#GAME_CONCEPTS_KEYS
GCON_Age_of_Science
GCON_Agreements
GCON_Armies
GCON_Artifacts
GCON_Assimilation
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Collateral_Damage
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Embassies
GCON_Enslavement
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Flying
GCON_Food
GCON_Fortresses
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_It_Comes_From_Beneath
GCON_Keypad
GCON_Landmark_Terrain
GCON_Leaders
GCON_Locked_Alliances
GCON_Maintenance
GCON_Monoliths
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plague
GCON_Pollution
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Ritual_Sacrifice
GCON_Ruins
GCON_Shields
GCON_Short_Game_Modes
GCON_Skaven
GCON_Specialists
GCON_Spells
GCON_Spelltowers
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory	
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_WH_Mod_2.1a
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC


#GAME_CONCEPTS

#GCON_WH_Mod_2.1a
^
^This is a tweaked version of the mod, with a few changes for gameplay balance.
^
^The following units do not require any support from their parent nations and do [not] upgrade to other units any longer:
^Goblin Spearmen and Archers
^Bretonnian Peasant Archers
^Skink Warriors and Archers
^
^Other changes:
^You may not settle on Tundra squares.
^Herdstones available with Chaos Incursion and spawn Minotaurs every 12 turns, which are now unbuildable otherwise.
^Warg riders do not require iron.
^Magic users have 1 less HP than in the main mod and are slightly cheaper.
^Hammerers have greater defence ans cost and do not upgrade; Longbeards' defence lowered.
^Pistoliers, Trolls (And Chaos Trolls), Stegadons, Earth Elementals, Giants and Bone Giants weakened and cheapened.
^Chaos Warriors stronger/ more expensive.
^Iron not required for Marauders, who do not upgrade to Chaos Warriors and may be drafted by Chaos after discovery of Chaos Incursion.
^Phoenix and Black Guard have higher values but only one movement point.
^Witch Elves have higher defence.
^Shades have one movement point but all terrain as roads.
^Dark Elf Assassins do not treat all terrain as roads- but do not suffer movement penalties.
^Vampires reduced to just one movement!
^To build the Black Library you must already have a Library in the city.

#GCON_Artifacts
Artifacts
^
^To win the quest $LINK<victory=GCON_Victory>, you have to be the first to locate, then claim, the world's most powerful 
artifacts. There are ten of them:
^
^$LINK<The Doomfire Ring=BLDG_A_Doomfire_Ring>
^$LINK<The Horn of Urgok=BLDG_A_Horn_of_Urgok>
^$LINK<The Crown of Command=BLDG_A_Crown_of_Command>
^$LINK<Sunfang=BLDG_A_Sunfang>
^$LINK<Ghal-Maraz=BLDG_A_Ghal-Maraz>
^$LINK<The Forbidden Rod=BLDG_A_Forbidden_Rod>
^$LINK<The Claw of Nagash=BLDG_A_Claw_of_Nagash>
^$LINK<The Eye of Sheerian=BLDG_A_Eye_of_Sheerian>
^$LINK<The Crown of Domination=BLDG_A_Crown_of_Domination>
^$LINK<Laihtendrung=BLDG_A_Laihtendrung>

#GCON_Ritual_Sacrifice
Ritual Sacrifice
^
^
^Ritual Sacrifice allows evil factions to "sacrifice" workers, captured or not. You have to move the worker 
into a friendly city and select the "Sacrifice" button.
^
^If you wish to increase the value of a ritual sacrifice, you can build a $LINK<shrine=BLDG_Shrine> in 
a city. The presence of a shrine doubles the Culture Points gained for each sacrifice made in that city. 


#GCON_Landmark_Terrain
Landmark Terrain
^
^
^A pre-designed scenario (only) might feature "Landmark Terrain", which essentially is a variation on a
standard terrain type in order to alter that terrain's shield (production), food or commerce value(s).
If the game preference for [Show Food and Shields on Map] is ON, Landmark Terrain squares are shown on
the game map by a small gold diamond outline. As usual, information about a square's terrain can always be
determined by right-clicking on it.


#GCON_Enslavement 
Enslavement
^
^
^Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. 
A unit with the "enslave" capability has a 1/3 chance of enslaving a defeated unit everytime it wins a battle. 
As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned 
into another unit type (as specified in the editor) and is immediately under the control of the victorious player. 

#GCON_Locked_Alliances
Locked Alliances
^
^
^A pre-designed scenario (only) might begin with some (or all) civilizations grouped into several "Locked
Alliances". Members of a Locked Alliance have a permanent $LINK<Mutual Protection Pact=GCON_Agreements> with
each other. Therefore, a civilization that is part of a Locked Alliance is not allowed to conduct any type
of attack against another member of its alliance. Furthermore, if any civilization attacks another nation
that is part of a Locked Alliance, the attacker will find itself at war with all nations member to that
Locked Alliance.
^
^
^{Permanent War}  
^A Locked Alliance (and all of its member civilizations) might also find itself permanently at war -- right
from the start of the scenario -- with another Locked Alliance if so dictated by the scenario. Such a war is
permanent, and only ends when all members of one of the warring alliances have been eliminated (or the
scenario's time limit is reached).
^
^
^{Coalition Victory}
^A scenario featuring one or more Locked Alliances might specify that "Coalition Victory Conditions" are in effect.
In this case, victory criteria (score, victory points, cultural value, etc.) are summed for all allied players in
each Locked Alliance. As soon as any coalition has fulfilled the scenario's victory conditions the scenario ends
and all civilizations member to the winning coalition are awarded victory. 


#GCON_Volcanic_Eruptions
Volcanic Eruptions
^
^
^A $LINK<volcano=TERR_Volcano> is a disaster waiting to happen, as it can suddenly erupt with no warning. Most of
the time, however, a dark cloud begins to emanate from the volcano's "mouth" a few turns in advance of an eruption --
but such a warning cannot be guaranteed. Rest assured, however, once you notice a volcano beginning to smolder an
eruption is in the offing.
^
^{Lava Flow}  
^When a volcano erupts it spews forth lava -- in the form of $LINK<pollution=GCON_Pollution> -- that will mar the landscape of many of
the tiles adjacent to the volcanic mountain. Volcanic "fallout" can be cleaned up by $LINK<workers=GCON_Worker_Jobs>
set to clean up damage.

#GCON_Plague
Plague
^
^
^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out city population
and land units (except Kings). The effect of plague is exacerbated in larger cities, walled cities and cities
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>. Once the concept of $LINK<Medicine=TECH_Medicine>
is understood the effect of plague is much reduced.


#GCON_Craters
Craters
^
^
^Craters can occur in a non-city square due to bombardment attack. When a bombardment attack which eliminates
the last unit or terrain improvement in a square, a crater may be formed. Like pollution, the presence of
craters reduces a square's production, commerce, and food output by one.
^
^Only the most dangerous machines of war can create craters- only the Chaos $LINK<Hellcannon=PRTO_Hellcannon> can cause this.
^
^
^{Clearing Craters}  Craters can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.
 
#GCON_Barricades
Barricades
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [barricades], which are even more formidable than $LINK<Fortresses=GCON_Fortresses>. 
^
^A Barricades can only be built on a square already containing a Fortress. Even if unoccupied, barricades
automatically stops movement of a ground unit entering its square (unless that unit belongs to the same civilization
currently controlling the barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>
agreement through that land. Barricades become a fortress if their square is pillaged.
^
^Military units inside barricades have a few advantages.
^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus being in a Fortress).
^* The $LINK<zone of control=GCON_ZOC> exerted by the fortress still applies to a barricades.

#GCON_Bombardment_in_Ports
Bombardment in Ports
^
^
^A ship moored at a dock, or at anchor, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a
coastal city square being bombarded) are especially vulnerable to bombardment attacks.

#GCON_Collateral_Damage
Collateral Damage
^
^
^An attack by a unit with the “Collateral Damage” capability can potentially damage improvements in the
attacked square during the attack, representing damage to improvements, local structures or residents due
to combat (but not necessarily due to bombardment).

#GCON_Age_of_Science
Age of Science
^
^
^Every faction can experience an [Age of Science], a 20-turn period in which the 
$LINK<scientific research=GCON_Research> of each city in that civilization's empire is 25% more productive.
An Age of Science can only be triggered by a $LINK<scientific leader=GCON_Leaders>.

#GCON_Spells
Spells
^
^
^Spells work generally like Civ3 cruise missiles. Once they are built, they can make a single (lethal) bombardment 
and then are discarded. Spells have high strength and rate of fire values, thus can be extremely helpful when 
dealing with large units such as dragons, daemons, treemen, ogres or giants. Spells do not require support.
^
^Spell units are {immobile} but can be re-located (Shift-R) to another city or $LINK<spelltower=GCON_Spelltowers>.
^
^{spell				strength		range		rate of fire}
^$LINK<Fireblast=PRTO_SPELL_Fireblast>			8			4			3
^$LINK<Fireball=PRTO_SPELL_Fireball>			12			4			4
^$LINK<Stormbolt=PRTO_SPELL_Stormbolt>			12			4			4
^$LINK<Lightning Bolt=PRTO_SPELL_Lightning_Bolt>		12			6			2
^$LINK<Gaseous Cloud=PRTO_SPELL_Gaseous_Cloud>		8			3			5
^
^Stormbolt spell is available only to $LINK<Slann=RACE_SLANN>. Other spells can be used by any faction except the Dwarfs.
^
^There is one spell, $LINK<Firestorm=PRTO_SPELL_Firestorm>, that cannot be carried by magic-wielding units, but has 
infinite bombard range and capabilities of Civ3 nuclear weapon. Firestorm becomes available to all factions (including 
the Dwarfs) when $LINK<Warpstorm=BLDG_Warpstorm> Great Wonder is complete.

#GCON_Spelltowers
Spelltowers
^
^
^Spelltowers can be used to store spells outside a city. To construct a Spelltower, move a worker or any spellcaster
unit to any neutral or owned land tile and select the Build Spelltower unit action. Construction of the
Spelltower consumes the unit. In order to move a spell to a Spelltower, use the re-base function. The 
"Build Spelltower" unit-action becomes available after the Battle Magic advance is researched.
^
^Spelltowers may also be used to launch attacks by units with the $LINK<"It Comes from Beneath!"=PRTO_It_Comes_From_Beneath> ability.

#GCON_Flying
Flying
^
^
^Flying units can pass through any ground terrain and always treat it as road, eg. a flying unit with 2 movement points 
can move up to 6 squares. Flying also allows to execute [amphibious assaults] and recon missions and see up to two squares 
distant, regardless of blocking terrain. Since all flying units have movement of 2 or higher, they will [withdraw] from 
combat if it is losing (unless fighting another fast unit). 
^
^Following units are flying units: 
$LINK<Black Dragon=PRTO_Black_Dragon>, 
$LINK<Blue Dragon=PRTO_Blue_Dragon>, 
$LINK<Eagle Rider=PRTO_Eagle_Rider>,
$LINK<Fell Bat=PRTO_Fell_Bat>, 
$LINK<Great Black Dragon=PRTO_Great_Black_Dragon>, 
$LINK<Great Blue Dragon=PRTO_Great_Blue_Dragon>, 
$LINK<Great Eagle=PRTO_Great_Eagle>, 
$LINK<Great Taurus=PRTO_Great_Taurus>, 
$LINK<Great Green Dragon=PRTO_Great_Green_Dragon>, 
$LINK<Great Red Dragon=PRTO_Great_Red_Dragon>, 
$LINK<Great White Dragon=PRTO_Great_White_Dragon>, 
$LINK<Greater Daemon=PRTO_Greater_Daemon>, 
$LINK<Green Dragon=PRTO_Green_Dragon>,
$LINK<Griffon Rider=PRTO_Griffon_Rider>, 
$LINK<Griffon=PRTO_Griffon>, 
$LINK<Gyrocopter=PRTO_Gyrocopter>, 
$LINK<Hawk=PRTO_Hawk>, 
$LINK<Pegasus Knight=PRTO_Pegasus_Knight>, 
$LINK<Red Dragon=PRTO_Red_Dragon>, 
$LINK<Terradon=PRTO_Terradon>, 
$LINK<Winged Nightmare=PRTO_Winged_Nightmare>, 
$LINK<War Wyvern=PRTO_Wyvern>, 
$LINK<White Dragon=PRTO_White_Dragon>, 
$LINK<Zombie Dragon=PRTO_Zombie_Dragon> and
$LINK<Djinn=PRTO_Djinn>.


#GCON_Keypad
Number Keypad
^
^
^With your Num Lock "on," you can use the number keypad to move your units. Think of the numbers as the
eight directions on a compass.
^
^1 = move Southwest
^2 = move South
^3 = move Southeast
^4 = move West
^6 = move East
^7 = move Northwest
^8 = move North
^9 = move Northeast

#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages. 
In each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Chieftain					4
^* Warlord					3
^* Regent					2
^* Monarch					2
^* Emperor					1
^* Demigod				            1
^* Deity					1
^* Sid						1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Grasslands				  10%
^Plains					  10%
^Desert				  10%
^Flood Plains			  10%
^Tundra				  10%
^Ocean				  10%
^Sea					  10%
^Coast					  10%
^Fresh Water Lake		  10%
^River					  25%*
^Forest				  25%
^Swamp				  20%
^Hills					  50%
^Mountains				 100%
^
^{Structural Bonuses}
^Fortified Units			  +25%
^Keep					  +25%
^Fortress				  +50%
^Barricade				 +100%
^Hamlet with Walls		  +50%
^Town					  +50%
^City					 +100%
^Keep					  +25%
^Castle					  +50%
^
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resistors do not give defensive bonuses.

