///////////////////////////////////////////////////////////////////////////// // milfew.aip
// // 
// // milfew.aip
// // 
// Specifies the behavior of the Strategic Combat system for Civ  
///////////////////////////////////////////////////////////////////////////////  
#include "aipdef.h"   
    
    
// PRIORITIES  
//  
// Although these priorities should be principally set by the fuzzy system,  
// for testing purposes, I've put the ability specify any or all of them to  
// be changed in a big fat wad when the AIP switches.  
    
double seige_priority = 405000.0; 
double attack_troops_priority = 405000.0; 
double bombard_priority = 407000.0; 
double perimeter_priority = 5000.0; 
double patrol_priority = 5000.0; 
double harass_priority = 7000.0; 
double expel_priority = 7000.0; 
double chokepoint_priority = 1000.0; 
/// begin special unit bids  
// MODIFIERS   
    
    
// Raw Priority  
double max_threat_raw_bonus = 1000.0; 
double distance_from_home_priority_modifier = 500.0; 
double distance_from_enemy_priority_modifier = 250.0; 
double max_chokepoint_raw_bonus = 1000.0; 
double random_modifier = 10.0; 
double max_power_raw_bonus = 1000.0; 
double max_value_raw_bonus = 1000.0; 
double danger_diminishment = 0.5; 
double max_danger_raw_bonus = 1000.0; 
    
// Some city based goals will make the priority higher for bigger cities  
double per_capita_modifier = 500.0; 
    
// Some city based goals will make the priority higher closer threats  
double threat_proximity_modifier = 1000.0; 
    
// Unit specific modifiers  
double max_misc_bid_bonus = 1000.0; 
    
// modifier of raw priority computed by fuzzy system  
//  (1.0 = 100% of fuzzy system computed value)  
    
// If a particular type of goal prefers (but does not demand) some type  
// of unit, add this to the priority  
    
    
    
    
    
    
// FORCE MATCHING  
    
// MAX GOALS PER CITY  
//  
// These values are used for an AI team to define the maximum number of each  
// type of goal to consider in a given round.  The number is defined per city  
// in the empire, so if the empire had 10 cities, and MAX_ATTACK_GOALS was  
// 0.5, we'd only allow 5 attacks per round  
#define MAX_EVAL_DEFENSE_GOALS 2 
#define MAX_EVAL_SEIGE_GOALS 2 
#define MAX_EVAL_EXPLORE_GOALS -15 
#define MAX_EVAL_ENSLAVE_GOALS -25 
   
