil, 0,  4.,0, 10a,6d,  2h,1f,  9,0,  0, Ban, 0000000000000000
StuG III,     nil, 0,  3.,0,  8a,5d,  2h,1f,  7,0,  0, Ast, 0000000000000000;35
SdKfz 234,    nil, 0,  5.,0,  7a,4d,  2h,1f,  7,0,  3, Ban, 0000000000000001
SdKfz 251,    nil, 0,  3.,0,  6a,6d,  2h,1f,  7,0,  3, Ban, 0000000000000000
SdKfz 11 Flak,nil, 0,  3.,0,  6a,6d,  2h,1f,  8,0,  3, Ban, 0010000000010000
Wespe,        nil, 0,  3.,0, 12a,5d,  2h,2f, 10,0,  0, Ban, 0000000001000000
10.5cm,       nil, 0,  2.,0, 12a,3d,  2h,2f,  8,0,  0, Ast, 0000000001000000
Nebelwerfer,  nil, 0,  3.,0, 10a,2d,  2h,2f,  7,0,  0, Ast, 0000000001000000
Wehrmacht,    nil, 0,  2.,0,  4a,4d,  2h,1f,  4,0,  1, Ast, 0000000001000000
Luftwaffe,    nil, 0,  2.,0,  3a,4d,  2h,1f,  3,0,  1, Ato, 0000000001000000
Parachute,    nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  3, Ato, 0000000001000000;44
SS,           nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  3, Ban, 0000000001000000
not used a,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  0000000000000000 ;reserved
Commando,     nil, 0,  2.,0,  0a,4d,  2h,1f,  5,0,  6, Che, 0000000000000000 
Garrison,     nil, 0,  0.,0,  0a,3d,  2h,1f,  1,0,  1, Ast, 0000000000000000
Infantry(50), nil, 0,  2.,0,  4a,4d,  2h,1f,  3,0,  1, Bro, 0000000001000000
Sapper 1,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, Ast, 0000000000000000
Ferry,        nil, 2,  0.,0,  0a,1d,  2h,1f,  4,2,  4, AFl, 1000000000000000
Horsa Glider 1,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, Che, 1000000000000000
Sapper 2,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 3,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 4,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 5,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 6,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 7,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 8,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 9,     nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 10,    nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 11,    nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sapper 12,    nil, 0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  0000000000000000
Sexton(8),    nil, 0,  3.,0, 12a,4d,  2h,2f,  9,0,  0, no,  0000000001000000
M-5 Halftrack(8),nil,0,3.,0,  6a,5d,  2h,1f,  7,0,  1, Bro, 0000000000000000
Sherman Firefly(8),nil,0,3.,0,10a,6d, 2h,1f,  8,0,  0, Bro, 0000000000000000
Sherman V(8), nil, 0,  3.,0,  8a,6d,  2h,1f,  8,0,  0, Bro, 0000000000000000
Fortress,     nil, 1,  0.,0,  0a,20d, 6h,2f, 16,0,  4, Ast, 0000000000000000
Horsa Glider 2,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 3,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 4,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 5,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 6,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 7,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 8,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 9,nil,0,  0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Horsa Glider 10,nil,0, 0.,0,  0a,1d,  2h,1f,  4,0,  1, no,  1000000000000000
Bofors SP AA, nil, 0,  3.,0,  6a,6d,  2h,1f,  8,0,  3, Bro, 0010000000010000
not used y,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  0000000000000000
not used z,   nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  0000000000000000