#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to						Ctrl-R
^Build Road Net						Ctrl-N
^Build/Join city/colony					B
^*   Road then Colony					Ctrl-B
^Irrigate						I
^*   Irrigate to city					Ctrl-I
^Improve Nearest City					Shift-I
^Improve Nearest City/Without Altering			Ctrl-Shift-I
^Build Mine						M
^Build Fortress						Ctrl-F
^Plant Forest						N
^Clear Damage/Forest					Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Pollution				Shift-P
^Automate Worker					A
^Automate Worker (virgin terrain)			Shift-A
^
^{Air Missions}
^Scout							R
^Re-Base						Shift-R

#DESC_GCON_Hotkeys_Units
^{General Unit Commands}
^Hold (don't move)					Spacebar
^Wait (until end of turn)				W
^Fortify/Garrison/Sleep					F
^Go to							G
^*	Stack Go to					J
^*	Stack Go to With Same Units			Ctrl-J
^Disband						D
^Load/unload						L
^Explore						E
^Pillage						P
^Bombard						B
^Teleport						A
^Sentry							Y
^*	Sentry (Until Enemy Contact)			Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						U
^*	Upgrade all Obsolete Units			Shift-U
^Build Army						B
^Hurry City Production					Ctrl-H
^It Comes From Beneath!					P

#GCON_Hotkeys_Controls
Hotkeys: Game Controls
^
^
^{Main Controls}
^End Turn						Shift-ENTER
^Save Game						Ctrl-S
^Load Game						Ctrl-L
^Start New Game						Ctrl-Shift-Q
^Retire							Ctrl-Q
^Quit							ESC
^Civilopedia						Ctrl-C
^
^{Map Controls}
^Center map on Active unit				C
^Clear Map						Ctrl-Shift-M
^Zoom in/out						Z
^Map Grid on/off					Ctrl-G
^Locate City						Shift-L
^Center on Capital					H
^
^{Advisors and miscellaneous}
^Domestic Advisor					F1
^Trade Advisor						F2
^Military Advisor					F3
^Foreign Advisor					F4
^Cultural Advisor					F5
^Science Advisor					F6
^Wonders of the World					F7
^Histograph						F8
^Palace							F9
^Demographics						F11
^Preferences						Ctrl-P
^Audio Preferences					Shift-S
^Change Governments					Shift-G
^Change Mobilization					Shift-M

#DESC_GCON_Hotkeys_Controls
^{Diplomacy and Espionage}
^Plant Spy       					Ctrl+Shift+E
^Establish Embassy  	   				Ctrl+E
^Use Embassy or Spy					Shift+E
^Diplomatic Contact					Shift+D
^Espionage       					E
^
^{City Window}
^Hurry Production     					H
^Add to Production Queue				Shift+Click
^Governor       					G
^
^{Multiplayer}
^Center on Message Location				X
^Pause							Pause
^Perform Automation					Ctrl-U
^Send Voice Message					Tab
^Send Text Message					~~

#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit. This  represents the
unit's ability to project its combat power into surrounding areas. Such units attack enemies that enter the zone of control
without initiating a full battle.
^
^The following military units have a zone of control:
^$LINK<Armies=PRTO_Army>, 
$LINK<Arabyan Long Rifles=PRTO_Arabyan_Long_Rifle>, 
$LINK<Archdruids=PRTO_Archdruid>, 
$LINK<Archmages=PRTO_Archmage>, 
$LINK<Arquebusiers=PRTO_Arquebusier>,
$LINK<Bandolieros=PRTO_Bandolieros>,
$LINK<Battle Wizards=PRTO_Battle_Wizard>, 
$LINK<Damsels=PRTO_Damsel>, 
$LINK<Druids=PRTO_Druid>, 
$LINK<Dwarven Thunderers=PRTO_Thunderer>,
$LINK<Elementalists=PRTO_Elementalist>, 
$LINK<Goblin Shamans=PRTO_Goblin_Shaman>, 
$LINK<Goblin Great Shamans=PRTO_Goblin_Great_Shaman>, 
$LINK<Handgunners=PRTO_Handgunner>, 
$LINK<Liches=PRTO_Liche>, 
$LINK<Mages=PRTO_Mage>, 
$LINK<Magicians=PRTO_Magician>, 
$LINK<Necromancers=PRTO_Necromancer>, 
$LINK<Shamans=PRTO_Shaman>, 
$LINK<Slann Mage-Priests=PRTO_Slann>, 
$LINK<Sorcerers=PRTO_Sorcerer>, 
$LINK<Sorcerer Lords=PRTO_Sorcerer_Lord>, 
$LINK<Wizard Lords=PRTO_Wizard_Lord>.
$LINK<Spellweaver=PRTO_Spellweaver>
$LINK<Spellsinger=PRTO_Spellsinger>
$LINK<Sorceresses=PRTO_Sorceress>
$LINK<High Sorceresses=PRTO_High_Sorceress>
$LINK<Serpent Priestesses=PRTO_Serpent_Priestess>

#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one gold per turn from its $LINK<treasury=GCON_Treasury>.
However, each form of $LINK<government=GCON_Governments> defers these costs for a certain number of units,
depending upon how many towns, cities, or metros the faction controls.
^
^{Government			Town	City		Metro}
^Anarchy				  0		  0		  0
^Despotism				  4		  4		  4
^Monarchy				  2		  4		  6
^Chaos				  4		  6		  8
^Undead State				  1		  2		  4

#GCON_Governments
Governments
^
^
^There are three fixed governments in Warhammer Mod. This way relationships between
good/evil factions are logical (ie. Dark Elves hate High Elves). There is also one special
government, available for undead factions late in the game.
^
^The government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Chaos=GOVT_Chaos>
^* $LINK<Undead State=GOVT_Undead>

#GCON_Mobilization
Mobilization
^
^
^Only Hordes of Chaos, Orcs and Goblins can [Mobilize] its "economy" for war, but only after they develop 
$LINK<Chaos Incursion=TECH_Chaos_Incursion> or $LINK<Taktiks=TECH_Taktiks>. Mobilize your economy using the 
"Mobilization" button on the Domestic Advisor.
^
^
^{Effects of Mobilization}
^* During mobilization a city building a military unit produces one extra $LINK<shield=GCON_Shields>
in every square that is already producing at least one.
^A faction that is mobilized:
^* May only build military units and military city improvements.
^* May not build peacetime improvements.
^* May not return to Normalcy until a Peace Treaty is signed.

#GCON_Skaven
Skaven
^
^
^The [Skaven] are a ruthless race of rats that have developed into humanoid creatures over millennia. They seek to enslave all other races in their service of their great deity, the Horned Rat. Skaven do not create cities on the surface of the Warhammer World, however, but their tunnels run deep into the crust of the planet, and Skaven Hordes can appear in any land left untouched by other nations for any amount of time. 
^
^Two types of Skaven warriors will appear throughout the ages, these are the $LINK<Clanrat=PRTO_Skaven_Clanrat> hordes and the powerful $LINK<Rat Ogres=PRTO_Rat_Ogre>.


#GCON_Strengths
Faction Strengths
^
^
^There are eight areas in which factions have natural [strengths.] Each strength gives a faction one rules advantage as outlined below:
^
^
^{Agricultural}
^Agricultural city improvements (aqueduct, sewers, brewery and vineyard) are easier to build, and the center city square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center city squares of all towns and cities produce extra $LINK<commerce=GCON_Commerce>, and less $LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^Passive minor $LINK<barbarians=GCON_Barbarians> are friendlier.
^
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces extra $LINK<shields=GCON_Shields> in towns and cities.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, walls, keeps, shipwrights' guilds and coastal forts), and combat $LINK<experience=GCON_Experience> is gained more quickly.
^
^
^
^(continued)
#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious city improvements (shrines, temples and monasteries) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (libraries, universities and wizards' guilds) are easier to build and the civilization receives a free $LINK<Advance=MENU_Technologies> at the start of every era.
^
^
^{Seafaring}
^Each city built along the coast receives a commerce bonus in the center city square, and Seafaring city improvements (harbors, coastal forts, shipwrights' guilds and seafarers' guilds) are easier to build. 
Ships move faster and are less likely to sink in the sea or ocean.

#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.
^
^
^{These buildings require one gold per turn.}
^$LINK<Aqueduct=BLDG_Aqueduct>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Granary=BLDG_Granary>,
$LINK<Shrine=BLDG_Shrine>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>,
$LINK<Town Hall=BLDG_Townhall>,
$LINK<Keep=BLDG_Keep>,
$LINK<Monastery=BLDG_Monastery>,
$LINK<Brewery=BLDG_Brewery>,
$LINK<Gallows=BLDG_Gallows>,
$LINK<Joust Arena=BLDG_Joust_Arena>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Shipwrights' Guild=BLDG_Shipwrights_Guild>,
$LINK<Alchemists' Guild=BLDG_Alchemists_Guild> and
$LINK<Treasure House=BLDG_Treasure_House>.
^
^{These require two gold per turn}
^$LINK<Temple=BLDG_Temple>, 
$LINK<University=BLDG_University>, 
$LINK<Sawmill=BLDG_Sawmill>,
$LINK<Spawning Pool=BLDG_Spawning_Pool>, 
$LINK<Slave Market=BLDG_Slave_Market>,
$LINK<Windmill=BLDG_Windmill>,
$LINK<Wizards' Guild=BLDG_Wizards_Guild>, 
$LINK<Merchants' Guild=BLDG_Merchants_Guild>, 
$LINK<Seafarers' Guild=BLDG_Seafarers_Guild>,
$LINK<Dark Forge=BLDG_Dark_Forge>,
$LINK<Rune Forge=BLDG_Rune_Forge> and
$LINK<Ironworks=BLDG_Ironworks>.
^
^{These require three gold per turn}
^$LINK<Arena=BLDG_Arena>,
$LINK<Bank=BLDG_Bank>, 
$LINK<Castle=BLDG_Castle>,
$LINK<Sewers=BLDG_Sewers>,
$LINK<Engineers' Guild=BLDG_Engineers_Guild>,
$LINK<Chaos Gate=BLDG_Chaos_Gate>,
$LINK<War Academy=BLDG_War_Academy>,
$LINK<Grand School of War=BLDG_Grand_School_of_War> and
$LINK<Naval Academy=BLDG_Naval_Academy>.

#GCON_Combat
Combat
^
^
^There are four types of combat: ground/naval combat, bombardment, missile attacks, and air combat.
^[Ground/Naval combat] occurs when units of different factions try to occupy the same square.
The two units trade blows until one of them loses its health bar and is destroyed.
The winner may be damaged (its health bar is reduced). 
^[Bombardment] occurs when a ranged unit or air unit attacks without entering the defender's square.
Bombardment inflicts losses to the defender's health bar but never completely destroys them.
Air bombardment is the same except the planes fly to the target and may be shot down on the way.
^[Missile attacks] are like bombardment, but the unit never returns and the attacks can destroy enemy units.
^
^{Repairing Damage}
^A unit that takes damage in combat but survives can heal, adding one $LINK<block=GCON_Experience> per turn back to
its health bar. To do so, it
^* must be in friendly or neutral territory.
^* must not move for a complete turn.
^
^{Repairing Faster}
^A city with $LINK<Barracks=BLDG_Barracks> heals ground units completely in one turn.
^A city with $LINK<Shipwrights' Guild=BLDG_Shipwrights_Guild> heals sea units completely in one turn.
^A faction with $LINK<Liber Mortis=BLDG_Liber_Mortis> or $LINK<Sisters of Shallya=BLDG_Sisters_of_Shallya> heals in enemy territory.

#GCON_Conversion
City Defection
^
^
^Cities with little culture who are members of culturally-poor factions can [defect]
to other, stronger, more impressive factions. This can occur when the city is located close
to a culturally rich rival faction or when foreign nationals are still present in the city.
^
^
^Defections are made more likely by:
^* The presence of $LINK<foreign nationals=GCON_Nationality> of the other faction in the city.
^* $LINK<Civil disorder=GCON_Disorder> in the city.
^* The proximity of foreign territory.
^* The proximity of a foreign capital.
^
^Defections are made less likely by:
^* The presence of ground combat units in the city.
^* We Love The ____ Day.
^* The proximity of your capital.

#GCON_Transport
Transport
^
^
^Some naval units can [transport] other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.

#GCON_Espionage
Espionage
^
^
^Once a faction learns builds $LINK<The Underways=BLDG_Underways>,
it can conduct [espionage missions] to find out classified information about other factions, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
^
^{Espionage Screen:}
^
^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city selection, 
and operational cost options.  This screen is available for use once a player has discovered $LINK<Diplomacy=TECH_Diplomacy>.
^
^Your opponents are displayed followed by icons that indicate your Espionage status within that faction.  If the Embassy Icon 
is displayed, you currently have an embassy within that faction's capital city.  If the Spy icon is present, you have a spy planted within 
that faction.
^
^The mission area displays the various diplomatic and clandestine espionage options which you may currently engage in. 
When an espionage mission button has been selected.  The following is a list of espionage and diplomatic missions that may be performed:
^
^The assets section provides a summary of your current monetary and technological assets, including the amount of gold in your treasury, 
your technological achievements (those that apply to espionage), and your level of spy experience
^
^The operational cost options allow you to set the level of risk you are willing to undertake with regard to the current mission. 
The controls for executing and canceling missions are also located in this area.
^
^
^(continued)
^

#DESC_GCON_Espionage
^
^
^
^The following is a list of espionage missions that may be performed:
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected factions.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected faction. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected faction.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected faction.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^

#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Diplomacy=TECH_Diplomacy>. Other 
missions become available as your level of technology increases.
^
^To launch a diplomatic or spy mission:
^
^{1 -} Select the target faction in the Opponents area.
^
^{2 -} Select a mission type (Diplomatic or Spy).
^
^{3 -} Select a mission.
^
^{4 -} Select the target city for the mission (if appropriate).
^
^{5 -} Select an option in the Operational Costs area.
^
^{6 -} Click Execute to launch the mission.
^
^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.
^
^The following is a list of diplomatic and espionage missions that may be performed:
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected faction.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected faction. 
^
^(continued)
^

#DESC_GCON_Espionage_Missions
^
^
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected faction (continued)
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected faction.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.

#GCON_Victory
Victory Conditions
^
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are five basic ways to win:
^
^{Quest}
^One of the peaceful methods of victory in [Warhammer Fantasy Mod] is to be the first to collect world's most powerful
artifacts. In order to achieve this victory, the player must be the first to locate ten lost artifacts and send his
loyal heroes to claim them. Each faction needs to complete the $LINK<Thirst for Power=BLDG_Artifact_Quest> (Small Wonder)
in order to begin the quest.
^
^{Domination}
^Have 70% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 70% of the world's population
within your cities.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^{Cultural Victory}
^Make one of your cities or your whole civilization the envy of the world. A single city with 20,000
culture points will satisfy this victory condition. For your overall culture to do so, a variable
number of total culture points is needed, based on map size:
^
^Tiny: 60,000
^Small: 80,000
^Standard: 100,000
^Large: 130,000
^Huge: 160,000
#DESC_GCON_Victory
^
^
^{Histograph}
^[Warhammer Fantasy Mod] runs until the year 3200 IC. If the game ends and no one has won the quest, conquered or 
dominated the world, wowed the world with cultural achievements or diplomatic aplomb, then the winner is determined
by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all factions turn by turn over the course of the game.
The faction that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Imperial Era.

#GCON_Maps
Maps
^
^
^{Fog of Intelligence}
^The map is overlaid with a veil of darkness obscuring areas of the world your people have never explored.
As units move over the surface of the world they reveal the unexplored areas, brightening the areas they
can currently "see." Areas that have been explored, but are not currently "seen" by your people have a soft gray
veil over them.
^
^So at any time, each and every square of the map is either
^* unexplored			in darkness
^* explored				in grayness
^* seen				well lit
^
^
^{World Maps} As factions explore the world and found new cities, they gather information and create a map of
the world that is unique. For each faction, it is comprised of the area its people currently see
and the explored areas (as they were when last seen). This is called the faction's [world map] and
can be very valuable in negotiations with other, less knowledgeable, factions. You will be able to trade world
maps after your faction discovers $LINK<Cartography=TECH_Cartography>.
^
^
^{Territory Maps} Each faction also keeps a [territory map] showing areas under its cultural influence only.
These are less valuable in negotiations, but still of some worth.

#GCON_Golden_Age
Golden Age
^
^
^Every faction can experience a [Golden Age], a 20-turn period in which every citizen laborer in the empire
is more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce>
if already producing at least one. A faction's Golden Age is triggered in one of two ways:
^
^{Unique Unit Victory}
^Each faction has one unit that marks their Golden Age. It can begin when such unit is victorious in battle.  Note that only victories
versus other factions are capable of initiating a Golden Age in this way.  Victories versus barbarians will not initiate
a Golden Age.
^
^
^{Great Wonders}
^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more faction strengths.
If a faction builds a Great Wonder (or Wonders) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can be triggered.
^
^
^{For example} if the Dwarves of Karaz-Ankor (industrious and scientific) build The Cursed Pit (which is both a feat of construction and a place of learning), Karaz-Ankor's Golden Age could begin. Or if the Khemri (scientific and agricultural) build The Black Library (scientific) and Bugman's Brewery (agricultural) Khemri's Golden Age could begin.

#GCON_Radius
City Radius
^
^
^Every city has a [city radius], an area around the city in which its citizens work. The radius is shown on
the City Display and potential radii are shown whenever a settler is active.
^
^{A square is part of a city's radius if it is}
^* within the city's $LINK<cultural borders=GCON_Territory>, and
^* within two squares of the city. 
^
^Citizens of the city work the squares in the city radius, extracting $LINK<Food=GCON_Food>,
$LINK<Shields=GCON_Shields>, and $LINK<Commerce=GCON_Commerce> -- the three basic currencies.

#GCON_Disease
Disease
^
^
^[Diseases], like Black Plague or Red Pox, kill citizens and units that spend too much time in unhealthy areas such as
$LINK<flood plain=TERR_Flood_Plain>, $LINK<swamp=TERR_Swamp> or $LINK<jungle=TERR_Jungle>. Military units that fortify
in these terrains are susceptible to [disease].
^
^After you discover $LINK<medicine=TECH_Medicine>, diseases are no longer a problem. 