#define MAX_EXEC_SEIGE_GOALS -3 
#define MAX_EXEC_ENSLAVE_GOALS -4 
   
   
///////////////////////////////////////////////////////////////////////////////  
//  
// New Units Build List Stuff  
//  
///////////////////////////////////////////////////////////////////////////////  
//  
///////////////////////////////////////////////////////////////////////////////  
//  
// The Build Data  
//  
// This specifies a number of lists, from each of which EXACTLY ONE type of  
// unit will try to get built (in whatever quantity is specified)  
// Troops_Primary take precedence over Improvements and Wonders.  
// Troops_Core are interleaved with Improvements and Wonders. Wonders  
// score just over 8000, Improvements just under 8000. The Troops_Core  
// score is doubled for the first unit then bonus and given as is for the last  
// requested unit, so bids over 4000 drown out buildings for part of the build list.  
// Unit bids over 8000 drown out all buildings and wonders until fulfilled.  
Build_List_Class Build_List_Classes[MAX_BUILD_LISTS];  
#DATA  
//LIST NAME PRIORITY  
//----------------------------------------------------  
"Land_Settler_Troops_Primary", 10500.0; 
"Sea_Settler_Troops_Primary", 11000.0; 
"Space_Settler_Troops_Primary", 11000.0; 
"Scout_Troops_Primary", 25000.0;
"Land_Troops_Primary", 6000.0; 
"Land_Strike_Troops_Primary", 6000.0; 
"Land_Ranged_Troops_Primary", 6000.0; 
"Sea_Troops_Primary", 6000.0; 
"Air_Defender_Troops_Primary", 10000.0; 
"Space_Defense_Troops_Primary", 10000.0; 
// END PRIMARY  
"Settler_Troops_Core", 3500.0; 
"Slaver_Troops_Core", 6001; 
"Abolitionist_Troops_Core", 6001; 
"Diplomatic_Troops_Core", 4500.0; 
"Scout_Troops_Core", 2900.0; 
"Spy_Troops_Core", 4500.0; 
"Infector_Troops_Core", 2500.0; 
"Ecoterrorist_Troops_Core", 2500.0; 
"Defend_Troops_Core", 3500.0; 
"Assault_Troops_Core", 3500.0; 
"Ranged_Troops_Core", 3500.0; 
"Naval_Attack_Troops_Core", 3550.0; 
"Naval_Defense_Troops_Core", 3550.0; 
"Naval_Tranport_Troops_Core", 4501.0; 
"Carrier_Naval_Transport_Troops_Core", 1650.0; 
"Naval_Stealth_Troops_Core", 3550.0; 
"Air_Attack_Troops_Core", 2000.0; 
"Air_Bomber_Troops_Core", 2000.0; 
"Air_Defender_Troops_Core", 2000.0; 
"Space_Assault_Troops_Core", 2000.0; 
"Space_Defense_Troops_Core", 2000.0; 
"Space_Bomber_Troops_Core", 2000.0; 
"Nuke_Troops_Core", 3500.0; 
"Lawyer_Troops_Core", 3000.0; 
"Branch_Troops_Core", 3000.0; 
"Ad_Troops_Core", 3000.0; 
"Terror_Troops_Core", 3500.0; 
// END CORE  
"Settler_Troops_Overflow", 3000.0; 
"Cow_Troops_Overflow", 1500.0; 
"Slaver_Troops_Overflow", 1500.0; 
"Scout_Troops_Overflow", 1500.0; 
"Defend_Troops_Overflow", 1500.0; 
"Assault_Troops_Overflow", 1500.0; 
"Ranged_Troops_Overflow", 1500.0; 
"Naval_Attack_Troops_Overflow", 1000.0; 
"Naval_Defense_Troops_Overflow", 1000.0; 
"Naval_Tranport_Troops_Overflow", 1000.0; 
"Naval_Stealth_Troops_Overflow", 1000.0; 
"Air_Attack_Troops_Overflow", 1000.0; 
"Air_Bomber_Troops_Overflow", 1000.0; 
"Air_Defender_Troops_Overflow", 1000.0; 
"Space_Assault_Troops_Overflow", 1000.0; 
"Space_Defense_Troops_Overflow", 1000.0; 
"Space_Bomber_Troops_Overflow", 1000.0; 
"Nuke_Troops_Overflow", 1000.0; 
"Terror_Troops_Overflow", 1000.0; 
"Wormhole_Probe_Troops", 100000.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// LIST NOTES.  
//   
// For each line item in a list, you need to specify a different number of  
// units per city  
//  
///////////////////////////////////////////////////////////////////////////////  
///////////////////////////////////////////////////////////////////////////////  
// Land_Settler_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Settler_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SETTLER", -2;
      "UNIT_COLONIST", -2.0;
      "UNIT_COMBAT_ENGINEER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////
// Sea_Settler_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Sea_Settler_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SEA_ENGINEER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////
// Space_Settler_Troops_Primary  -- Sea Settler  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Settler_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SPACE_ENGINEER", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////
// Scout_Troops_Primary   
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Scout_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------
 "UNIT_CHASSEUR",  -1.0;
 "UNIT_TRACKER",  -1.0;
 "UNIT_SCOUT_SUB",  -1.0;
 "UNIT_SPY_SAT",  -1.0;
 "UNIT_COMMANDO",  -1.0;
 "UNIT_RANGER",  -1.0;
 "UNIT_SCOUT",  -1.0;
      "UNIT_WARRIOR",  -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Land_Troops_Primary
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLEOID", 0.2;
 "UNIT_ASSAULT_DROID", 1.5;
 "UNIT_MECHANIZED_INFANTRY", 1.5;
 "UNIT_CHEM", 1.0;
 "UNIT_CONSCRIPT", 1.5;
 "UNIT_MUSKETEERS", 1.5;
 "UNIT_EARLY_MUSKETEER", 1.5;
 "UNIT_LEGION", 2.0;
 "UNIT_SPEARMAN", 1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Land_Strike_Troops_Primary   
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Strike_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPACE_MARINES", 0.2;
 "UNIT_CYBERPANZER", 0.5;
 "UNIT_FUSION_TANK", 0.8;
 "UNIT_TANK", 0.5;
 "UNIT_FASCIST", 0.4;
 "UNIT_CAVALRY", 0.4;
 "UNIT_HUSSAR", 0.2;
 "UNIT_TEMPLAR", 0.2;
 "UNIT_KNIGHT", 0.4;
 "UNIT_HORSEMEN", 0.4;
 "UNIT_SAMURAI", 0.2;
 "UNIT_REAL_CHARIOT", 0.4;
 "UNIT_HOLY_WARRIOR", 0.2;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Land_Ranged_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Land_Ranged_Troops_Primary[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLEOID", 0.2;
 "UNIT_BATTLEBOT", 0.4;
 "UNIT_MOBILE_GUN", 0.4;
 "UNIT_MACHINE_GUNNER", 0.4;
 "UNIT_CROSSBOWMAN", 0.4;
 "UNIT_CHARIOT", 0.3;
 "UNIT_SLINGER", 0.3;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Sea_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Sea_Troops_Primary[MAX_ELEMENTS];  
   
#DATA
//  
//--------------------------------------------------------------------  
 "UNIT_DREADNOUGHT", 0.2;
 "UNIT_PLASMA_DESTROYER", 0.25;
 "UNIT_ESCORT_CRUISER", 0.2;
 "UNIT_BATTLESHIP", 0.25;
 "UNIT_IRONCLAD", 0.25;
 "UNIT_SHIP_OF_THE_LINE", 0.2;
 "UNIT_LONGSHIP", 0.15;
 "UNIT_GREEK_FIRE_TRIREME", 0.1;
 "UNIT_TRIREMES", 0.1;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Air_Defender_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Defender_Troops_Primary[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_STEALTH_FIGHTER", 0.15;
 "UNIT_INTERCEPTORS", 0.15;
 "UNIT_SPY_PLANE", 0.2;
 "UNIT_AAGUN", 1.5;
 "UNIT_FIGHTER", 0.1;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Space_Defense_Troops_Primary  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Defense_Troops_Primary[MAX_ELEMENTS];  
   