;
; 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
Unbridged,  4,1,  1,0,0,   no, 1, 5, 5,   no, 1, 5,  6, Tun,  yes,; Drt
Plains,     2,2,  1,0,0,   no, 1, 5, 1,   no, 0,15,  0,  no,  no, ; Pln
Polder,     2,2,  2,0,0,   no, 1, 5, 2,   no, 0,10,  0,  no,  no, ; Grs
Woods,      4,3,  1,0,0,   no, 0, 5, 5,   no, 0, 0,  0,  no,  no, ; For
Heights,    4,4,  1,0,0,   no, 1,10, 0,   no, 3,10,  1,  no,  no, ; Hil
Minor River,4,1,  2,0,0,   no, 0, 0, 0,   no, 1,10,  6,  no,  no, ; Mou
Bridged,    2,1,  1,0,0,   no, 1,10, 1,   no, 0, 0,  0,  no,  no, ; Tun
Minefield,  6,1,  1,0,0,   no, 0, 0, 0,   Pln,0, 0,  3,  no,  yes,; Gla
Swamp,      6,3,  1,0,0,   no, 0,15, 6,   no, 0,15,  0,  no,  yes,; Swa
Major Bridge,2,2, 1,0,0,   no, 0,15, 6,   no, 0,15,  0,  no,  no, ; Jun
Major River,1,2,  2,0,0,   no, 0, 0, 0,   no, 0, 0,  0,  no,  no, ; Oce
Locks,      1,2,  1,0,0,
Cattle,     1,2,  2,0,1,
Grassland,  1,2,  2,1,0,
Deer,       2,3,  2,0,0,
Church,     2,4,  1,0,0,
Tulips,     3,6,  2,0,1,
Drawbridge, 1,2,  1,0,0,
Antitank,   2,2,  1,0,0,
Waterfowl,  2,3,  2,0,0,
Canteliever,2,3,  1,0,0,
Barge,      1,2,  2,0,2,
Mooring,    1,2,  1,0,0,
Windmill,   1,2,  1,2,0,
Grassland,  1,2,  2,1,0,
Lumbermill, 2,3,  1,1,0,
Orchard,    2,4,  2,0,0,
Water Mill, 3,6,  2,1,0,
Pontoon,    1,2,  1,0,0,
Antipersonnel,2,2,1,0,0,
Bullrushes, 2,3,  1,0,0,
Trestle,    2,3,  1,0,0,
Fish,       1,2,  3,0,1,


@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      General,     Empress
Monarchy,       General,     Queen
Communism,      Comrade,     Comrade
Fundamentalism, Field Marshal,Fog
Republic,       Consul,      Consul
Democracy,      General,     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,
von Rundstedt,    Maria Theresa,   0, 3, 3, Germans,     German,      1, -1,  1, 
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 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
Montgomery,   Elizabeth I,         1, 6, 3, English,     English,     0,  1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

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



;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
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
Lieutenant
Major
Lieutenant-Colonel
Brigadier
Major-General
Field Marshal

@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
1		; Chi/11
2		; CoL/12
3		; CA/13
4		; Cmb/14
0		; Cmn
5		; Cmp/16
6		; Csc/17
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
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
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,       
00000000		;Babylonians, Babylonian, 
00000000		;Germans,     German,      
00000000		;Egyptians,   Egyptian,    
00000000		;Americans,   American,  
00000000		;Greeks,      Greek,       
00000000		;Indians,     Indian,     
00000000		;Russians,    Russian,    
00000000		;Zulus,       Zulu,        
00000000		;French,      French,      
00000000		;Aztecs,      Aztec,      
00000000		;Chinese,     Chinese,     
00000000		;English,     English,     
00000000		;Mongols,     Mongol,      
00000000		;Celts,       Celtic,     
00000000		;Japanese,    Japanese,   
00000000		;Vikings,     Viking,      
00000000		;Spanish,     Spanish,   
00000000		;Persians,    Persian,     
00000000		;Carthaginians, Carthaginian, 
00000000		;Sioux,       Sioux,     

00000000		; Saladin,    ...,     
00000000		; Atawallpa,  ...,    

; 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 - 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