#GCON_Agreements
Diplomatic Agreements
^
^
^When your empire builds an $LINK<embassy=GCON_Embassies> in a rival's capital city, or when a rival builds one
in your capital, you can negotiate [Diplomatic Agreements] with that faction. There are four kinds:
^
^
^{Military Alliance}
^You agree to declare war on a despised third party.
^
^
^{Right of Passage}
^You agree to allow his or her military units to move through your $LINK<territory=GCON_Territory> and use
your transportation network (roads).
^
^
^{Trade Embargo}
^An agreement that neither of you will $LINK<trade=GCON_Trade> with or [allow] trade with a third party.
^
^
^{Mutual Protection Pact}
^An agreement to declare war upon any faction that attacks your partner.
^
^
^There is a fifth item that you can trade through your Embassies: {Communications}. These are
introductions to a third faction you can grant or receive from a rival.

#GCON_Culture
Culture
^
^
^[Culture] represents the impact of your faction's customs, arts, and philosophy on the people
in the countryside surrounding your cities, and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{City Cultural Value and Borders}
^All Wonders of the World and many city improvements generate culture points every turn. These accumulate
over time and when the total culture value of a city reaches certain thresholds (10, 100, 1,000, 10,000, 20,000, etc.),
a [border expansion] is triggered. Pay attention to the culture box on the [City Display] to judge
when expansions will occur. The amount of culture each Wonder or improvement contributes doubles after 1000
years.
^ 
^
^{Faction Culture Value}
^The sum of the cultural values of all of your cities is your [faction's cultural value.]
It comes into play when you conquer an enemy city (and $LINK<resistance=GCON_Resistance> is determined),
conduct diplomacy with a rival, or when you and a rival both have a legitimate claim on a terrain square.
In all cases, if your faction is more valuable culturally than your rival, that's good --
and the greater the discrepancy between you, the better.
^ 
^
^{Global Cultures}
^There are five global cultures in the game: Amerindian, Greco-Roman, European, Far Eastern,
and Middle Eastern. Global culture determines the look of cities and citizens, and nations
of the same global culture tend to start near each other and are more tolerant in diplomacy.

#GCON_Nationality
Nationality
^
^
^Each faction produces citizens of its own [nationality], a characteristic that
persists until $LINK<assimilated=GCON_Assimilation> into another nationality.
^
^ 
^{Foreign Nationals}
^When a city is captured, this can create a city controlled by one nationality, but populated by another.
These citizens are called [foreign nationals]. Foreign nationals retain their team colors so they can be easily identified.
^
^
^Having a city with foreign nationals is not a problem unless you are at war with
the nation that originally produced them. When at war, foreign nationals become
unhappy more quickly than others and are more likely to be affected by hostile propaganda from
their mother country.
^ 
^
^Captured workers and settlers retain their original nationality as well, and, if ordered to
join a city, become foreign nationals within that city.

#GCON_Resistance
Resistance
^
^
^[Resistance] represents the unwillingness of the citizens of a strong culture to be subjugated by
another, less valuable culture. When a city is captured, a comparison of the 
$LINK<faction cultural values=GCON_Culture> of the two factions determines if any of the
$LINK<foreign nationals=GCON_Nationality> will resist.
^
^Resisters are unwilling to work under the new regime.
^ 
^{Stopping Resistance}
^Resisters can be quelled by ending the war or garrisoning strong military units in the city -- the more the better.

#GCON_Assimilation
Assimilation
^
^
^[Assimilation] is the process by which $LINK<foreign nationals=GCON_Nationality> change their nationality
from one faction to another. When a foreign national has been a part of a minority population longer than not,
he or she assimilates and becomes a member of the majority nationality.
^ 
^
^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage> makes
it useful.

#GCON_Territory	
Territory
^
^
^Every faction has [territory] (areas of the map claimed as national land). The extent of your territory
is the sum of all terrain squares under the cultural influence of your cities, which in turn is a
result of the $LINK<cultural value=GCON_Culture> of each city. 
^
^
^{Borders}
^Your territory is defined by your [borders], which are drawn in your faction's color, and clearly mark
your cultural boundaries. The area within your borders is [friendly] territory.
^ 
^
^{Advantages of Friendly Territory}
^Your territory has several characteristics beneficial to you.
^* Rival factions cannot benefit from the roads within your territory without a
$LINK<right of passage=GCON_Agreements> agreement.
^* You can always $LINK<"see"=GCON_Maps> squares in friendly territory.
^* Tradable $LINK<resources=GCON_ResourcesN> are easier to get when found within your territory
(no need for a $LINK<colony=GCON_Colony>).
^* You can eject rival military units from your territory during diplomatic negotiations.

#GCON_Colony
Colony
^
^
^[Colonies] are built and maintained by a worker and enable exploitation of tradable $LINK<resources=GCON_ResourcesN>
that lie outside your $LINK<territory=GCON_Territory>. As with all tradable resources (strategic and luxury),
you need a road connecting the colony to one of your cities to get the benefits of the resource.

#GCON_Trade
Trade and Trade routes
^
^ 
^{Domestic Trade}
^Domestic trade occurs automatically between cities of the same faction that are [connected] to each other.
Any tradable $LINK<resource=GCON_ResourcesN> within your territory that is connected to any city is shared
by [all] connected cities. Every city that is connected to a resource has that resource in the appropriate box of the
City Display.
^ 
^
^{Foreign Trade}
^A single resource icon is enough to supply the needs of an entire faction. Excess resources may
be traded to other factions if the capital cities of both factions are connected. You trade
strategic and luxury resources with other factions during diplomatic negotiations.
^
^
^{Trade Route Connections}
Two cities are connected if any one of the following are true:
^* there is a $LINK<road=GCON_Worker_Jobs> running between them,
^* there are $LINK<harbors=BLDG_Harbor> in both cities and a visible water route between them.
^
^
^[Water Routes]: In order to use a water trade route, your faction must be able to safely traverse
^every square of the route and this depends upon having
$LINK<Sailing=TECH_Sailing>, $LINK<Seafaring=TECH_Seafaring> and $LINK<Navigation=TECH_Navigation>.
^
^
^The only exception involves enemy territory: two cities are not connected if the only road/rail that
connects them passes through enemy territory, or if a harbor is blockaded by enemy naval forces.

#GCON_ResourcesN
Natural Resources
^
^
^There are many [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or factions. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when an Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}

#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0
^$LINK<Cattle=GOOD_Cattle>			+2		+1		+0
^$LINK<Coal=GOOD_Coal>			+0		+2		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Bears=GOOD_Bears>			+1		+0		+1
^$LINK<Fruit=GOOD_Fruit>			+1		+0		+1
^$LINK<Yam=GOOD_Yam>			+2		+0		+0
^$LINK<Peat=GOOD_Peat>			+0		+2		+0
^$LINK<Gromril=GOOD_Gromril>		+0		+2		+3
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Silver=GOOD_Silver>			+0		+0		+1
^$LINK<Pearls=GOOD_Pearls>			+0		+0		+3
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Badlands=GOOD_Badlands>		–1		+0		–1

#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<Marketplace=BLDG_Marketplace>.
^
^When a city "has" a luxury resource, it appears in the city's {Luxuries box}.
^
^
^{City Production Bonuses}
^Like all resources, luxuries resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^ 
^{Types		Food		Shields		Commerce}
^$LINK<Pipeweed=GOOD_Pipeweed>		+0			+0			+1
^$LINK<Furs=GOOD_Furs>			+0			+1			+1
^$LINK<Gems=GOOD_Gems>			+0			+0			+4
^$LINK<Incense=GOOD_Incense>		+0			+0			+1
^$LINK<Elephants=GOOD_Ivory>		+0			+1			+2
^$LINK<Silks=GOOD_Silk>			+0			+0			+3
^$LINK<Spice=GOOD_Spice>			+0			+0			+2
^$LINK<Wine=GOOD_Wine>			+1			+0			+1
^$LINK<Brightstone=GOOD_Brightstone>	+0			+0			+4


#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements. Whilst most strategic resources also improve the quality of a worked square, some will lower the value of the area as the creatures cause mayhem and destruction.
^
^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.
^
^
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Camels=GOOD_Camels>			+1		+1		+1
^$LINK<Beasts=GOOD_Wolves>			–1		+0		+1
^$LINK<Raptors=GOOD_Raptors>			+0		+1		+0
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Warpstone=GOOD_Warpstone>			–1		+3		–1
^$LINK<Griffons=GOOD_Griffons>			+0		+0		+1
^$LINK<Halflings=GOOD_Halflings>			+0		+0		+1
^$LINK<Ogres=GOOD_Ogres>				+0		+0		+1

#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [conscripts, regulars, veterans,] and [elite units].
The more experienced a unit, the more damage it can absorb before being destroyed in combat.
The number of blocks in the unit's health bar shows this distinction.
^
^{Unit Type		   Blocks}
^Conscripts			2
^Regulars			3
^Veterans			4
^Elite units			5
^
^
^Normally, cities produce regulars. But if a city has a $LINK<barracks=BLDG_Barracks>, it produces [veterans].
^
^
^[Elite units] cannot be built: they gain this status only through actual combat experience. An elite unit can produce a
$LINK<great leader=GCON_Leaders>, if it continues to be successful.
^
^
^{Battlefield Promotions}
^When one of your units is victorious in battle, there is a chance it will gain combat experience and be promoted to
the next level.


#GCON_Leaders
Leaders
^
^
^There are two kinds of great leaders: Military and Scientific.
^
^A {Military leader} is born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a
battle. 
^
^A Military Leader can be used to either create an $LINK<army=PRTO_Army> or to
$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. When a military
leader does either of these actions he disappears.
^
^
^A {Scientific leader} comes about as a result of $LINK<research=GCON_Research>. Each time a technology
is researched for the [first] time by any civilization there is a chance that a Scientific leader will arise
(this chance is increased slightly if the researching civilization has the "scientific"
$LINK<strength=GCON_Strengths>.
^
^A Scientific Leader can be used to increase the scientific output of all cities of his civilization, thus
starting an $LINK<Age of Science=GCON_Age_of_Science>. Simply move the scientific leader to your capital and
press the "Increase Scientific Output" button. A Scientific leader can also be used to
$LINK<hurry=GCON_Hurry_Production> the construction of any [improvement] (including a Great Wonder) of the city
he's currently in. When the leader does either of these actions he disappears.


#GCON_Armies
Armies
^
^
^An Army is actually a group of ordinary units that move and fight together. To form an army, you must build the Army unit
and then 'load' other units into it. You can load up to two or three units, depending on your faction.
^
^
^{Building an Army}
^Armies are generated in cities that have the $LINK<War Academy=BLDG_War_Academy> every 32 turns.
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create.
^
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.

#GCON_Hurry_Production
Hurry Production
^
^
^City construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the [City Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism>, and $LINK<Chaos=GOVT_Chaos> you hurry production in your cities
by forced labor. Disillusioned by your harsh rule, citizens will leave your city if you institute this type of
rushed production. 
^
^
^Under $LINK<Monarchy=GOVT_Monarchy> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your empire is in $LINK<Anarchy=GOVT_Anarchy>.

#GCON_Corruption
Corruption and Waste
^
^
^[Corruption] is income lost to theft, embezzlement, and other illegal practices. [Waste] is shield production
lost to inefficiency. If left unchecked, corruption and waste will significantly slow the development of your
empire. You can track the status of corruption and waste in your empire on the
[City Display] and [Domestic Advisor].
^
^
^{Causes}
^In general, the farther a city is from its capital city, the more corruption and waste it experiences. Also the more cities
in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^A $LINK<town hall=BLDG_Townhall>, $LINK<gallows=BLDG_Gallows>, or a nearby $LINK<palace fortress=BLDG_Palace_Fortress>
or $LINK<pagoda palace=BLDG_Pagoda_Palace> reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road or harbor also reduces corruption and waste.
^
^We Love The ____ Day also reduces waste.

#GCON_Pollution
Pollution
^
^
^Land corruption is caused by certain city improvements, $LINK<volcanic eruptions=GCON_Volcanic_Eruptions> and magic attacks.
^
^
^Corrupted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.

#GCON_Embassies
Embassies
^
^
^When a faction hires $LINK<Emissaries=TECH_Emissaries>, it can begin to build its intelligence network.
The first step is to build [embassies] in rival capital cities. That done, you can sign Right of Passage
$LINK<agreements=GCON_Agreements> and Military Alliances against third parties.
^
^When your empire has learned $LINK<Diplomacy=TECH_Diplomacy>,
you can engage in $LINK<Mutual Protection Pacts=GCON_Agreements> against third parties.
^
^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^
^Build an embassy by double-clicking the capital city icon after you have learned Diplomacy.

#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^
^
^{Irrigate (I)}
^Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
^Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Damage (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>, including fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>,
and $LINK<craters=GCON_Craters>. 
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%. 
^
^{Build Barricade (Ctrl-F)}
^Turns Fortress into Barricade, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resource=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.
^
^{Build Watchtower (Ctrl-O)}
^$LINK<Watchtowers=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Stone Working=TECH_Stone_Working>.
#DESC_GCON_Worker_Jobs
^
^
^{Build Monolith (Ctrl-T)}
^$LINK<Monoliths=GCON_Monoliths> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built by Elves of Ulthuan and Loren and by the Albioners after the discovery of $LINK<Monoliths=TECH_Monoliths>.
^
^{Build Spelltower (Ctrl-Shift-A)}
^$LINK<Spelltowers=GCON_Spelltowers> can be used to store spells outside a city. They can be built after the 
discovery of $LINK<Battle Magic=TECH_Battle_Magic>.

#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Road to (Ctrl-R)}
^Builds a road to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^The worker builds a road/railroad to a particular destination and then builds a $LINK<colony=GCON_Colony>
at the destination.
^
^{Automate (A)}
^Causes control of the worker to be relinquished while it performs automated tasks.
^
^{Automate: Build Trade Network (Ctrl-N)}
^Automates the worker, giving it the task of linking all cities to your capital city.
^
^{Automate: Irrigate to Nearest City (Ctrl-I)}
^Automates the worker, giving it the task of irrigating the nearest city.
^
^{Automate: Clean Up Pollution (Shift-P)}
^Automates the worker, giving it the task of clearing all nearby pollution.
^
^{Automate: This City Only (Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city.
^
^{Automate: No Altering (Shift-A)}
^Automates the worker, allowing it to perform automated tasks that do not change existing tile improvements.
^
^{Automate: No Altering/This City Only (Ctrl-Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city and that do
not change existing tile improvements.
#DESC_GCON_Worker_Jobs_Advanced

#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<shrine=BLDG_Shrine>, $LINK<temple=BLDG_Temple>, $LINK<arena=BLDG_Arena>, $LINK<joust arena=BLDG_Joust_Arena> or $LINK<brewery=BLDG_Brewery>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^* Build any of the following Great Wonders:
^	* $LINK<Standing Stones=BLDG_Standing_Stones>
^	* $LINK<Chaos Moon=BLDG_Chaos_Moon>
^	* $LINK<Al-Alnon's Garden=BLDG_Oasis>
^	* $LINK<The Gates of Zharr=BLDG_Ziggurat>
^	* $LINK<Citadel of Sunset=BLDG_Citadel_of_Sunset>
^	* $LINK<The Witch Hunt=BLDG_Witch_Hunt>
^	* $LINK<The Sisters of Shallya=BLDG_Sisters_of_Shallya>
^	* $LINK<Hall of Kings=BLDG_Hall_of_Kings>
^	* $LINK<The Grand Cathedral of Sigmar=BLDG_Grand_Cathedral>
^	* $LINK<Miracle Cure=BLDG_Miracle_Cure>
^	* $LINK<Fireworks=BLDG_Fireworks>
^	* $LINK<Oak of Ages=BLDG_Oak_Of_Ages>
^
^A city in which more people are unhappy than happy falls into $LINK<civil disorder=GCON_Disorder>.
Content citizens and specialists are ignored.