#DATA
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLE_CRUISER", -2.0;
 "UNIT_ION_FRIGATE", 0.2;
 "UNIT_DEVASTATOR", 0.15;
 "UNIT_STEALTH_FIGHTER", 0.15;
 "UNIT_DEFCON_SAT", 0.2;
#END_DATA  
///////////////////////////////  
/// END PRIMARY LISTS  
///////////////////////////////  
///////////////////////////////////////////////////////////////////////////////  
// Settler_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Settler_Troops_Core[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SETTLER", -1.0;
      "UNIT_COLONIST", -1.0;
      "UNIT_COMBAT_ENGINEER", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////
// Slaver_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Slaver_Troops_Core[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SLAVER", -1.0;
      "UNIT_DOMINATRIX", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Abolitionist_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Abolitionist_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_CYBER_NINJA", -1.0;
 "UNIT_ABOLITIONIST", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Diplomatic_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Diplomatic_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
  "UNIT_DIPLOMAT", -2.0;
  "UNIT_POLICEMAN", -2.0;
  "UNIT_PSIOPS", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Scout_Troops_Core
//
// Defines the types of ground troops we want to be building
//
Build_List_Element Scout_Troops_Core[MAX_ELEMENTS];
#DATA
//
//--------------------------------------------------------------------
 "UNIT_PLASMATICA", -3.0;
 "UNIT_KRAKEN", -2.0;
 "UNIT_AIRCRAFT_CARRIER", -2.0;
 "UNIT_ARMOURED_RECON", -3.0;
 "UNIT_ZEPPELIN", -2.0;
 "UNIT_CHARIOT", -3.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Spy_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Spy_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_AQUA", -3.0;
 "UNIT_CYBER_NINJA", -3.0;
 "UNIT_SPY", -3.0;
 "UNIT_ASSASSIN", -2.0;
 "UNIT_MISSY", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Infector_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Infector_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_INFECTOR", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Ecoterrorist_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ecoterrorist_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ECOTERRORIST", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Defend_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Defend_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_LEVIATHAN", 0.75;
 "UNIT_PLASMATICA", 1.0;
 "UNIT_LAND_WARRIOR", 1.2;
 "UNIT_COMMIE", 0.6;
 "UNIT_MACHINE_GUNNER", 1.2;
 "UNIT_PIKEMEN", 1.2;
 "UNIT_HOPLITE", 1.2;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Assault_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Assault_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SERAPHIM", 0.4;
 "UNIT_SWARM", 0.4;
 "UNIT_VALKYRIE", 0.4;
 "UNIT_MOBILE_INFANTRY", 0.4;
 "UNIT_PARATROOPER", 0.2;
 "UNIT_MARINES", 0.4;
 "UNIT_CONQUISTADOR", 0.4;
 "UNIT_HUSCARL", 0.4;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Ranged_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ranged_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_EARTHSHAKER", 0.75;
 "UNIT_ARTILLERY", 0.75;
 "UNIT_CANNON", 0.75;
 "UNIT_CATAPULT", 0.5;
 "UNIT_GREEK_FIRE", 0.75;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Attack_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Attack_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_DREADNOUGHT", 0.25;
 "UNIT_PLASMA_DESTROYER", 0.25;
 "UNIT_BATTLESHIP", 0.25;
 "UNIT_IRONCLAD", 0.3;
 "UNIT_SHIP_OF_THE_LINE", 0.25;
 "UNIT_LONGSHIP", 0.25;
 "UNIT_GREEK_FIRE_TRIREME", 0.2;
 "UNIT_TRIREMES", -2.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Defense_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Defense_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_KRAKEN", 0.25;
 "UNIT_DEEP_GUARD", 0.4;
 "UNIT_ESCORT_CRUISER", 0.25;
 "UNIT_FRIGATE", 0.3;
 "UNIT_DESTROYER", 0.3;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Transport_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Tranport_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_HAULER", 0.2;
 "UNIT_CRAWLER", 0.2;
 "UNIT_SPACE_PLANE", 0.2;
 "UNIT_HOPPER", 0.1;
 "UNIT_C17_TRANSPORT_USE", 0.2;
 "UNIT_HOVERCRAFT", 0.1;
 "UNIT_TROOP_SHIP", 0.2;
 "UNIT_ZEPPELIN", 0.15;
 "UNIT_CARAVEL", 0.2;
 "UNIT_SKIFF", 0.2;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Carrier_Naval_Transport_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Carrier_Naval_Transport_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_KRAKEN", -2.0;
 "UNIT_AIRCRAFT_CARRIER", -2.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Stealth_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Stealth_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_STEALTH_SUB", 0.3;
 "UNIT_SUBMARINE", 0.3;
 "UNIT_EARLY_SUB", 0.3;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Attack_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Attack_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLEOID", 0.1;
 "UNIT_HANNABU", 0.2;
 "UNIT_GUNSHIP", 0.2;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Bomber_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Bomber_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_OBLITERATOR", 0.2;
 "UNIT_STEALTH_BOMBER", 0.2;
 "UNIT_BOMBER", 0.2;
#END_DATA    
///////////////////////////////////////////////////////////////////////////////  
// Air_Defender_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Defender_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ARACHNOPOD", 0.5;
 "UNIT_BATTLEBOT", 0.5;
 "UNIT_MOBILE_SAM", 1.2;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Space_Assault_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Assault_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLE_CRUISER", -2.0;
 "UNIT_PHANTOM", -1.0;
 "UNIT_ION_FRIGATE", 0.2;
 "UNIT_DEVASTATOR", -5.0;
 "UNIT_STEALTH_FIGHTER", -5.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Defense_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Defense_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_PLASMATICA", 2.0;
 "UNIT_LAND_WARRIOR", 2.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Bomber_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Bomber_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SPACE_BOMBER", -6.0;
 "UNIT_ORBITAL_CANNON", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Nuke_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Nuke_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_PARK_RANGER", -1.0;
 "UNIT_ROKKIT", -2.0;
 "UNIT_NUKE", -3.0;
 "UNIT_A_BOMB", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Lawyer_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Lawyer_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_GOD_SOLDIER", -2.0;
 "UNIT_BOUNTY", -2.0;
 "UNIT_ENFORCER", -6.0;
 "UNIT_COMMIE", -6.0;
 "UNIT_LAWYER", -2.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Branch_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Branch_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_CORPORATE_BRANCH", -5.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Ad_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ad_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SUBNEURAL_ADS", -2.0;
 "UNIT_STEALTH_LAUNCHER", -1.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Terror_Troops_Core  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Terror_Troops_Core[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_GOD_SOLDIER", -1.0;
 "UNIT_ECOTERRORIST", -2.0;
 "UNIT_INFECTOR", -2.0;
 "UNIT_GUERILLA", -2.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Settler_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Settler_Troops_Overflow[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SETTLER", -2.0;
      "UNIT_COLONIST", -2.0;
      "UNIT_COMBAT_ENGINEER", -2.0;
      "UNIT_AUTOWAR", -2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Cow_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Cow_Troops_Overflow[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_TELEVANGELIST", -1.0;
      "UNIT_CLERIC", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Slaver_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Slaver_Troops_Overflow[MAX_ELEMENTS];  
   