@UNITS_ADVANCED
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000010  ;Settlers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10110000  ;engineers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Warriors
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Phalanx
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Archers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Legion
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Pikemen
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Musketeers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Fanatics
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;flail
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Alpine Troops
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Riflemen
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Marines
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Paratroopers
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Mech. Inf.
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Horsemen
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Chariot
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Elephant
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Crusaders
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Knights
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Dragoons
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Cavalry
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Armor
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Catapult
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cannon
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Artillery
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Howitzer
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Fighter
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Bomber
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Helicopter
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Stlth Ftr.
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Stlth Bmbr.
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Trireme
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Caravel
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Galleon
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Frigate
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Ironclad
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Destroyer
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Cruiser
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;AEGIS Cruiser
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Battleship
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Submarine
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Carrier
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Transport
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Cruise Msl.
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Nuclear Msl.
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Diplomat
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Commando
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Garrison
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10010000  ;Freight
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 1
11111111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;ferry 1
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 1
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 2
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 3
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 4
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 5
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 6
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 7
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 8
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 9
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 10
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 11
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 11010001  ;Sapper 12
11111111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;ferry 2
11111111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;ferry 3
11111111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;ferry 4
11111111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;ferry 5
11111111, 00000000,10, 0000000000000000,0000000000000000,0000000000000000, 11000000  ;ferry 6
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 2
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 3
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 4
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 5
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 6
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 7
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 8
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 9
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;glider 10
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;Bofors SPAA
11111111, 00000000,-1, 0000000000000000,0000000000000000,0000000000000000, 10000000  ;engineers
		

@MAP_TRANSPORT_RELATIONSHIPS
1,2
3,4
1,3

; map, primary unit type, secondary unit type

@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     
0,0,3	;Indians  
0,0,3	;Russians    
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
GerAssault.wav  ; Settlers
<none>  	; Engineers
BritAssault.wav ; Warriors
AmerAssault.wav ; Phalanx
AmerAssault.wav ; Archers
PolAssault.wav  ; Legion
ArtilleryB.wav  ; Pikemen
Jeep.wav        ; Musketeers
ArtilleryB.wav  ; Fanatics/9
Armour.wav  	; Partisans
Armour.wav  	; Alpine Troops
Armour.wav  	; Riflemen
Armour.wav  	; Marines
Armour.wav  	; Paratroopers
AC.wav  	; Mech. Inf.
Halftrack.wav  	; Horsemen
ArtilleryB.wav  ; Chariot
Artillery.wav  	; Elephant/18
Artillery.wav  	; Crusaders
Artillery.wav  	; Knights
ArtilleryG.wav  ; Dragoons
BritAssault.wav ; Cavalry
BritAssault.wav ; Armour
aircombt.wav  	; Catapult
aircombt.wav    ; Cannon
aircombt.wav  	; Artillery
aircombt.wav 	; Howitzer/27
aircombt.wav  	; Fighter
aircombt.wav  	; Bomber
aircombt.wav  	; Helicopter
jetcombt.wav 	; Stlth Ftr.
Armour.wav   	; Stlth Bmbr.
Armour.wav   	; Trireme
Armour.wav  	; Caravel
Armour.wav   	; Galleon
Armour.wav   	; Frigate/36
AC.wav   	; Ironclad
Halftrack.wav   ; Destroyer
SPAA.wav   	; Cruiser/AA?
ArtilleryG.wav  ; AEGIS Cruiser
ArtilleryG.wav  ; Battleship
Rocket.wav  	; Submarine
GerAssault.wav  ; Carrier
GerAssault.wav  ; Transport
GerAssault.wav  ; Cruise Msl./45
SSAssault.wav   ; Nuclear Msl.
<none>  	; Diplomat
Spysilencer.wav ; Spy
GerAssault.wav  ; Caravan
BritAssault.wav ; Freight
<none>  	; Explorer
<none>  	; Extra Land
<none> 		; Extra Ship
<none>  	; Extra Air/54
<none>  	; New Unit a
<none>  	; New Unit b
<none>  	; New Unit c
<none>  	; New Unit d
<none>  	; New Unit e
<none>  	; New Unit f
<none>  	; New Unit g
<none>  	; New Unit h
<none>  	; New Unit i/63
<none>  	; New Unit j
ArtilleryB.wav  ; New Unit k
Halftrack.wav  	; New Unit l
Armour.wav  	; New Unit m
Armour.wav  	; New Unit n
<none>  	; New Unit o
<none>  	; New Unit p
<none>  	; New Unit q
<none>  	; New Unit r
<none>  	; New Unit s
<none>  	; New Unit t
<none>  	; New Unit u
<none>  	; New Unit v
<none>  	; New Unit w
<none>  	; New Unit x
SPAA.wav	; New Unit y
<none>  	; New Unit z

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

; please do not remove this line