#GCON_War_Weariness
War Weariness
^
^
^During times of war, citizens living under a $LINK<Monarchy=GOVT_Monarchy> become [war weary] and $LINK<unhappy=GCON_Moods> as a result.
^
^When [you] initiate the conflict your people will tolerate it for a while, but then may become quite unhappy.
When someone else declares the war, especially a traditional enemy, your people are more forgiving.
Carrying on a defensive war, that is keeping your troops at home, is more tolerable than offensive campaigns.
^
^The only way to end [war weariness] is to stop the war. You can use all your normal tricks to
$LINK<make 'em happier=GCON_Moods>, but the war weariness remains until the war stops.

#GCON_Research
Research
^
^
^Your faction is constantly striving to learn about the world, magic, invention, and creativity.
Its ability to succeed at these pursuits depends in large measure upon your allocation of revenue to science.
You set the allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease
or increase (respectively) the amount of your tax revenue that you divert into research. By doing this,
you determine the percentage of each city's income that will be poured into research.
^
^At the start of each turn, the science output of each city is added to the research project currently
in progress, eventually resulting in the discovery of a new $LINK<Advance=MENU_Technologies>.
^
^To increase the science production in only one city, you can convert a citizen or two to a $LINK<sage=GCON_Specialists>.
^
^Finally, the science output of individual cities -- and the empire overall, in some cases --
can be dramatically increased by building some improvements and wonders in those cities, such as:
^	$LINK<Libraries=BLDG_Library>
^	$LINK<Monasteries=BLDG_Monastery>
^	$LINK<Universities=BLDG_University>
^	$LINK<Wizards' Guilds=BLDG_Wizards_Guilds>
^	$LINK<Dark Forges=BLDG_Dark_Forge>
^	$LINK<Rune Forges=BLDG_Rune_Forge>
^	$LINK<Su Lim Monastery=BLDG_Su_Lim_Monastery>
^	$LINK<Magic College=BLDG_Magic_College>
^	$LINK<Palace of the Wizard Caliph=BLDG_Palace_of_Wizard_Caliph>
^	$LINK<Gnome Workshop=BLDG_Gnome_Workshop>
^	$LINK<The Pillar of Skulls=BLDG_Pillar_of_Skulls>
^	$LINK<The Cursed Pit=BLDG_Cursed_Pit>
^	$LINK<The White Tower=BLDG_The_White_Tower>


#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in
the areas around their city, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, a citizen produces more food than he needs and the excess is put into
his city's food storage box each turn. When it is full, the storage is emptied and the city grows, adding
one citizen to its population.
^   In other cases, a city does not grow enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a city cannot feed its
population either from new production or stored food, one of its citizens {starves} and disappears.
^   Food production fundamentally depends upon the terrain within the city radius, because citizens
laboring there produce food. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces this much food}
^Flood plains				2	3 if irrigated.
^Grasslands					2	3 if irrigated.
^Plains						1	2 if irrigated.
^Tundra					1	2 if irrigated.
^Desert					0	1 if irrigated.
^Swamp					1	cannot be irrigated.
^Hills						1	cannot be irrigated.
^Forests					1	cannot be irrigated.
^Coastal					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Fresh Water Lake			2	cannot be irrigated.
^Mountain					0	cannot be irrigated.
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as well.

#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor
required to make useful materials from them. In essence they are a measure of [production].
^   The shields a city produces are used to complete its current project, which may be to build a military unit,
city improvement, or wonder. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some cities lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the city's radius, because citizens
laboring there produce shields. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working		Produces this many shields}
^Grasslands w/Outcropping	1	cannot be mined.
^Plains						1	cannot be mined.
^Hills						1	3 if mined.
^Mountains					1	3 if mined.
^Tundra					0	1 if mined.
^Desert					1	2 if mined.
^Forest					2	cannot be mined.
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus shields as well.

#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the city's radius, because citizens
laboring there produce commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working				Produces}
^Flood plains					1	2 with road.
^Grasslands						0	1 with road.
^Plains							0	1 with road.
^Hills							0	1 with road.
^Mountains						0	1 with road.
^Forests						0	1 with road.
^Swamps						0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and 
some $LINK<natural resources=GCON_ResourcesN> provide bonus commerce as well.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].

#GCON_Treasury
Treasury
^
^
^The [treasury] is where your empire's wealth is stored. Each turn, the net income from each of your cities is combined,
costs are deducted, and the remainder is placed into your treasury. On some turns, gold may have to be drawn out of the
treasury to cover costs. Balancing your need to spend with your need to build a substantial store of liquid wealth is
an interesting challenge.
^
^{Gold}
^You use gold from the treasury to pay:
^* $LINK<Maintenance=GCON_Maintenance> costs for city improvements.
^* Support for military units in excess of those allowed by your $LINK<government=GCON_Governments> types.
^* Payments you may be making to rival factions as part of a $LINK<diplomatic agreement=GCON_Agreements>.
^* To build $LINK<Embassies=GCON_Embassies> and conduct diplomatic and espionage missions.
^* To $LINK<hurry production=GCON_Hurry_Production> of city build projects.

#GCON_Fortresses
Fortresses
^
^
^When a faction has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [fortresses]. Military units inside these bastions have a few advantages.
^* They get a 100% defensive bonus if attacked.
^* They have a $LINK<zone of control=GCON_ZOC> and fire at passing enemy units without receiving return fire.
^
^
^{Upgrade}  A worker can improve a fortress by building a $LINK<barricade=GCON_Barricades>.

#GCON_Happy_Faces
Happy Faces
^
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
city where they exist. 
^
^{These								Produce this}
^* City improvements						content faces
^* Wonders								content faces
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough people of the appropriate sort in a city, the effects of any extra faces are lost.

#GCON_Disorder
Civil Disorder
^
^
^[Civil Disorder] is a state of near anarchy in a city, in which the city essentially freezes and shuts down:
^* $LINK<Production=GCON_Shields> ceases,
^* No revenue comes in from $LINK<commerce=GCON_Commerce>, and
^* No excess $LINK<food=GCON_Food> is stored.
^
^
^Prolonged periods of civil disorder can lead to:
^* Destruction of existing $LINK<city improvements=MENU_City_Improvements> or even sabotage to ongoing projects by angry mobs.
^* $LINK<Defection=GCON_Conversion> of the city to a nearby rival faction with a strong culture.
^* An overthrow of your $LINK<government=GCON_Governments> and descent of your empire into anarchy.
^
^
^Civil disorder erupts when a city has more unhappy than happy citizens. The only remedy is to improve the 
$LINK<mood=GCON_Moods> of the people in the city.

#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists.
Specialists do not work in the city radius so they don't contribute to city production of food, shields, or commerce.
Instead, they produce extra happy faces, scientific research, or tax revenue.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Sages}
^A sage produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collectors}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Guards}
^A guard can decrease $LINK<corruption=GCON_Corruption>.
^
^{Engineers}
^An engineer can be used to produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city improvements and wonders.
^
^{Taskmasters}
^A taskmaster produces extra $LINK<tax revenue=GCON_Commerce> and can decrease $LINK<corruption=GCON_Corruption>. It is available only to chaotic factions.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer, you're done. 
If you wanted a different specialist, click on the entertainer to cycle through all the specialists.

#GCON_Outposts
Watchtowers
^
^
^Watchtowers eliminate fog of war.  To construct a Watchtower, move a worker to any land tile in neutral or owned 
territory and select the Build Watchtower unit action.  Construction of the Watchtower consumes the worker.  The range 
of vision for the Watchtower is 2 tiles on flat terrain, 3 on hills and 4 on mountains. Watchtower can only be used 
by the player who created them.  If a Watchtower falls within the territory of any other faction, it will be 
destroyed. Watchtowers can only be built in a tile that is empty, has a mine, irrigation, a road and/or a railroad.
You cannot build a Watchtower on a tile with a Colony.  The "Build Watchtower" unit-action becomes 
available after the $LINK<Stone Working=TECH_Stone_Working> advance is researched.

#GCON_Monoliths
Monoliths
^
^
^Monoliths provide a combat bonus to units within their affected area.  To construct a Monolith, move a 
worker to any land tile within your territory and select the "Build Monolith" unit action. Construction of 
the Monolith consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Monolith's
range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple Monoliths 
overlap. Monoliths can only be used by the player who created them. Should a Monolith fall into the 
territory of another faction, it will be destroyed. Monoliths can only be built in a tile that is empty, 
has a mine, irrigation and/or a road, and also is not a swamp, jungle, mountain or volcano. The "Build Monolith" unit-action becomes available to High Elf, Wood Elf and Albionese workers after the $LINK<Monoliths=TECH_Monoliths> advance is researched.

#GCON_Short_Game_Modes
Short Game Modes
^
^{Regicide}
^Regicide is a new victory condition; in which, each player has a 'King' unit.  This unit represents the 
faction's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln).  When the Regicide victory 
condition is enabled, if the 'King' unit is killed, the controlling player is eliminated from the game.  Once 
the 'King' has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it.  The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a new victory condition; in which, each player has several 'King' units.  These units represent 
the faction's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln).  When the Mass Regicide 
victory condition is enabled, if all of a player's 'King' units are killed, the controlling player is eliminated 
from the game.  Once the 'Kings' have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location.  The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a new victory condition.  When this victory condition is enabled, any faction that loses a 
city to an enemy is eliminated from the game.  Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.

#DESC_GCON_Short_Game_Modes
Short Game Modes
^
^{Capture the Princess}
^Capture the Princess is a new method of scoring victory points. Each player starts with a 'Princess' unit.  This 
unit has no unit actions and can be captured.  The 'Princess' unit is immobile until it is captured, at which 
point it moves with its owning unit at its speed.  The 'Princess' unit starts in the players starting location. 
The goal for each player is to capture this unit and return it to their own capital, bestowing them with 10,000 
victory points.  You may capture the 'Princess' when any unit is in the tile with the 'Princess' and executes the 
'Capture' unit action.  Once captured, the 'Princess' unit is spawned again at the original owners Capital City.  
If there is no suitable city for the 'Princess' to re-spawn in, it remains in the captor's Capital and bestows 
another 1,000 points upon that player.
^
^{Victory Location}
^Victory Location is a new method of scoring victory points.  There are Victory Location Cities on the map, 
indicated by the Victory Location icons on their title bars.  Players score points by capturing and holding 
Victory Locations.  To score these points a unit with a defensive military stat must be in that tile at the end 
of all players turns for that turn.  They are represented on the map with Victory Location art.  Each turn a 
Victory Location is controlled, the controlling player gets 25 victory points.  In single player mode, the starting
location of each player is designated a Victory Location.  Any terrain improvement, including cities, can be 
built on a Victory Location tile.

#GCON_Ruins
Ruins
^
^
^When a city is destroyed, Ruins take it's place on the map. Ruins will stay on the map indefinitely, unless they
are built upon by another city. They have no impact on the production of the terrain they reside in. 

#GCON_It_Comes_From_Beneath
It Comes From Beneath!
^
^
^Some units are able to make sneaky attacks from almost beneath their opponents, appearing right by them to launch strikes. These include the $LINK<Tomb Swarms=PRTO_Tomb_Swarm> of Khemri, $LINK<Spirit Hosts=PRTO_Spirit_Host> of Sylvania & Lahmia and Dwarven $LINK<Mining Squads=PRTO_Mining_Attack_Squad>. However, these attacks may only take place from only a few places:
^
^Spelltowers; the liche priests of Khemri and the necromancers of Sylvania and Lahmia, using their great powers to raise up the dead; whilst the Dwarfs requisition these mystical buildings for their own, more solid purposes.
^
^Rune Forges; the Dwarfs can no longer keep their hands of the surrounding lands. They burrow all around the surrounding city, creating many tunnels know only to the Karaz-Ankor.
^
^Spell of Awakening; if and when Khemri, Sylvania or Lahmia finishes building this awesome spell, the cities in the same continent become a nexus of all things dead, giving the option for tomb swarms or spirit hosts emerge from the fringes of the cities effortlessly.

#PRTO_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Settler_FarEast
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Orc_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Skink_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Amazon_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Elf_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Worker
^
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival factions.

#PRTO_Euro_Serf
^
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival factions.

#PRTO_Worker_FarEast
^
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival factions.

#PRTO_Slave
^
^[Slaves] are cheap workers available only to $LINK<Amazons=RACE_AMAZONS>. They work at 75% speed, but doesn't cost any upkeep.
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.

#PRTO_Mining_Attack_Squad
^
^[Mining Squads] are specialized Dwarven miners, who may make $LINK<"It comes from Beneath!=GCON_It_Comes_From_Beneath> attacks.
^
^Mining Squads receive {+1 Hit Point} bonus and can attack/defend like normal combat units. They also retain the ability to build $LINK<roads and mines=GCON_Worker_Jobs>.
#DESC_PRTO_Mining_Attack_Squad
^
^
^Dwarfs have an insatiable thirst for gold, and construct deep shafts into the heart of the mountains in their quest to acquire the valuable metal. They also mine for ores and gemstones, and are very skilled at digging tunnels at incredible speed - the networks of mines and tunnels run through every mountain range. In battle, they use their knowledge of the tunnels and mastery of the pick axe with deadly intent.

#PRTO_Amazon_Warrior
^
^
^[Amazon Warrior] is the first unit available to the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Spearmaiden
^
^
^[Spearmaiden] is a basic defensive unit available to the $LINK<Amazons=RACE_AMAZONS>.


#PRTO_Amazon_Archer
^
^
^[Amazon Archer] is a basic attack unit available to the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Amazon_Rider
^
^
^[Amazon Rider] is a basic mounted unit available to the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Amazon_Berserk
^
^
^[Amazon Berserk] is an advanced attack unit available to the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Swordmaiden
^
^
^[Swordmaiden] is the most advanced infantry attack unit available to the $LINK<Amazons=RACE_AMAZONS>.
It marks the {Golden Age} of the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Beastmistress
^
^
^[Beastmistress] treats {all terrain as roads}. It is available only to the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Amazon_Knight
^
^
^[Amazon Knights] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available
only to the $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Unicorn_Rider
^
^
^[Unicorn Riders] are fast cavalry that will [withdraw] from combat if they are losing (unless fighting another fast unit). They are made far more powerful on the attack due to the sharp horns of the Unicorn, although not markedly good defenders. They are available only to the $LINK<Amazons=RACE_AMAZONS>.


#PRTO_Bolt_Thrower
^
^
^[Bolt Throwers] are simple artillery that fire large spears at enemy units. Bolt Throwers have no attack or defense 
power, so they should be protected by an escort. 
^
^Bolt Throwers are available to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Siege_Crossbow
^
^
^[Siege Crossbows] are simple artillery that fire large spears or stones at enemy units. Siege Crossbows have no 
attack or defense power, so they should be protected by an escort. 
^
^Siege Crossbows are available only to $LINK<Cathay=RACE_CATHAY>.

#PRTO_Rocket_Launcher
^
^
^[Rocket Launcher] is a Far Eastern invention firing series of small, explosive rockets. It is probably the 
best defensive artillery ever made. Rocket Launchers have no attack or defense power, so they should be protected by an escort. Although manned by men of $LINK<Cathay=RACE_CATHAY>, the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS> also make use of them. 
^
^A city needs $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build rocket launchers.

#PRTO_Fire_Cannon
^
^
^The [Fire Cannon] is an advanced artillery unit of $LINK<Nippon=RACE_NIPPON>, capable of bombarding nearby targets to 
reduce them before other units attack outright. Fire Cannons have no attack or defense value, so they should be 
protected by an escort.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Fire Cannon.