#DATA  
//  
//--------------------------------------------------------------------  
      "UNIT_SLAVER", -1.0;
      "UNIT_DOMINATRIX", -1.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Scout_Troops_Overflow
//
// Defines the types of ground troops we want to be building
//
Build_List_Element Scout_Troops_Overflow[MAX_ELEMENTS];
#DATA
//
//--------------------------------------------------------------------
 "UNIT_GOD_SOLDIER", 0.25;
 "UNIT_PHANTOM", 0.1;
 "UNIT_ECOTERRORIST", 0.5;
 "UNIT_CHASSEUR",  0.5;
 "UNIT_CYBER_NINJA", 0.5;
 "UNIT_INFECTOR", 0.25;
 "UNIT_SPY", 0.5;
 "UNIT_FANATIC", 0.15;
 "UNIT_CHARIOT", 0.5;
 "UNIT_HORSEMEN", 0.5;
 "UNIT_CAVALRY", 0.5;
 "UNIT_ASSASSIN", 0.5;
 "UNIT_MISTRESS", 0.5;
 "UNIT_WARRIOR", 0.1;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Defend_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Defend_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_PLASMATICA", 2.0;
 "UNIT_EARTHSHAKER", 2.0;
 "UNIT_PARATROOPER", 2.0;
 "UNIT_MARINES", 2.5;
 "UNIT_CHEM", 4.0;
 "UNIT_ARTILLERY", 3.0;
 "UNIT_FASCIST", 3.0;
 "UNIT_CONQUISTADOR", 2.5;
 "UNIT_GREEK_FIRE", 3.0;
 "UNIT_HORSEMEN", 4.0;
 "UNIT_SAMURAI", 2.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
// Assault_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Assault_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_HANNABU", 2.0;
 "UNIT_ASSAULT_DROID", 2.0;
 "UNIT_GUNSHIP", 2.0;
 "UNIT_CONSCRIPT", 4.0;
 "UNIT_MUSQUETEERS", 3.0;
 "UNIT_EARLY_MUSQUETEER", 3.0;
 "UNIT_PIKEMEN", 3.0;
 "UNIT_LEGION", 3.0;
 "UNIT_SPEARMAN", 2.0;
 "UNIT_WARRIOR", 2.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Ranged_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Ranged_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_PLASMATICA", 2.0;
 "UNIT_ABOMINATION", 3.0;
 "UNIT_LAND_WARRIOR", 2.0;
 "UNIT_MECHANIZED_INFANTRY", 2.0;
 "UNIT_CHEM", 2.5;
 "UNIT_MUSQUETEERS", 2.0;
 "UNIT_EARLY_MUSQUETEER", 2.0;
 "UNIT_CATAPULT", 2.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Attack_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Attack_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_DREADNOUGHT", 0.15;
 "UNIT_PLASMA_DESTROYER", 0.25;
 "UNIT_ESCORT_CRUISER", 0.25;
 "UNIT_BATTLESHIP", 0.25;
 "UNIT_IRONCLAD", 0.25;
 "UNIT_SHIP_OF_THE_LINE", 0.20;
 "UNIT_LONGSHIP", 0.15;
 "UNIT_GREEK_FIRE_TRIREME", 0.15;
 "UNIT_TRIREMES", 0.15;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Defense_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Defense_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_KRAKEN", 0.2;
 "UNIT_DEEP_GUARD", 0.5;
 "UNIT_PLASMA_DESTROYER", 0.75;
 "UNIT_FRIGATE", 0.75;
 "UNIT_DESTROYER", 0.75;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Transport_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Tranport_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_CRAWLER", 0.2;
 "UNIT_KRAKEN", 0.3;
 "UNIT_AIRCRAFT_CARRIER", 0.3;
 "UNIT_HOVERCRAFT", 0.2;
 "UNIT_TROOP_SHIP", 0.2;
 "UNIT_CARAVEL", 0.3;
 "UNIT_LONGSHIP", 0.2;
 "UNIT_SKIFF", 0.5;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Naval_Stealth_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Naval_Stealth_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_STEALTH_SUB", 0.15;
 "UNIT_DEEP_GUARD", 0.3;
 "UNIT_SUBMARINE", 0.15;
 "UNIT_EARLY_SUB", 0.15;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Attack_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Attack_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLEOID", 0.2;
 "UNIT_SWARM", 0.3;
 "UNIT_HANNABU", 0.2;
 "UNIT_STEALTH_FIGHTER", 0.3;
 "UNIT_INTERCEPTORS", 0.3;
 "UNIT_GUNSHIP", 0.3;
 "UNIT_FIGHTER", 0.4;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Air_Bomber_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Bomber_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_OBLITERATOR", 0.25;
 "UNIT_STEALTH_BOMBER", 0.25;
 "UNIT_BOMBER", 0.25;
#END_DATA    
///////////////////////////////////////////////////////////////////////////////  
// Air_Defender_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Air_Defender_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_SDI_LASER", 2.0;
 "UNIT_MOBILE_SAM", 3.0;
#END_DATA       
///////////////////////////////////////////////////////////////////////////////  
// Space_Assault_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Assault_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLE_CRUISER", 0.2;
 "UNIT_PHANTOM", 0.1;
 "UNIT_ION_FRIGATE", 0.2;
 "UNIT_DEVASTATOR", 0.5;
 "UNIT_STEALTH_FIGHTER", 0.5;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Defense_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Defense_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_PLASMATICA", 3.0;
 "UNIT_LAND_WARRIOR", 3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Space_Bomber_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Space_Bomber_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_BATTLE_CRUISER", -1.0;
 "UNIT_SPACE_BOMBER", -6.0;
 "UNIT_ORBITAL_CANNON", -5.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Nuke_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Nuke_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_PARK_RANGER", -1.0;
 "UNIT_ROKKIT", -2.0;
 "UNIT_NUKE", -3.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Terror_Troops_Overflow  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Terror_Troops_Overflow[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "UNIT_ECOTERRORIST", -1.0;
 "UNIT_INFECTOR", -1.5;
 "UNIT_SPY", -2.0;
 "UNIT_FANATIC", -2.0;
 "UNIT_ABOLITIONIST", -2.0;
 "UNIT_ASSASSIN", -2.0;
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
// Wormhole_Probe  
//   
// Defines the types of ground troops we want to be building  
//  
Build_List_Element Wormhole_Probe_Troops[MAX_ELEMENTS];  
#DATA  
 "UNIT_WORMHOLE_PROBE",  -2.0;
//  
//--------------------------------------------------------------------  
#END_DATA     
///////////////////////////////////////////////////////////////////////////////  
//  
// New Building Build List Stuff  
//  
// There are a fixed number of lists here:  
//  
// Wonders_List  
// Transportation_List  
// Growth_List  
// Happiness_List  
// Production_List  
// Gold_List  
// Science_List  
// Defense_List  
// Miscellaneous_List  
//  
///////////////////////////////////////////////////////////////////////////////  
// Production threshholds 1.0 = top dog and 0.0 = loser  
double Wonders_List_Threshhold =  0.6; 
double Transportation_List_Threshhold =  0.4; 
double Growth_List_Threshhold =  0.2; 
double Happiness_List_Threshhold =  0.3; 
double Production_List_Threshhold = 0.7; 
double Gold_List_Threshhold =  0.4; 
double Science_List_Threshhold =  0.5; 
double Defense_List_Threshhold =  0.2; 