#PRTO_Fire_Catapult
^
^
^[Fire Catapults] have the deadly $LINK<bombard=GCON_Combat> ability. Like a normal catapult, a fire catapult has no 
attack or defense power, so it should be protected by an escort. 
^
^All human nations, including Barbarian and Vampiric factions but not Amazons can build fire catapults.
#DESC_PRTO_Fire_Catapult
^
^The Fire Catapult can launch more powerful and more terrifying flaming projectiles. Such missiles
were often launched in hopes of setting fire to fortifications or buildings being employed by the
defenders. Flaming projectiles were also quite effective if successfully launched into a massed
group of enemy warriors.

#PRTO_Stone_Thrower
^
^
^Primitive artillery, [Stone Throwers] are devastating siege weapons. They are used to $LINK<bombard=GCON_Combat> 
city defenses to soften the attack for accompanying soldiers. Stone Throwers have no attack or defense power, so 
they should be protected by an escort. 
^
^All human nations, including Chaos, Barbarian and Vampiric factions but not Amazons can build Catapults/ Stone Throwers. Dwarfs may also build Stone Throwers.

#DESC_PRTO_Stone_Thrower
^
^
^The catapult was one of the earliest forms of artillery. It was a large mechanical arm that propelled heavy 
stones and other missiles from a great distance, battering down walls and inflicting damage on buildings and 
defenders. Though cumbersome and nearly useless on the battlefield, the catapult was an effective weapon for 
siege operations.

#PRTO_Catapult
^
^
^Primitive artillery, [Catapults] are devastating siege weapons in Dark Ages. They are used to
$LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers.
Catapults have no attack or defense power, so they should be protected by an escort. 
^
^All human nations, including Chaos, Barbarian and Vampiric factions but not Amazons can build Catapults/ Stone Throwers.
#DESC_PRTO_Catapult
^
^
^The catapult was one of the earliest forms of artillery. It was a large mechanical arm that propelled heavy 
stones and other missiles from a great distance, battering down walls and inflicting damage on buildings and 
defenders. Though cumbersome and nearly useless on the battlefield, the catapult was an effective weapon for 
siege operations.

#PRTO_Trebuchet
^
^
^[Trebuchets] are large military engines used to hurl stones and other missiles. Trebuchets have no attack or defense value, 
so they should be protected by an escort. 
^
^All human factions, not including Chaos, Amazons or Vampiric factions can build trebuchets.
#DESC_PRTO_Trebuchet
^
^
^Trebuchets were medieval siege warfare weapons used to break down the walls of castles and other fortifications. They were 
the successor of the Catapult; but could take heavier rocks and projectiles, and fling them farther and with more accuracy. 
They worked by dropping a great weight that was attached to the short end of a long lever-arm. The long end of the lever 
was thereby raised with considerable velocity, pulling a sling that contained the projectile. The sling would increase the 
effective length of the lever arm, adding even more speed to the final projectile before the sling released it. With the 
introduction of "gunpowder" artillery they passed from use.
^
^The Trebuchet was reputedly invented by a mad Bretonnian peasant-boy, who was rewarded with a meagre amount of coinage and a succulent pig- far more than he could have ever afforded in his entire lifetime otherwise.

#PRTO_Great_Cannon
^
^
^[Great Cannon] is advanced artillery unit of $LINK<Reikland=RACE_REIKLAND>, capable of bombarding adjacent targets to 
reduce them before other units attack outright. Cannons have no attack or defense value, so they should be protected by an escort.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Great Cannon.

#PRTO_Screaming_Skull_Catapult
^
^
^[Screaming Skull Catapults] are advanced pieces of artillery manned by the undead, capable of bombarding adjacent targets to weaken them before other units attack outright. 
^
^Undead factions may build this piece of artillery.
#DESC_PRTO_Screaming_Skull_Catapult
^
^
^It is said that Behedesh, King of Zandri, claimed to have invented this type of catapult and ordered them to be constructed. He used these in his many wars and had them mounted on his numerous war galleys, which gave him domination of the great River Mortis during his mortal lifetime. When he had extended his rule along the western bank of the river, but had yet to subdue the kings and rebels encamped on the eastern bank, he gathered a great many catapults together and hurled over the skulls of his decapitated enemies who had been captured in earlier battles. This demoralised his opponents and caused their army to lose heart when the final onslaught came. The king wished to repeat this tactic again against other, more redoubtable enemies. Therefore he instructed the priests to devise a spell to be written on the skulls of decapitated rebels in hieroglyphic signs that would make the enemy tremble with fear. This the priests demonstrated to the king. They enchanted the skulls so that they screamed hideously as they were hurled through the air – it was the very death scream of the rebel at his moment of execution. The skulls were also daubed in resins that burst into eerie, ethereal flames as they flew. The king was indeed impressed and decreed that henceforth the heads of all rebels would be reserved for these catapults.
^
^When the king was approaching death, he gave instructions that the catapults should be entombed as an essential part of his necropolis army, since they had brought him more than one victory in life and he expected them to do so again beyond death. The successors of Behedesh followed his example. Centuries later, other kings who extended their rule over Zandri ransacked the necropolis and found the burial pits containing the catapults. These were looted and taken away for reburial in other necropoli, together with scrolls containing incantations of awakening and hieroglyphs of enchantment to be inscribed on the skulls.

#PRTO_Rock_Lobber
^
^
^[Rock Lobbers] are primitive pieces of artillery capable of bombarding adjacent targets to weaken them before other units attack outright. They are manned by Greenskins, including those that are slaves to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Rock_Lobber
^
^
^Greenskins make all kinds of contraptions from crude wagons to clanking mills and sturdy war engines. Wood, iron, and bone are cheerfully lashed together as required. If things fall apart, they can quickly be stuck back together again with spit and string. Goblins are generally more nimble fingered when it comes to this kind of work, whereas Orcs, being bigger, are good at bossing them around. Thus, nature has created the ideal workforce in the greenskin race.

#PRTO_Earthshaker_Cannon
^
^
^The [Earthshaker Cannon] is a destructive piece of artillery capable of bombarding adjacent targets to weaken them before other units attack outright. They are available to $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS> and $LINK<Chaos=RACE_CHAOS>.
^
^Use of this artillery can result collateral damage to the structures.

#PRTO_Spear_Chucka
^
^
^[Spear Chukkas] are primitive pieces of artillery capable of bombarding adjacent targets to weaken them before other units attack outright. They are manned by Greenskins, including those that are slaves to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Spear_Chucka
^
^
^Greenskins make all kinds of contraptions from crude wagons to clanking mills and sturdy war engines. Wood, iron, and bone are cheerfully lashed together as required. If things fall apart, they can quickly be stuck back together again with spit and string. Goblins are generally more nimble fingered when it comes to this kind of work, whereas Orcs, being bigger, are good at bossing them around. Thus, nature has created the ideal workforce in the greenskin race.

#PRTO_Dwarven_Bolt_Thrower
^
^
^[Bolt Throwers] as crewed by the $LINK<Dwarfs=RACE_DWARFS> are cheap pieces of artillery capable of bombarding adjacent targets to weaken them before other units attack outright. 

#PRTO_Hellcannon
^
^
^The Hellcannon is the pinnacle of $LINK<Chaos Dwarf=RACE_CHAOSDWARFS> Daemon-warmachine research efforts, capable of bombarding adjacent targets to weaken them before other units attack outright. The renegade Dwarfs of the Dark Lands also provide these creations to the $LINK<Hordes of Chaos=RACE_CHAOS>.
^
^Use of this artillery can result in the creation of $LINK<craters=GCON_Craters> on the landscape.
^
^A city must have {Warpstone} in its $LINK<Strategic Resource=GCON_ResourcesS> box to construct a Hellcannon.
#DESC_PRTO_Hellcannon
^
^
^Part Daemon, part warmachine, the Hellcannon of Chaos is a massive construct of iron and brass that growls and shakes with diabolic sentience. In battle, these arcane engines heave great blasts of daemonic energy arcing through the air toward their targets, incandescent explosions liquefying anything they touch and sending the survivors screaming in all directions.

#PRTO_Steam_Tank
^
^
^[Empire Steam Tank], an invention of Leonardo de Miragliano, was constructed by the Engineers' Guild of Nuln.
Only 12 pieces of this mobile artillery exist, and are most valuable units of $LINK<Reikland's=RACE_REIKLAND> military.
^
^The Steam Tank is capable of $LINK<bombarding=GCON_Combat> adjacent targets to weaken them before other units attack 
outright, but unlike normal artillery, it has attack and defense values so it can also fight conventionally. It cannot
pillage.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Steam Tank.
#DESC_PRTO_Steam_Tank
^
^
^The Steam Tank is a monstrous armored creation, the pinnacle of Empire invention. The behemoth belches smoke and 
steam as it powers towards the enemy, cannon fire echoing from within its thick steel hull. Arrows, handgun shot 
and crossbow bolts ricochet harmlessly off its armored sides, and weapons barely scratch its surface as it crushes 
its enemies beneath its armored hulk.

#PRTO_Salamander
^
^
^[Salamanders] live in the jungle and are used as a form of artillery by their $LINK<Slann=RACE_Slann> overseers. They may $LINK<bombard=GCON_Combat> adjacent targets to weaken them before other units attack outright.
#DESC_PRTO_Salamander
^Salamanders are giant, predatory amphibians that inhabit the swamplands and estuaries of the jungles. They are swift-moving creatures on both land and water, and voracious hunters. Within their bodies is an organ that produces a fiery venom, and the Salamander is capable of launching a burst of the highly corrosive, flaming liquid.
^
^Salamanders have a vicious temperament, but despite this they are sometimes captured and raised by Skink handlers who use them to hunt the larger creatures dwelling in the jungles. It battle, Salamanders are directed towards the foe, though so aggressive are the creatures that they need little encouragement. Indeed, it is often the case that the Skinks must restrain them to prevent the Salamanders from launching themselves straight into the enemy!


#PRTO_Dwarven_Cannon
^
^
^[Dwarven Cannon] is advanced artillery unit, capable of bombarding adjacent targets to weaken them before other units 
attack outright. Its bombardment is {lethal}. Cannons have no attack or defense value, so they should be protected by an escort.
^
^[Dwarven Cannon] marks the {Golden Age} of $LINK<Karaz-Ankor=RACE_DWARFS>.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Dwarven Cannon.

#PRTO_Organ_Gun
^
^
^[Organ Gun] is a cheap artillery unit, capable of bombarding adjacent targets to weaken them before
other units attack outright. Organ Guns have no attack or defense value, so they should be protected by an escort.
^
^The Dwarf Organ Gun is an ingenious device combining five barrels, that are larger than the average handgun but still 
below the cannon's calibre, allowing all five to be fired at once if the need arises. This unit is available exclusively
to $LINK<Karaz-Ankor=RACE_DWARFS>.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an Organ Gun.
#DESC_PRTO_Organ_Gun
^
^
^One of the Engineer Guild's stranger creations, the Organ Gun has been known to decimate entire regiments that have been foolish enough to stand before it. Whilst not as powerful as a cannon, in the right hands it can prove just as effective.

#PRTO_Gyrocopter
^
^
^[Gyrocopter], a steam-powered $LINK<flying=GCON_Flying> machine, is the most unusual dwarven invention. It shoots clouds 
of hot steam from the engine, boiling the enemy. Although this may not sound very impressive, Gyrocopter bypasses the 
dwarfs' problem of slow movement, thus becoming important addition to $LINK<Karaz-Ankor=RACE_DWARFS> military. Gyrocopters have also the ability to bombard adjacent enemy units.
^
^A city must have both {iron} and {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Gyrocopter.
#DESC_PRTO_Gyrocopter
^
^
^The brave and some would say insane pilots of these crazy contraptions gather together in their own distinct 
regiments. Due to the high costs, maintenance of the machines comes from the royal treasury and so this elite 
unit are known as the King's Flying Corps.

#PRTO_Airship
^
^
^Airships are non-combat units that can be loaded with any ground unit and transport it to a friendly city, spelltower
or behind enemy lines. They can also execute recon missions and see up to two squares distant, regardless of blocking terrain. 
They are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
^
^A dwarven city must have {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an Airship.
#DESC_PRTO_Airship
^
^
^[Airships] were considered a myth - one was said to be built secretly by the dwarfs, and some peasants in Kislev and the
Empire said that they once saw it flying over their heads. Filled with hot air, airships provide the dwarfs a unsurpassed 
mobility, as even winged beasts cannot travel such large distances without any rest. 

#PRTO_Deathroller
^
^
^First used in Blood Bowl league, the [Deathroller] finally found its way into battlefield. This large, military variant
is able to crush enemy units as well put down trees and build roads. High cost, however, prevents it from being used on a
large scale. No info is available on how is the vehicle propelled - it is a well-kept secret of the Dwarf Engineers' Guild.
^
^Deathrollers receive {+1 Hit Point} bonus and are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
^
^{Clear Forest and Build Road}: Like a worker, a Deathroller can be used to $LINK<clear forests and build roads=GCON_Worker_Jobs>.

#PRTO_Bombard
^
^
^[Bombard] is a simple, gunpowder artillery unit, capable of bombarding adjacent targets to weaken them before other 
units attack outright. Bombards have no attack or defense value, so they should be protected by an escort.
^
^Bombards are available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Tilea=RACE_TILEA> and $LINK<Estalia=RACE_ESTALIA>.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Bombard.

#PRTO_Mortar
^
^
^[Mortar] is an artillery unit, capable of bombarding adjacent targets to weaken them before other units attack outright.
Mortars have no attack or defense value, so they should be protected by an escort.
^
^Mortars are available only to $LINK<Reikland=RACE_REIKLAND>.
^
^A city must have both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Mortar.
#DESC_PRTO_Mortar
^
^
^Mortars are shorter, heavier weapons than cannons, designed to lob an explosive shell high into the air so that 
it drops down onto the target. A mortar shell is hollow and filled with gunpowder. The crew light the fuse before 
the dropping the mortar shell into the Mortar. While a cannon ball may plough through a line of troops and kill 
three or four victims, a mortar shell explodes with a tremendous blast, scattering mud and bits of shell over a 
wide area. A well placed mortar shell can kill a great many victims at once.

#PRTO_Coracle
^
^
^The [Coracle] is the most primitive naval unit, available only to those factions that have no access to quality timber. 
Coracles must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end turn in 
a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. They are not capable of combat and can be captured.

#PRTO_Currach
^
^
^The [Currach] is a basic naval unit, available to Albion if it has no access to quality timber. Currachs must 
end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end turn in a 
$LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^Currachs are available only to $LINK<Albion=RACE_ALBION> but they do not differ from normal $LINK<boats=PRTO_Boat>.

#PRTO_Boat
^
^
^The [Boat] is a basic naval unit, available only to those factions that have no access to quality timber. Boats must 
end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end turn in a 
$LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 

#PRTO_Galley
^
^
^The [Galley] is both oar- and sail-powered and has stronger hull than primitive boats. Galleys must end each turn in a 
$LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Galleys.
#DESC_PRTO_Galley

#PRTO_Canoe
^
^
^The [Canoe] is both oar- and sail-powered and has stronger hull than primitive boats. Canoes must end each turn in a 
$LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Canoes.

#PRTO_Elven_Boat
^
^
^[Elven Boats] are efficient sail-powered vessels available to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Loren=RACE_LOREN>. 
Elven Boats must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their 
turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 

#PRTO_War_Galley
^
^
^The [War Galley] is both oar- and sail-powered, has stronger hull and larger capacity than ordinary galleys. 
War Galleys must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end 
their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build War Galleys.

#PRTO_Swanship
^
^
^The [Swanship] is a sail-powered ship available only to $LINK<Loren=RACE_LOREN>. It's smooth hull design enables it to move without oars as quickly as ordinary galleys. Swanship must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Swanships.

#PRTO_Lustrian_Galley
^
^
^The [Lustrian Galley] is both oar- and sail-powered galley used by the inhabitants of Lustria, $LINK<Slann=RACE_SLANN> and $LINK<Amazons=RACE_AMAZONS>. Lustrian galley must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Lustrian galleys.