double Miscellaneous_List_Threshhold =  0.0; ///////////////////////////////////////////////////////////////////////////////  
//  
// Wonders_List  
//   
Building_Build_List_Element Wonder_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"WONDER_WORMHOLE_DETECTOR", 20000.0; 
"WONDER_HAGIA_SOPHIA", 9350.0; //TLL 15/6/99 changed Hagia Sophia order to 2nd, increased priority
"WONDER_STONEHENGE", 9100.0; 
"WONDER_SPHINX", 9100.0; 
"WONDER_LABRYINTH_OF_THE_MINOTAUR", 9250.0; 
"WONDER_HAMMURABI_CODEX", 9100.0; 
"WONDER_RAYAMANA", 9250.0; 
"WONDER_COLOSSUS", 9100.0; 
"WONDER_PARTHENON", 9250.0; 
"WONDER_MEROE_COURT", 8000.0; 
"WONDER_GREAT_LIBRARY", 9100.0; 
"WONDER_I_CHING", 9100.0; 
"WONDER_THE_FORBIDDEN_CITY", 8000.0; 
"WONDER_VIA_APPIA", 9100.0; 
"WONDER_PHILOSOPHERS_STONE", 5000.0; 
"WONDER_ASCETIC_VIRTUES", 9100.0; 
"WONDER_GUTTENBERGS_BIBLE", 9100.0; 
"WONDER_EAST_INDIA_COMPANY", 9100.0; 
"WONDER_MAGELLANS_JOURNEY", 5000.0; 
"WONDER_LEONARDOS_WORKSHOP", 9100.0; 
"WONDER_GALILEOS_TELESCOPE", 9100.0; 
"WONDER_LONDON_STOCK_EXCHANGE", 9350.0; 
"WONDER_EIFFEL_TOWER", 9100.0; 
"WONDER_EMANCIPATION_PROCLAMATION", 9100.0; 
"WONDER_EDISONS_LAB", 10000.0; 
"WONDER_HOLLYWOOD", 9100.0; 
"WONDER_KYOTO_PROTOCOL", 9000.0; 
"WONDER_MOON_LANDING", 9100.0; 
"WONDER_WORD_INTELLIGENCE_AGENCY", 9100.0; 
"WONDER_INTERNET", 9100.0; 
"WONDER_THE_UNITED_NATIONS", 9100.0; 
"WONDER_SETI_PROJECT", 9100.0; 
"WONDER_THE_PILL", 9250.0; 
"WONDER_HUMAN_GENOME_PROJECT", 9100.0; 
"WONDER_GLOBSAT", 9100.0; 
"WONDER_WAR_ON_TERROR", 9250.0; 
"WONDER_STAR_LADDER", 9100.0; 
"WONDER_STARSCRAPER", 9100.0; 
"WONDER_PLANETARY_SUPERCOMPUTER", 9100.0; 
"WONDER_GLOBAL_E_BANK", 9100.0; 
"WONDER_DINOSAUR_PARK", 9100.0; 
"WONDER_WORLD_WILDERNESS_ACT", 9100.0; 
"WONDER_GAIA_CONTROLLER", 9100.0; 
"WONDER_AI_ENTITY", 9100.0; 
"WONDER_EGALITARIAN_PROCLAMATION", 9100.0; 
"WONDER_SENSORIUM", 9100.0; 
"WONDER_NANITE_DEFUSER", 9100.0; 
"WONDER_ESP_CENTER", 9100.0; 
"WONDER_THE_PRIMER", 9100.0; 
"WONDER_THE_IMMUNE_CELL_PROJECT", 9100.0; 
"WONDER_ALPHA_CENTAURI_COLONY", 9100.0; 
"WONDER_MASTERS_VOICE", 9100.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Transportation_List  
//   
Building_Build_List_Element Transportation_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_RAIL_LAUNCHER", 2850.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Growth_List  
//   
Building_Build_List_Element Growth_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_SILO", 9990.0; 
"IMPROVE_CATTLE_FARM", 8990.0; 
"IMPROVE_AQUEDUCT", 9680.0; 
"IMPROVE_SILO_X", 5309.0; 
"IMPROVE_MECHA_FARM", 6898.0; 
"IMPROVE_BEEF_VAT", 4930.0; 
"IMPROVE_WATER_TRANSFORMER", 3939.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Happiness_List  
//   
Building_Build_List_Element Happiness_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "IMPROVE_STATUE", 8920.0;
 "IMPROVE_TEMPLE", 9960.0;
 "IMPROVE_THEATER", 8850.0;
 "IMPROVE_CIRCUS", 7740.0;
 "IMPROVE_AQUEDUCT", 9680.0; 
 "IMPROVE_HOSPITAL", 6930.0;
 "IMPROVE_PRISON", 6830.0;
 "IMPROVE_CATHEDRAL", 7360.0;
 "IMPROVE_MONASTERY", 6555.0;
 "IMPROVE_SILO_X", 6309.0; 
 "IMPROVE_TELEVISION", 6625.0;
 "IMPROVE_WATER_TRANSFORMER", 5939.0;
 "IMPROVE_HOUSE_OF_FREEZING", 5720.0; 
 "IMPROVE_BODY_EXCHANGE", 3829.0;
 "IMPROVE_ARCOLOGIES", 4919.0;
 "IMPROVE_ANDROID_SERVANTS", 4999.0;
 "IMPROVE_ANGEL_NET", 4899.0;
 "IMPROVE_DEODROME", 3975.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  N..
//  
// Production_List  
//   
Building_Build_List_Element Production_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "IMPROVE_POWER_GRID", 9960.0;
 "IMPROVE_MILL", 8960.0;
 "IMPROVE_FACTORY", 8780.0;
 "IMPROVE_POWER_PLANT", 5995.0;
 "IMPROVE_OIL_REFINERY", 7000.0;
 "IMPROVE_DRUG_STORE", 3950.0;
 "IMPROVE_NUCLEAR_PLANT", 3990.0;
 "IMPROVE_ARTIFICIAL_WOMB_COMPLEX", 5890.0;
 "IMPROVE_ROBOTIC_PLANT", 3890.0;
 "IMPROVE_POPULATION_MONITOR", 6000.0; 
 "IMPROVE_FUSION_PLANT", 5800.0;
 "IMPROVE_SINGULARITY_PLANT", 3790.0;
 "IMPROVE_RECYCLING_PLANT", 2000.0;
 "IMPROVE_SOLAR_PLANT", 1990.0;
 "IMPROVE_ZERO_EMISSION_VEHICLES", 1980.0;
 "IMPROVE_SDI", 5990.0;
 "IMPROVE_THERMAL_BOREHOLE", 5990.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Gold_List  
//   
Building_Build_List_Element Gold_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_COMMERCIAL_NEXUS", 9960.0;
"IMPROVE_BAZAAR", 9900.0; 
"IMPROVE_COURTHOUSE", 9910.0; 
"IMPROVE_BANK", 7990.0; 
"IMPROVE_CITY_CLOCK", 4990.0; 
"IMPROVE_RADIO_STATION", 6330.0;
"IMPROVE_TELEVISION", 5930.0; 
"IMPROVE_AIRPORT", 5850.0; 
"IMPROVE_MOVIE_PALACE", 6949.0;
"IMPROVE_FINANCIAL_CENTER", 3150.0; 
"IMPROVE_HOUSE_OF_FREEZING", 4720.0; 
"IMPROVE_HOLOMARKET", 4920.0; 
"IMPROVE_NANITE_FACTORY", 4990.0;
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Science_List  
//   
Building_Build_List_Element Science_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_ACADEMY", 6980.0; 
"IMPROVE_LIBRARY", 6970.0; 
"IMPROVE_UNIVERSITY", 5950.0; 
"IMPROVE_INSTITUTE", 5940.0; 
"IMPROVE_COMPUTER_CENTER", 5850.0; 
"IMPROVE_EMBEDDED_KNOWLEDGE_CHIP", 4500.0; 
"IMPROVE_AI_MATRIX", 3800.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Defense_List  
//   
Building_Build_List_Element Defense_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_CITY_WALLS", 8170.0; 
"IMPROVE_FORTIFICATIONS", 4950.0; 
"IMPROVE_BIO_WARFARE_FILTERS", 2990.0; 
"IMPROVE_FORCEFIELD", 2950.0; 
#END_DATA  
/////////////////////////////////////////////////////////////////////////////// N.. 
//  
// Miscellaneous_List  
//   
Building_Build_List_Element Miscellaneous_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
"IMPROVE_SILO", 9900.0; 
"IMPROVE_CITY_WALLS", 9500.0; 
"IMPROVE_BAZAAR", 9000.0; 
"IMPROVE_COURTHOUSE", 8500.0; 
"IMPROVE_PRISON", 8330.0;
"IMPROVE_RADIO_STATION", 6330.0;
"IMPROVE_POPULATION_MONITOR", 8000.0; 
#END_DATA  
///////////////////////////////////////////////////////////////////////////////  
//  
// Advancements_List  
//   
Advancement_Element Advancements_List[MAX_ELEMENTS];  
#DATA  
//  
//--------------------------------------------------------------------  
 "ADVANCE_MINING"; 
 "ADVANCE_BRONZE_WORKING"; 
 "ADVANCE_IRRIGATION"; 
 "ADVANCE_ENGINEERING"; 
 "ADVANCE_JURISPRUDENCE"; 
 "ADVANCE_AGRICULTURAL_REVOLUTION"; 
 "ADVANCE_CANNON_MAKING"; 
 "ADVANCE_MECHANICAL_CLOCK"; 
 "ADVANCE_INDUSTRIAL_REVOLUTION"; 
 "ADVANCE_COMMUNISM"; 
 "ADVANCE_RAILROAD"; 
 "ADVANCE_OIL_REFINING"; 
 "ADVANCE_MASS_PRODUCTION"; 
 "ADVANCE_POLICE"; 
 "ADVANCE_EXPLOSIVES"; 
 "ADVANCE_CHEMICALS"; 
 "ADVANCE_PHARMACEUTICALS"; 
 "ADVANCE_NUCLEAR_ENERGETICS"; 
 "ADVANCE_GENETICS";
 "ADVANCE_HUMAN_CLONING"; 
 "ADVANCE_ROBOTICS"; 
 "ADVANCE_SEA_COLONIES"; 
 "ADVANCE_GENETIC_TAILORING"; 
 "ADVANCE_CRUST_ENGINEERING"; 
 "ADVANCE_TECHNOCRACY"; 
 "ADVANCE_ASTEROID_MINING"; 