#PRTO_Heavy_Galley
^
^
^The [Heavy Galley] is both oar- and sail-powered, has stronger hull and larger capacity than ordinary galleys. 
Heavy Galleys must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end 
their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square.
^
^Heavy Galleys are available only to $LINK<Westerland=RACE_WESTERLAND>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Wargalleys.

#PRTO_Galley_FarEast
^
^
^The [War Galley] is both oar- and sail-powered, has stronger hull and larger capacity than ordinary galleys. 
War Galleys must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end 
their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build War Galleys.

#PRTO_Graveboat
^
^
^The [Graveboat] of $LINK<Khemri=RACE_KHEMRI> is both oar- and sail-powered, has stronger hull and larger capacity 
than most galleys. Graveboats must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of 
sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Graveboats.

#PRTO_Longship
^
^
^[Longships] are the pride of the Norsemen. They are similar to galleys, but are faster and more deadly in combat. Longships must end each turn in a 
$LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^[Longships] mark the {Golden Age} of the $LINK<Norsemen=RACE_NORSCA>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build longships.

#PRTO_Slave_Galley
^
^
^[Slave galleys] are oar and sail-powered vessels, fitted with greater capacity in order to transport as many slaves as possible to the forges and furnaces of the Dark Lands and their masters, the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>. Slave Galleys must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Slave galleys.

#PRTO_Death_Galley
^
^
^[Death Galleys] are large ships serving both as transports and powerful naval vessels. Death Galleys must end each turn in a 
$LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^Death Galleys are available to $LINK<Hordes of Chaos=RACE_CHAOS>, $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Death Galleys.

#PRTO_Pirate_Galley
^
^
^These early pirate ships are available only to $LINK<Araby=RACE_ARABY>. 
They can engage into combat [without revealing the nationality] of the ship. Thus, you can attack another faction's shipping without precipitating war. 
Galleys must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> 
or $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build pirate galleys.

#PRTO_Caravel
^
^
^The [Caravel] is a medium-sized vessel that may safely traverse any water. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Caravels.
#DESC_PRTO_Caravel

#PRTO_Ironshark
^
^
^The [Ironshark] is an iron vessel that may safely traverse any water. It is available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
^
^A coastal city needs {iron} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Ironsharks.

#PRTO_Merchantman
^
^
^The [Merchantman] is a three-masted merchant vessel that may safely traverse any water. It has larger capacity than
caravels, and is more durable. It is available only to $LINK<Westerland=RACE_WESTERLAND> and marks the {Golden Age}
of this faction.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Merchantmen.

#PRTO_Warship
^
^
^$LINK<Westerlander=RACE_WESTERLAND> [Warships] are large merchantmen loaded with heavy cannons and trained seamen.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Warships.

#PRTO_Raider
^
^
^The [Raider] is a medium-sized vessel that may safely traverse any water. It is available to $LINK<Araby=RACE_ARABY>
and $LINK<Ind=RACE_IND>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Raiders.

#PRTO_Tombship
^
^
^The [Tombship] of $LINK<Khemri=RACE_KHEMRI> is both oar- and sail-powered transport vessel with great capacity.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Tombships.

#PRTO_Kingship
^
^
^The [Kingship] is a medium-sized vessel that may safely traverse any water. It is available only to $LINK<Norsca=RACE_NORSCA>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Kingships.

#PRTO_Battle_Barge
^
^
^The [Battle Barge] is a large $LINK<Chaos Dwarf=RACE_CHAOSDWARFS> vessel that may safely traverse any water. It can hold its own in combat as well as transport many troops or slaves.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Battle Barges.

#PRTO_Great_Leveller
^
^
^The [Great Leveller] is a purely military naval unit available to $LINK<Chaos_Dwarfs=RACE_CHAOSDWARFS> that may safely traverse any water. 
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Great Levellers.


#PRTO_Junk
^
^
^The [Junk] is a medium-sized oriental vessel that may safely traverse any water. It is available to 
$LINK<Cathay=RACE_CATHAY> and $LINK<Ungols=RACE_UNGOLS>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Junks.

#PRTO_Turtleship
^
^
^The [Turtleship] is a medium-sized $LINK<Nipponese=RACE_NIPPON> vessel that may safely traverse any water. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Turtleships.

#PRTO_Black_Galley
^
^
^The [Black Galley] is both oar- and sail-powered, has stronger hull and larger capacity than ordinary galleys. 
Black Galleys must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end 
their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
^
^Black Galleys are available to $LINK<Sylvania=RACE_SYLVANIA> and $LINK<Lahmia=RACE_LAHMIA>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Black Galleys.

#PRTO_Ghostship
^
^
^The [Ghostship] is a sea-going nightmare that carries undead troops of $LINK<Sylvania=RACE_SYLVANIA>.
$LINK<Enslavement=GCON_Enslavement> ability allows them to create new Ghostships out of defeated units.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Ghostships.

#PRTO_Black_Corsair
^
^
^The [Black Corsair] is a sea-going vessel that carries undead troops of $LINK<Lahmia=RACE_LAHMIA>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Black Corsairs.

#PRTO_Hulk
^
^
^The [Hulk] is a medium-sized vessel that may safely traverse any water. It is available to $LINK<Ironclaw Orcs=RACE_ORCS>
and $LINK<Redeye Goblins=RACE_GOBLINS>.
^
^A coastal city needs {timber} and {iron} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Hulks.

#PRTO_Heavy_Raider
^
^
^[Heavy Raiders] are medium-sized vessels loaded with cannons and cruel seamen. They are available to 
$LINK<Araby=RACE_ARABY> and $LINK<Ind=RACE_IND>.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Heavy Raiders.

#PRTO_Doomreaver
^
^
^The [Doomreaver] is purely military naval unit available only to $LINK<Naggaroth=RACE_NAGGAROTH>. It can
safely traverse any water and attack other naval vessels.

#PRTO_Deathfortress
^
^
^The [Deathfortress] is purely military naval unit available only to $LINK<Naggaroth=RACE_NAGGAROTH>. It can
safely traverse any water and attack other naval vessels.

#PRTO_Frigate
^
^
^The [Frigate] is purely military naval unit available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Bretonnia=RACE_BRETONNIA> 
and $LINK<Kislev=RACE_KISLEV>. It can safely traverse any water, bombard into adjacent squares, and attack other naval vessels.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Frigates.
#DESC_PRTO_Frigate

#PRTO_Ship_of_the_Line
^
^
^The [Ship-of-the-Line] is purely military naval unit available only to the $LINK<Estalians=RACE_ESTALIA>. It can 
safely traverse any water, bombard into adjacent squares, and attack other naval vessels.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Frigates.
#DESC_PRTO_Ship_of_the_Line

#PRTO_Manowar
^
^
^The [Man O'War] is purely military naval unit available only to the $LINK<Tileans=RACE_TILEA>. It can safely traverse any 
water, bombard into adjacent squares, and attack other naval vessels.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build 
Man O'Wars.
#DESC_PRTO_Manowar

#PRTO_War_Galleon
^
^
^The [War Galleon] is a powerful galleon that only the $LINK<Tileans=RACE_TILEA> may build. It marks the {Golden Age} 
of this faction.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build 
War Galleons.

#PRTO_Eagleship
^
^
^The [Eagleship] is a fast transport that only the $LINK<High Elves=RACE_ULTHUAN> may build. Eagleships must end each turn
in a $LINK<coastal=TERR_Coast> or $LINK<sea=TERR_Sea> square -- they are in danger of sinking if they end their turn in an $LINK<ocean=TERR_Ocean> square. 
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Eagleships.

#PRTO_Dragonship
^
^
^The [Dragonship] is an advanced fast transport that only the $LINK<High Elves=RACE_ULTHUAN> may build.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Dragonships.

#PRTO_Buccaneer
^
^
^Buccaneers are unique to $LINK<Bretonnia=RACE_BRETONNIA>. They can engage into combat [without revealing the 
nationality] of the ship. Thus, you can attack another faction's shipping without precipitating war. 
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Buccaneers.

#PRTO_Pirate_Ship
^
^
^Pirate Ships are unique to $LINK<Araby=RACE_ARABY>. They can engage into combat [without revealing the nationality] 
of the ship. Thus, you can attack another faction's shipping without precipitating war. 
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Pirate Ships.

#PRTO_Black_Ark
^
^
^The [Black Ark] is a heavy, dreadful ship carrying armies of $LINK<Naggaroth=RACE_NAGGAROTH>. 
It receives {+1 Hit Point} bonus.
^
^A coastal city needs both {timber} and {iron} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Black Arks.

#PRTO_Greatship
^
^
^The [Greatship] is a large, lightly-armed, wooden transport available to $LINK<Reikland=RACE_REIKLAND>, 
$LINK<Kislev=RACE_KISLEV> and $LINK<Albion=RACE_ALBION>.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Greatships.

#PRTO_Galleon
^
^
^The [Galleon] is a large, heavily-armed, wooden transport available only to $LINK<Bretonnia=RACE_BRETONNIA>.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Galleons.
#DESC_PRTO_Galleon

#PRTO_War_Tiger
^
^
^The [War Tiger] is a large, lightly-armed, wooden transport available only to $LINK<Ungols=RACE_UNGOLS>.
^
^A coastal city needs {timber} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build War Tigers.

#PRTO_Carrack
^
^
^The [Carrack] is a large, heavily-armed, wooden transport available only to $LINK<Estalia=RACE_ESTALIA>.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Carracks.
#DESC_PRTO_Carrack

#PRTO_Hellship
^
^
^The [Hellship] is a large transport ship, capable of spraying fumes that overwhelming enemy crews with waves of euphoria 
and passion until their hearts explode. It is available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
^
^A coastal city needs {timber} and {incense} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Hellships.

#PRTO_Treasure_Junk
^
^
^The [Treasure Junk] of $LINK<Cathay=RACE_CATHAY> is an extremely large, heavily-armed, wooden transport.
It receives {+1 Hit Point} bonus.
^
^A coastal city needs {timber}, {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Treasure Junks.

#PRTO_Drillakilla
^
^
^The [Drillakilla] is a small but deadly steam-powered ramming ship. It is available to $LINK<Ironclaw Orcs=RACE_ORCS> 
and $LINK<Redeye Goblins=RACE_GOBLINS>.
^
^A coastal city needs both {timber} and {iron} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Drillakillas.

#PRTO_Ironclad
^
^
^The [Ironclad] is a dwarven invention - the first steam-powered vessel with plate-covered hull. It is available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
^
^A coastal city needs both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Ironclads.
#DESC_PRTO_Ironclad

#PRTO_Steam_Tiger
^
^
^The [Steam Tiger] is a steam-powered vessel similar to the dwarven ironclad. It is available only to $LINK<Cathay=RACE_CATHAY>.
^
^A coastal city needs both {iron} and {saltpeter} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Steam Tigers.

#PRTO_Dreadnaught
^
^
^The [Dreadnaught] is the ultimate naval transport of $LINK<Karaz-Ankor=RACE_DWARFS>. It receives {+1 Hit Point} bonus. The Dwarfs' renegade cousins, the $LINK<Chaos Dwarf=RACE_CHAOSDWARFS> may also build Dreadnaughts.
^
^A coastal city needs {timber} and {iron} in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Dreadnaughts.

#PRTO_Leader
^
^
^[Leaders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle or as the result of scientific
$LINK<research=GCON_Research>. Depending on the $LINK<type of leader=GCON_Leaders>, it can be used either to create
an $LINK<army=PRTO_Army> or to $LINK<hurry=GCON_Hurry_Production> production of certain items in a city. When the
leader does either of these things it disappears.
#DESC_PRTO_Leader
^
^
^Throughout history special individuals have come to prominence on the world stage. Each embodied in some way the ideals and 
dreams of their people, causing legions to follow their lead. These great leaders of mankind were capable of feats that 
created benefits well beyond what they could achieve by themselves. On the battlefield, they inspired their troops to conquer 
their fear and accomplish goals thought impossible. Within civilian society, these figures corralled diverse goals and 
opinions into a powerful, unified focus. Once organized, these social entities became capable of pushing their society 
steadily into the bright future they all hoped to visit. 

#PRTO_Army
^
^An [Army] is a group of ordinary units that move and fight together. To form an army, you must 'load' other units into the base Army unit. You can load up to two units. $LINK<The Grand School
of War=BLDG_Grand_School_of_War> wonder increases this capacity by one.
^
^{Building an Army}
^Armies are generated in cities that have the $LINK<War Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create.
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.

#PRTO_Army_FarEast
^
^An [Army] is a group of ordinary units that move and fight together. To form an army, you must 'load' other units into the base Army unit. You can load up to two units. $LINK<The Grand School
of War=BLDG_Grand_School_of_War> wonder increases this capacity by one.
^
^{Building an Army}
^Armies are generated in cities that have the $LINK<War Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create.
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.

#PRTO_Princess
^
^
^The [Princess] functions as the flag in the Capture the Princess $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Caballero
^
^
^[Caballero] is $LINK<Estalian=RACE_ESTALIA> light cavalry. It will [withdraw] from combat if it is losing (unless 
fighting another fast unit).

#PRTO_Ashigaru
^
^
^[Ashigaru] means "light-feet" (with further translation to "light infantry") in Nipponese. It is the core defensive 
unit of $LINK<Nippon=RACE_NIPPON>.

#PRTO_Stone_Crossbow
^
^
^These $LINK<Cathayan=RACE_CATHAY> troops carry [stone crossbows] which throw rocks or lead shot through a slotted barrel.

#PRTO_Grave_Guard
^
^
^[Grave Guards] are wights guarding the $LINK<Mausoleum=BLDG_Mausoleum>. They have no upkeep cost, are immobile and 
cannot be disbanded.

#PRTO_Skeleton_Warrior
^
^
^[Skeleton Warriors] are animated undead. They have no upkeep cost and cannot be disbanded.
#DESC_PRTO_Skeleton_Warrior
^
^
^The battlefields of the Old World are strewn with the graves of many nameless warriors who have fallen in combat and been consigned to a hasty resting place, or left upon the ground amidst the carnage. Even in death there is no rest for the fallen warriors, for they can be summoned back to the world of the living by black sorcery. All that these once-dead fighters can recall of their mortal life are faint memories of battles fought long ago. All that they feel is the compulsion to fight and to obey their masters as they did when they were alive. A mortal who dares fight against an army of Skeletons is confronted by a ghastly apparition, for who could remain unafraid when faced with the remains of long-dead warriors lurching towards him.

#PRTO_Skeletal_Minion
^
^
^[Skeletal Minions] are undead, summoned or animated to serve their masters. They have no upkeep cost, but they require 
initial sacrifice of some population. They cannot be disbanded.
^
^Skeletal Minions are available only to $LINK<Khemri=RACE_KHEMRI>.

#PRTO_Zombie
^
^
^[Zombies] are undead, summoned or animated to serve their masters. They have no upkeep cost, but they require initial 
sacrifice of some population. Zombies cannot be disbanded.
^
^{Clear Forest and Build Road}: Like a worker, a Zombie can be used to $LINK<clear forests and build roads=GCON_Worker_Jobs>.
^
^Zombies are available to $LINK<Sylvania=RACE_SYLVANIA> and $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Skeleton_Spearman
^
^
^[Skeleton] or [Undead Spearmen] are undead defenders. They have no upkeep cost, but they require initial 
sacrifice of some population. They cannot be disbanded.
^
^They are available to the three Undead nations.
#DESC_PRTO_Skeleton_Spearman
^
^
^The battlefields of the Old World are strewn with the graves of many nameless warriors who have fallen in combat and been consigned to a hasty resting place, or left upon the ground amidst the carnage. Even in death there is no rest for the fallen warriors, for they can be summoned back to the world of the living by black sorcery. All that these once-dead fighters can recall of their mortal life are faint memories of battles fought long ago. All that they feel is the compulsion to fight and to obey their masters as they did when they were alive. A mortal who dares fight against an army of Skeletons is confronted by a ghastly apparition, for who could remain unafraid when faced with the remains of long-dead warriors lurching towards him.