 "ADVANCE_MANTLE_ENGINEERING"; 
 "ADVANCE_SINGULARITY_POWER"; 
 "ADVANCE_RELIGION"; 
 "ADVANCE_WRITING"; 
 "ADVANCE_ASTRONOMY"; 
 "ADVANCE_DOMESTICATION"; 
 "ADVANCE_STONE_WORKING"; 
 "ADVANCE_SHIP_BUILDING"; 
 "ADVANCE_ANATOMY"; 
 "ADVANCE_TRADE"; 
 "ADVANCE_WHEEL"; 
 "ADVANCE_HORSEBACK_RIDING"; 
 "ADVANCE_GEOMETRY"; 
 "ADVANCE_CARTOGRAPHY"; 
 "ADVANCE_PHILOSOPHY"; 
 "ADVANCE_BUREAUCRACY"; 
 "ADVANCE_MONARCHY"; 
 "ADVANCE_IRON_WORKING"; 
 "ADVANCE_CITY_STATE"; 
 "ADVANCE_CLASSICAL_EDUCATION"; 
 "ADVANCE_MERCHANT_GUILDS"; 
 "ADVANCE_CRAFTS"; 
 "ADVANCE_BANKING"; 
 "ADVANCE_STIRRUP"; 
 "ADVANCE_ALCHEMY"; 
 "ADVANCE_HULL_MAKING"; 
 "ADVANCE_THEOCRACY"; 
 "ADVANCE_MYSTICISM"; 
 "ADVANCE_MECHANICS"; 
 "ADVANCE_OCEAN_FARING"; 
 "ADVANCE_PRINTING_PRESS"; 
 "ADVANCE_GUNPOWDER"; 
 "ADVANCE_PERSPECTIVE"; 
 "ADVANCE_AGE_OF_DISCOVERY"; 
 "ADVANCE_MACHINE_TOOLS"; 
 "ADVANCE_AGE_OF_REASON"; 
 "ADVANCE_OPTICS"; 
 "ADVANCE_CAVALRY_TACTICS"; 
 "ADVANCE_CANNON_MAKING"; 
 "ADVANCE_NATIONALISM"; 
 "ADVANCE_PHYSICS"; 
 "ADVANCE_COLONIALISM"; 
 "ADVANCE_MEDICINE"; 
 "ADVANCE_DEMOCRACY"; 
 "ADVANCE_ECONOMICS"; 
 "ADVANCE_STEAM_MACHINE"; 
 "ADVANCE_RIFLED_GUNS"; 
 "ADVANCE_FUNDAMENTALISM"; 
 "ADVANCE_CHEMISTRY"; 
 "ADVANCE_CORPORATION"; 
 "ADVANCE_FOOD_PROCESSING"; 
 "ADVANCE_STEEL"; 
 "ADVANCE_ELECTRICITY"; 
 "ADVANCE_FASCISM"; 
 "ADVANCE_ELECTRIFICATION"; 
 "ADVANCE_LIBERALISM"; 
 "ADVANCE_TANK_WARFARE"; 
 "ADVANCE_LANDING_OPERATIONS"; 
 "ADVANCE_ELECTRONICS"; 
 "ADVANCE_AERODYNAMICS"; 
 "ADVANCE_HUMAN_RIGHTS"; 
 "ADVANCE_ENVIRONMENTALISM"; 
 "ADVANCE_QUANTUM_MECHANICS"; 
 "ADVANCE_CONSUMER_ELECTRONICS"; 
 "ADVANCE_JET_PROPULSION"; 
 "ADVANCE_LASER"; 
 "ADVANCE_COMBINED_ARMS"; 
 "ADVANCE_COMPUTER"; 
 "ADVANCE_ROCKETRY"; 
 "ADVANCE_NUCLEAR_WARFARE"; 
 "ADVANCE_MATERIAL_ENGINEERING"; 
 "ADVANCE_SPACE_FLIGHT"; 
 "ADVANCE_INFO_CULTURE"; 
 "ADVANCE_RAPID_DEPLOYMENT"; 
 "ADVANCE_GLOBAL_DEFENSE_INITIATIVE"; 
 "ADVANCE_MICROSURGERY";
 "ADVANCE_GLOBAL_COMMUNICATIONS_NETWORK"; 
 "ADVANCE_SCARCITY_ECONOMICS";
 "ADVANCE_BIONICS"; 
 "ADVANCE_MULTINATIONAL_REPUBLIC"; 
 "ADVANCE_SUPERCONDUCTOR"; 
 "ADVANCE_ADVANCED_COMPOSITES";
 "ADVANCE_UNIFIED_FIELD_THEORY"; 
 "ADVANCE_ARCOLOGIES"; 
 "ADVANCE_FUEL_CELLS"; 
 "ADVANCE_MEZOTECH"; 
 "ADVANCE_ANDROIDS"; 
 "ADVANCE_FUSION"; 
 "ADVANCE_AI_SURVEILLANCE"; 
 "ADVANCE_HARDWAR"; 
 "ADVANCE_LIQUID_BREATHING"; 
 "ADVANCE_BIONANOTECH"; 
 "ADVANCE_ECOTOPIA"; 
 "ADVANCE_NEURAL_SILICON_INTERFACE"; 
 "ADVANCE_INTELLIGENT_MATERIALS"; 
 "ADVANCE_SUBNEURAL_ADS"; 
 "ADVANCE_POWER_ARMOUR"; 
 "ADVANCE_FORCEFIELDS"; 
 "ADVANCE_FRICTIONLESS_SURFACES"; 
 "ADVANCE_CRYONICS"; 
 "ADVANCE_PERSONAL_ENCRYPTION"; 
 "ADVANCE_SPACE_COLONIES"; 
 "ADVANCE_HOLOLITURGY"; 
 "ADVANCE_DIMENSIONAL_PHYSICS"; 
 "ADVANCE_NANOASSEMBLY"; 
 "ADVANCE_WILL_TO_POWER"; 
 "ADVANCE_ULTRAPRESSURE_MACHINERY";
 "ADVANCE_ANTIMATTER_DRIVE"; 
 "ADVANCE_MIND_CONTROL"; 
 "ADVANCE_WILDERNESS_PRESERVATION_ACT"; 
 "ADVANCE_WORMHOLES"; 
 "ADVANCE_REPLICATORS"; 
 "ADVANCE_NANITES"; 
 "ADVANCE_CLOAKING";
 "ADVANCE_PSIONICS";
 "ADVANCE_ZERO_G_MANUFACTURING"; 
 "ADVANCE_LIFE_EXTENSION"; 
 "ADVANCE_GAIA_THEORY"; 
 "ADVANCE_BATTLEOIDS"; 
 "ADVANCE_MATTER_DISTORTION"; 
 "ADVANCE_GODHOOD"; 
 "ADVANCE_VIRTUAL_DEMOCRACY"; 
 "ADVANCE_INTERSTELLAR_TRAVEL"; 
 "ADVANCE_ALIEN_ARCHEOLOGY"; 
 "ADVANCE_DIVINE_EMPIRE"; 
 "ADVANCE_NANOSPHERE"; 
 "ADVANCE_SUSTAINED_REPLICATION"; 
#END_DATA  