#PRTO_Undead_Spearman
^
^
^[Skeleton Spearmen] are undead defenders. They have no upkeep cost, but they require initial 
sacrifice of some population. They cannot be disbanded.
^
^They are available to the three Undead nations.
#DESC_PRTO_Undead_Spearman
^
^
^The battlefields of the Old World are strewn with the graves of many nameless warriors who have fallen in combat and been consigned to a hasty resting place, or left upon the ground amidst the carnage. Even in death there is no rest for the fallen warriors, for they can be summoned back to the world of the living by black sorcery. All that these once-dead fighters can recall of their mortal life are faint memories of battles fought long ago. All that they feel is the compulsion to fight and to obey their masters as they did when they were alive. A mortal who dares fight against an army of Skeletons is confronted by a ghastly apparition, for who could remain unafraid when faced with the remains of long-dead warriors lurching towards him.

#PRTO_Skeleton_Halberdier
^
^
^[Skeleton] or [Undead Halberdiers] are powerful defenders. They have no upkeep cost, but they require initial 
sacrifice of some population. They cannot be disbanded.
^
^They are available to the three Undead nations.
#DESC_PRTO_Skeleton_Halberdier
^
^
^The battlefields of the Old World are strewn with the graves of many nameless warriors who have fallen in combat and been consigned to a hasty resting place, or left upon the ground amidst the carnage. Even in death there is no rest for the fallen warriors, for they can be summoned back to the world of the living by black sorcery. All that these once-dead fighters can recall of their mortal life are faint memories of battles fought long ago. All that they feel is the compulsion to fight and to obey their masters as they did when they were alive. A mortal who dares fight against an army of Skeletons is confronted by a ghastly apparition, for who could remain unafraid when faced with the remains of long-dead warriors lurching towards him.

#PRTO_Undead_Halberdier
^
^
^[Skeleton] or [Undead Halberdiers] are powerful defenders. They have no upkeep cost, but they require initial 
sacrifice of some population. They cannot be disbanded.
^
^They are available to the three Undead nations.
#DESC_PRTO_Undead_Halberdier
^
^
^The battlefields of the Old World are strewn with the graves of many nameless warriors who have fallen in combat and been consigned to a hasty resting place, or left upon the ground amidst the carnage. Even in death there is no rest for the fallen warriors, for they can be summoned back to the world of the living by black sorcery. All that these once-dead fighters can recall of their mortal life are faint memories of battles fought long ago. All that they feel is the compulsion to fight and to obey their masters as they did when they were alive. A mortal who dares fight against an army of Skeletons is confronted by a ghastly apparition, for who could remain unafraid when faced with the remains of long-dead warriors lurching towards him.

#PRTO_Skeleton_Horseman
^
^
^[Skeleton Horsemen] are light cavalry available to $LINK<Khemri=RACE_KHEMRI> and $LINK<Lahmia=RACE_LAHMIA>. They have no upkeep and cannot be disbanded.
#DESC_PRTO_Skeleton_Horseman
^
^
^The mighty armies of the Tomb Kings, made up of regiment after regiment of valiant soldiers, swore an oath of loyalty before the gods to serve the king beyond death. Thus the bones of those soldiers who perished in battle were collected from the field of war and interred in the great tomb pits of the king’s necropolis. Those who yet lived after their lord had died marched as if on a victory parade to the necropolis upon the day of the king’s entombment. Arranged before the pyramid of their king in ranks, icons held proudly, they were entombed alive. 
^
^There they remain until the trumpet call of the Liche Priests awakens them and they once again heed the orders of their commanders. Mounted on the skeletal remains of their once proud steeds, regiments of cavalry race across the open plains to engage their foes, while other, more lightly armoured horsemen scout out the movements of the enemy, and harass their flanks.

#PRTO_Skeleton_Archer
^
^
^[Skeleton Archers] are undead bowmen. They have no upkeep cost, but they require initial 
sacrifice of some population. They cannot be disbanded.
^
^They are available to the $LINK<Khemri=RACE_KHEMRI> and $LINK<Lahmia=RACE_LAHMIA>. 
#DESC_PRTO_Skeleton_Archer
^
^
^The battlefields of the Old World are strewn with the graves of many nameless warriors who have fallen in combat and been consigned to a hasty resting place, or left upon the ground amidst the carnage. Even in death there is no rest for the fallen warriors, for they can be summoned back to the world of the living by black sorcery. All that these once-dead fighters can recall of their mortal life are faint memories of battles fought long ago. All that they feel is the compulsion to fight and to obey their masters as they did when they were alive. A mortal who dares fight against an army of Skeletons is confronted by a ghastly apparition, for who could remain unafraid when faced with the remains of long-dead warriors lurching towards him.

#PRTO_Tomb_Guard
^
^
^The [Tomb Guard] are powerful undead warriors, who in life were powerful warriors, but are even stronger in undeath. They cannot be disbanded.
^
^They are available to the $LINK<Khemri=RACE_KHEMRI> and $LINK<Lahmia=RACE_LAHMIA>. 
#DESC_PRTO_Tomb_Guard
^
^
^The bravest and best soldiers serving the Tomb King acted as his personal bodyguards and palace guards during their lifetime. In respect of this role, they were honoured with the privilege of sharing his immortality and buried close to their king within the regal pyramid itself. Just as they guarded the palace in life, so now they guard the inner sanctum of the necropolis. The prospect of sharing in the immortality of their king and serving him for all time inspired these soldiers to heroic acts of bravery. They would die where they stood rather than retreat, and would charge against the most hopeless odds. Time and again this would bring victory to the king's army and earn a place in his pyramid for the fallen. Tomb Guard were also honoured with partial mummification, though this was nowhere near as elaborate as the ceremonies of preparation which the Tomb Kings and Princes underwent.

#PRTO_Wight_Infantry
^
^
^[Wight Infantry] are powerful undead warriors like the $LINK<Grave Guard=PRTO_Grave_Guard>, that are not bound to protect their masters' lair. They cannot be disbanded.
^
^They are available to the Vampire Counts of $LINK<Sylvania=RACE_SYLVANIA>.
#DESC_PRTO_Wight_Infantry
^
^
^In ages long past, the men of the Old World buried their dead heroes beneath mounds of earth and stone, together with all of the battle gear and worldly wealth that they possessed while they were still living. 
^
^Wights are long dead warriors and heroes who have been returned to the land of the living by foul, necromantic magic. Although their bodies have long since decayed, Wights are held together by evil magic so strong that it has been known to last for many centuries.
^
^Wights wear ancient armour of bronze and black iron, corroded by time and dusty with the years. They carry iron weapons that have been inlaid with evil runes, an accursed parody of once powerful magical blades.

#PRTO_Tomb_Swarm
^
^
^[Tomb Swarms] are piles of bones and other constructs reanimated by the $LINK<Liche Priests=PRTO_Liche> of Khemri. They may be sent to attack their enemies using the $LINK<"It Comes from Beneath!"=GCON_It_Comes_From_Beneath> from Spelltowers - or if the Khemri has been lucky enough to finish the Spell of awakening - from the cities in that very continent.
#DESC_PRTO_Tomb_Swarm
^
^
^The tombs of the necropoli are infested with the dried husks and shells of countless poisonous insects and other vicious creatures of the desert. Though long dead, the mere presence of the Liche Priests and Tomb Kings fills their empty shells with animation, and they scuttle from their hiding places around the mortuary temples and beneath the sands. The Liche Priests have long since gained mastery over these creatures and can summon them forth at will through their incantations. They do this to guard the necropolis against intruders, especially tomb robbers. Those who penetrate the labyrinthine passages of the tombs risk these swarms appearing seemingly from the earth itself in an unstoppable wave, biting, clawing and burying themselves in flesh. The victims are poisoned by hundreds of bites and stings, and are rapidly devoured as the vicious creatures quickly consume flesh, clothing and bone. 

#PRTO_Skeleton_Chariot
^
^
^[Skeleton Chariots] are the pride of a Tomb King's armies. They receive {+1 Hit Points} bonus. They cannot be disbanded, and have no upkeep cost.
#DESC_PRTO_Skeleton_Chariot
^
^
^Nehekhara was the first great civilisation of Mankind, and the place where Men first used horse and chariot in battle. The ancient armies of Nehekhara included strong forces of swift, lightly built chariots usually drawn by a pair of horses. These fought in massed units and were considered the elite of the army, and only the nobility were permitted to fight as charioteers. This was considered a great accomplishment, for in ancient Nehekhara horses had only recently been bred as beasts of war.
^These elite chariot squadrons were entombed beside the pyramids of the Tomb Kings of Nehekhara, ready to serve their lords upon their awakening, and trample over their foes as they had done in his mortal reign. Admired and respected foes when they were alive, the skeletal charioteers of the Tomb Kings riding to battle strike fear in the hearts of all who oppose them. 


#PRTO_Elf_Worker
^
^[Elf Workers] can defend like normal combat units.
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.

#PRTO_Peasant
^
^
^Conscripted [peasants] are the first and cheapest military unit a human faction can have. This includes 
$LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Albion=RACE_ALBION>, 
$LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Cathay=RACE_CATHAY> and $LINK<Nippon=RACE_NIPPON>.

#PRTO_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.
#DESC_PRTO_Spearman

#PRTO_Barbarian_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.
#DESC_PRTO_Spearman


#PRTO_Northern_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.

#PRTO_Southern_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.

#PRTO_Cathayan_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.

#PRTO_Nehekharan_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.

#PRTO_Otomo_Spearman
^
^
^A formation of spears makes an excellent defensive regiment. Enemies who charge a unit of [Spearmen] are faced with 
an impassable wall of sharp steel points.
^
^Spearmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>, 
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ungols=RACE_UNGOLS>, 
$LINK<Dolgans=RACE_DOLGANS> and $LINK<Ind=RACE_IND>.

#PRTO_Cathayan_Warrior
^
^
^Trained [warriors] are the first advancement in the military of $LINK<Cathay=RACE_CATHAY>.

#PRTO_Swordsman
^
^
^[Swordsmen] are expert fencers. They are regarded as romantic and dashing figures, often bravely engaging the best enemy 
regiments. Their great ability with the sword makes them a tough challenge for even the most skilled opponents.
^
^Swordsmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>,
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND> and $LINK<Cathay=RACE_CATHAY>.
#DESC_PRTO_Swordsman

#PRTO_Albionese_Swordsman
^
^
^[Swordsmen] are expert fencers. They are regarded as romantic and dashing figures, often bravely engaging the best enemy 
regiments. Their great ability with the sword makes them a tough challenge for even the most skilled opponents.
^
^Swordsmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>,
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND> and $LINK<Cathay=RACE_CATHAY>.

#PRTO_Cathayan_Swordsman
^
^
^[Swordsmen] are expert fencers. They are regarded as romantic and dashing figures, often bravely engaging the best enemy 
regiments. Their great ability with the sword makes them a tough challenge for even the most skilled opponents.
^
^Swordsmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>,
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND> and $LINK<Cathay=RACE_CATHAY>.

#PRTO_Southern_Swordsman
^
^
^[Swordsmen] are expert fencers. They are regarded as romantic and dashing figures, often bravely engaging the best enemy 
regiments. Their great ability with the sword makes them a tough challenge for even the most skilled opponents.
^
^Swordsmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>,
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND> and $LINK<Cathay=RACE_CATHAY>.

#PRTO_Nehekharan_Swordsman
^
^
^[Swordsmen] are expert fencers. They are regarded as romantic and dashing figures, often bravely engaging the best enemy 
regiments. Their great ability with the sword makes them a tough challenge for even the most skilled opponents.
^
^Swordsmen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, 
$LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Araby=RACE_ARABY>, $LINK<Khemri=RACE_KHEMRI>,
$LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND> and $LINK<Cathay=RACE_CATHAY>.

#PRTO_Pikeman
^
^
^The [pikeman] is an excellent defender available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>,
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and $LINK<Araby=RACE_ARABY>.
#DESC_PRTO_Pikeman

#PRTO_Bretonnian_Halberdier
^
^
^The [pikeman] is an excellent defender available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>,
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and $LINK<Araby=RACE_ARABY>.


#PRTO_Mid_Pikeman
^
^
^The [pikeman] is an excellent defender available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>,
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and $LINK<Araby=RACE_ARABY>.

#PRTO_Arabyan_Pikeman
^
^
^The [pikeman] is an excellent defender available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>,
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and $LINK<Araby=RACE_ARABY>.

#PRTO_Arabyan_Infantry
^
^
^[Infantry] are well armed and trained foot-soldiers, acting as cannon fodder in the Dark Ages.
^
^Standard infantry is available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Araby=RACE_ARABY> and
$LINK<Cathay=RACE_CATHAY>.

#PRTO_Infantry
^
^
^[Infantry] are well armed and trained foot-soldiers, acting as cannon fodder in the Dark Ages.
^
^Standard infantry is available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Araby=RACE_ARABY> and
$LINK<Cathay=RACE_CATHAY>.
#DESC_PRTO_Infantry

#PRTO_Greatsword
^
^
^[Greatswords] are well armed and trained foot-soldiers of The Empire of $LINK<Reikland=RACE_REIKLAND>.
#DESC_PRTO_Greatsword
^
^
^Members of the Greatswords are personally picked by the Elector Counts from among the champions of their troops. To gain such a promotion, a soldier must distinguish himself under the eyes of his commanding officers or accomplish some heroic feat of arms. Greatswords form the garrison of the Count's castle and their personal bodyguard on the battlefield. Equipped with deadly two-handed swords and superb suits of full plate armour made by Dwarf Smiths, Greatswords swear to never give ground to the enemies of the Empire and to protect the count at the cost of their own lives. The history of the Empire is rich with episodes where these brave soldiers were cut down to a man in a last stand around their Count after all the rest of the army had been defeated. Such devotion is well rewarded, as veterans of this elite corp are sometimes knighted, a great honour for a humble warrior.

#PRTO_Cathayan_Infantry
^
^
^[Infantry] are well armed and trained foot-soldiers, acting as cannon fodder in the Dark Ages.
^
^Standard infantry is available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and
$LINK<Cathay=RACE_CATHAY>.

#PRTO_Marauder
^
^
^[Marauders] are barbarian fighters available to $LINK<Dolgans=RACE_DOLGANS>, $LINK<Ungols=RACE_UNGOLS> and $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Blade
^
^
^[Blades] are advanced defenders available to $LINK<Ind=RACE_IND>.

#PRTO_Reiksguard
^
^
^[Reiksguard] are elite defenders of $LINK<Reikland=RACE_REIKLAND>.

#PRTO_Halberdier
^
^
^[Halberdiers] are advanced defenders available to $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Glade_Guard
^
^
^The [Glade Guard] of $LINK<Athel Loren=RACE_LOREN> ignore Forest movement cost. They will [withdraw] from combat if they are losing (unless fighting another fast unit).
#DESC_PRTO_Glade_Guard
^
^
^The core of the Wood Elf army are the many warriors armed with the deadly elven longbows. The Wood Elves are master craftsmen when it comes to making the best bows known in the Old World. The bow-staves are shaped over many years while still growing on the tree and the bow strings are woven from the long hair of Elf maidens. With these bows the archers are deadly accurate and their keen eyes can pick out a distant target in the shaded glades of the forest.

#PRTO_Wood_Elf_Warrior
^
^
^[Wood Elf Warriors] are basic Elven defenders of $LINK<Athel Loren=RACE_LOREN>. They can move through Forest without a movement penalty and will [withdraw] from combat if they are losing (unless fighting another fast unit).

#PRTO_Eternal_Guard
^
^
^The [Eternal Guard] are the greatest mortal defenders of $LINK<Athel Loren=RACE_LOREN>, and ignore Forest movement cost. They will [withdraw] from combat if they are losing (unless fighting another fast unit).
#DESC_PRTO_Eternal_Guard
^
^
^Through the long winter months, the forest of Athel Loren is at its lowest ebb, made dormant and vulnerable through the cycle of the seasons. The Treemen slumber and even the normally lithe Dryads are sluggish and slow. During this time, guardianship of the most sacred of places falls to the Eternal Guard, sons and daughters of the noble houses of Athel Loren. Only skill on the field of battle can earn an honoured place within the ranks of the Eternal Guard, for their duty is a difficult and dangerous one. Should the forest be assailed in the frozen months they can depend upon little or no aid from Athel Loren itself, and will be called upon to hold fast against whatever threat comes to challenge them. Sometimes, in the bitterest of weather when the Shadow Fey stir from the Wildwood to claim the Oak of Ages for their own, the threat comes from within and not from without. Regardless of whether the foe be faerie spirit, marauding Beastman or Questing Knight, the Eternal Guard stand firm before it.

#PRTO_Glade_Rider
^
^
^[Glade Riders] of $LINK<Loren=RACE_LOREN> ignore Forest movement cost. They will [withdraw] from combat if they are 
losing (unless fighting another fast unit).
#DESC_PRTO_Glade_Rider
^
^
^The Forest of Loren is surrounded by open heath and downland with the occasional rocky crag, grove of stunned trees and plenty of scrub, bracken and heather. This belt of wild open land forms the outer border of the Wood Elf realm and is constantly guarded by the Glade Riders and charioteers of the Kindred of Equos.

#PRTO_War_Dancer
^
^
^[War Dancers] of $LINK<Loren=RACE_LOREN> can attack twice a turn and ignore Forest movement cost. They will [withdraw] 
from combat if they are losing (unless fighting another fast unit).
#DESC_PRTO_War_Dancer
^
^
^Amongst the Wood Elves, the Wardancers are the most feared warriors of all. Ordained at birth they spend their lives practicing their spectacular battle skills that are famed and feared throughout the world. Graceful in battle, they use their amazing skills to the full, leaping over enemies, darting away from deadly blows with lighting speed and striking with their weapons before the foe has time to react.

#PRTO_Waywatcher
^
^
^The [Waywatchers] are vigilant guards of $LINK<Loren=RACE_LOREN>, able to pick off enemies silently and effectively. 
^
^As they fight in such small bands, they receive {-1 Hit Point penalty}, however, they can pick their targets in combat by performing {stealth attacks}. They cannot pillage, attack workers, settlers, 
kings, war machines nor spells. They will [withdraw] from combat if they are losing (unless fighting another fast unit), and ignore Forest movement cost.
#DESC_PRTO_Waywatcher
^
^Guardians of the paths leading into Athel Loren, the Waywatchers are silent and deadly sentinels. They are masters of concealment, and have trained themselves so that they can lie unnoticed and unmoving for days on end before springing into action to slay a startled and unfortunate prey. Long years of practice with their chosen weapon has left each Waywatcher capable of a tremendous rate of fire, able to loose an unerring stream of black-shafted arrows one after another, seemingly without pause and without loss of accuracy. Any who enter Athel Loren run the risk of being slain without warning by the Waywatchers, cut down by unseen archers or falling prey to their cunningly constructed traps. When the call to battle comes, the Waywatchers band together into small groups. Their uncanny skills naturally lend themselves to the arts of disruption and surprise, appearing silently next to a vulnerable enemy and vanishing as quickly as they came before his body hits the ground.

#PRTO_Dryad
^
^
^In their war aspects, [Dryads] are fearsome forest spirits of $LINK<Athel Loren=RACE_LOREN>. When organised into an army, they ignore Forest movement cost. 
^
^{Plant Forest}: Like a worker, a Dryad can be used to $LINK<plant forests=GCON_Worker_Jobs>, at double rate.
#DESC_PRTO_Dryad
^
^Dryads are spiteful and deadly creatures with hearts akin to shards of ice. In the soul of a Dryad there is neither room nor regard for compassion or mercy, merely an uncompromising dedication to Athel Loren that makes even the most heartfelt vows of Elf or Man seem trivial by comparison. To harm the forest is to incur the wrath of the Dryads and invoke a deadly and unyielding vengeance that will follow the transgressor until his body has been ruined and broken at their hands. 

#PRTO_Elf_Warrior
^
^
^Elven Warriors will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Elf_Archer
^
^
^Elven Archers will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Naggaroth=RACE_NAGGAROTH>.
#DESC_PRTO_Elf_Archer
^
^
^The majority of warriors in our armies are citizen militia rather than professional soldiers. This militia is a form of part-time army in which all take their turn to serve, every Elf providing his own battle gear in defence of his home and country. 
^
^When he is inducted into the citizen levy, a keen-eyed young Elf will begin his training in the Archers. Lacking the battle experience of his older brethren, he fights from a distance - experiencing the carnage of war from a relatively safe place. 

#PRTO_Dark_Elf_Archer
^
^
^Elven Archers will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Elf_Spearman
^
^
^Elven Spearmen will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Dark_Elf_Spearman
^
^
^Elven Spearmen will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Elf_Infantry
^
^
^Elven Infantry will [withdraw] from combat if it is losing (unless fighting another fast unit). It is available only 
to $LINK<Ulthuan=RACE_ULTHUAN>.

#PRTO_Black_Guard
^
^
^[Black Guards] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are 
available only to $LINK<Naggaroth=RACE_NAGGAROTH>.
#DESC_PRTO_Black_Guard
^
^
^If you are called upon to fight directly for the lordly Malekith, he may deign to send you a contingent of his personal guard. These are the Black Guard, the soldiery of the Dark Elf capital Naggarond, and they are the fiercest fighters in all the Land of Chill. Wondrously ruthless and efficient on the attack, and immovable in defense, the Black Guard are the terror of the Dark Elf enemies.

#PRTO_Executioner
^
^
^[Executioners] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are 
available only to $LINK<Naggaroth=RACE_NAGGAROTH>.

#DESC_PRTO_Executioner
^
^
^When talking about the warriors you can muster from amongst the population, it is worthwhile to discuss the city of Har Ganeth, known as the Cursed Place by the slaves who are sent there. This city is devoted to the service of our great god Khaine in his aspect as the Executioner. Here the craft of Death is held in the highest esteem. The elite warriors of this city are the Executioners, and they are foremost amongst the warriors of the Witch King.

#PRTO_Phoenix_Guard
^
^
^The [Phoenix Guard] fights in utter silence, bound by their magical oath. They march to battle bearing their 
ceremonial halberds and clad in cloaks of embroidered fire. This unnatural silence is deeply disturbing for their 
enemies, as even the direst of wounds will not make them cry out.
^
^[Phoenix Guards] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are 
available only to $LINK<Ulthuan=RACE_ULTHUAN>.
#DESC_PRTO_Phoenix_Guard
^
^
^Of the many great warriors of the High Elf people, the most fearsome to face are the silent guardians of the Shrine of Asuryan. Known as the Phoenix Guard, the main duty of these warrior monks is to protect the island shrine and all those who make their pilgrimage there. Particularly important is the eternal flame, through which the chosen candidate for Phoenix King must walk in order to receive the blessing of Asuryan.

#PRTO_Reaver
^
^
^[Ellyrian Reavers] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available only
to $LINK<Ulthuan=RACE_ULTHUAN>.
#DESC_PRTO_Reaver
^
^
^The descendants of generations of expert horse warriors, these lightly armed cavalrymen are experts at scouting, and form the eyes and ears of most of the high elf armies. They range many miles around the army seeking enemy troops, places of ambush, and advantageous sites where the army can defend itself or give battle. Once battle is joined, the Reavers will usually ride around the flanks of the enemy army, skirmishing with the enemy scouts and then turning the flanks of the enemy army, charging them in the rear as the rest of the host engages them from the front.

#PRTO_Footman
^
^
^[Footmen] are available only to $LINK<Cathay=RACE_CATHAY>.

#PRTO_Highlander
^
^
^[Highlanders] come from highlands of $LINK<Albion=RACE_ALBION>.

#PRTO_Scout
^
^
^[Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside. 
^
^Scouts are available only to $LINK<Kislev=RACE_KISLEV>.
#DESC_PRTO_Scout
^
^
^Smart application of a faction's military resources often means identifying the points that would benefit from it the most. The use of lightly armed but fleet of foot scouts to survey the situation can permit this effective application of might.

#PRTO_Slinger
^
^
^Staff [Slingers] are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_Bretonnia>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and $LINK<Sylvania=RACE_Sylvania>.

#PRTO_Peasant_Archer
^
^
^The [Peasant Archers] of $LINK<Bretonnia=Race_Bretonnia> are cheap but poor bowmen.

#PRTO_Arabyan_Archer
^
^
^This type of [archer] is available only to $LINK<Araby=RACE_ARABY>.

#PRTO_Nehekharan_Archer
^
^
^This type of [archer] is available to $LINK<Khemri=RACE_KHEMRI> and $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Longbowman
^
^
^[Longbowmen] are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA> and $LINK<Sylvania=RACE_Sylvania>.

#PRTO_Crossbowman
^
^
^[Crossbowmen] are excellent attackers available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_Bretonnia> and $LINK<Kislev=RACE_KISLEV>.

#PRTO_Marksman
^
^
^Mercenary [Marksmen] are excellent attackers available to $LINK<Tilea=RACE_TILEA> and $LINK<Estalia=RACE_ESTALIA>.

#PRTO_Chu-ko-nu
^
^
^[Chu-ko-nu] are $LINK<Cathayan=RACE_CATHAY> troops armed with quick-loading bamboo crossbows.

#PRTO_Otomo_Archer
^
^
^Otomo Archers are available to $LINK<Nippon=RACE_Nippon>.

#PRTO_Treeman
^
^
^[Treemen] receive {+2 Hit Points} bonus and mark the {Golden Age} of the $LINK<Wood Elves=RACE_LOREN>. 
When organised into an army, they ignore Forest movement cost. 
^
^{Plant Forest and Clear Damage}: Like a worker, a Treeman can be used to $LINK<plant forests and clear damage=GCON_Worker_Jobs>, at double rate.
#DESC_PRTO_Treeman
^
^
^Some of the more powerful and ancient of Athel Loren's spirits are able to entwine their essence with that of a living tree, moulding it to their will. It is not a decision taken lightly for, when a spirit forms a bond with a living tree, they become irrevocably merged and cannot choose to leave -  only death can sever the connection. From that moment on, the will of the spirit shapes and drives the tree, using knotted bark and gnarled branches to serve where an insubstantial spirit form cannot. Terrifying to behold, these behemoths smash apart all who stand against them, and are almost impervious to harm. Foes are swallowed whole by gaping mouths that open in the trunks of these mighty beings, the corpses providing the host tree with nourishment for many years. These mighty Treemen are revered by Elf and forest-creature alike, and are often infested with lesser spirits living amongst their branches, roots and hollows. These incredibly ancient beings have seen entire races rise and fall like the ascent and descent of the sun, and understand the passing of time in a completely different way to mortal creatures. Even the long-lived Elves seem to pass into dust at an alarming rate to these Treemen, the oldest of whom can remember times before the footsteps of the Elves left a mark upon the world and can expect to remain when the Elves walk no more.

#PRTO_Tiranoc_Chariot
^
^
^[Tiranoc Chariots] receive {+1 Hit Point} bonus and will [withdraw] from combat if they are losing (unless fighting 
another fast unit). They are available only to $LINK<Ulthuan=RACE_ULTHUAN>.
#DESC_PRTO_Tiranoc_Chariot
^
^
^The Charioteers of Tiranoc are a dying people. Few are left to carry on the ancient High Elf art of fighting 
from a chariot. Those that remain are highly skilled and are renowned as some of the finest warriors in the Phoenix 
King's army.

#PRTO_Beastman
^
^
^[Beastmen] of Chaos receive {+1 Hit Point} bonus.
^
^Beastmen are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Beastman
^
^
^Typical Beastmen are called Gors. Their appearance varies more greatly than most races but all combine some 
bestial features with those of a man. The base form of the Beastmen, and that possessed by the vast majority, has come to be that of the head and legs of a goat and the upper body of a man. As creatures of Chaos, however, the Beastmen display almost infinite variations of this guise. Many have the horns or head of cattle rather than goats, while others may possess even stranger mutations. 	

#PRTO_Ungor
^
^
^[Ungors] are smaller Beastmen that are often pushed aside by their larger cousins. 
^
^Ungors receive {+1 Hit Point} bonus and are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Ungor
^
^
^Ungors are not as strong, tough or intelligent as the Gors. They are physically smaller and their horns are almost always less impressive and numerous. Ungor are extremely cruel and spiteful creatures, taking out their jealously of the Gors on foes in battle, captives, Brays (those Beastmen without any horns) or anything else incapable of putting up much of a fight. In battle the Ungors join the Gors in unruly herds, charging towards the enemy with thoughts only of rending them apart. The Gors always push their way to the front of a fight, and so the Ungors jab between their larger cousins with their crude spears.


#PRTO_Centigor
^
^
^[Centigors] are brutish four-legged Beastmen available only to $LINK<Hordes of Chaos=RACE_CHAOS>. 
^
^They receive {+1 Hit Point} bonus, and are unruly, often drunken creatures which may attack twice per turn. They will [withdraw] from combat if they are losing (unless fighting another fast unit). 
#DESC_PRTO_Centigor
^
^
^Centigors are a disturbing cross between four-legged creatures, such as horses and oxen, and the bipedal beasts of Chaos, merged together by the warping powers of the Wastes some time in ages past. They possess the hindquarters and forelegs of their quadruped ancestors, granting them great speed and strength, but the upper body of a humanoid with which they wield brutal weapons.

#PRTO_Bestigor
^
^
^[Bestigors] are among the most powerful Beastmen infantry. 
^
^They receive {+1 Hit Point} bonus and are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Bestigor
^
^The toughest of Beastmen are known as Bestigors. As well as being stronger, they tend to be more disciplined, forming more organized ranks in battle than their quarrelsome lesser brethren, and restrain themselves from their more disruptive excesses. They always carry the best weapons and armour available, sometimes even toting steel shields or armour captured from weaker races. Most often the Bestigors will slam into the front of an enemy army where lesser Beastmen might not hold their nerve, while the other Gors and Ungors charge forward in unruly packs.

#PRTO_Tuskgor_Chariot
^
^
^[Tuskgor Chariots] are crewed by Beastmen and receive {+2 Hit Point} bonus and will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available only to $LINK<Chaos=RACE_CHAOS>.
#DESC_PRTO_Tuskgor_Chariot
^
^Particularly powerful Beastmen chiefs may be fortunate enough to own chariots. The chariots of the Beastmen are ramshackle, comprising of heavy, large pieces of lumber nailed and bound together with no thought of craftsmanship or finesse. This does not matter, however, because the strength and ferocity of the creatures used by the Beastmen to draw their chariots far outmatches that of mere horses. The Tuskgor, as they are known, are horrifyingly warped crosses between the wild boars of the Old World's forests and Beastmen themselves, twisted by the power of Chaos into massive creatures covered with brutal tusks and horns. In battle, Tuskgor chariots surge towards the enemy at breakneck speed, driving through the ranks of the foe with unstoppable force and scattering them as the Beastmen and Tuskgors strike out with hooves, horns and blades.

#PRTO_Minotaur
^
^
^[Minotaurs] receive {+1 Hit Point} bonus.
^
^Minotaurs are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Minotaur
^
^
^Minotaurs are massive bull-headed monsters. They can be over twice the height of a man and are far greater in bulk. Their gigantic heads are broad and ugly, and their horns are sharp and dangerous. Many have the cloven-hoofed hindquarters of a beast and other deformities of the body that the touch of Chaos brings. They are less intelligent than Men or even Beastmen, but are unnaturally strong and powerful.
^  Though normally ponderous and slow-witted, battle turns Minotaurs into raging bulls and the scent of blood drives them to violent excess. In the midst of combat they tear their enemies apart and swallow down great chunks of bloody flesh, quenching their thirst with the blood of the dying whilst the battle rages on around them.
^  It is said that Minotaurs are the keepers of dark shrines deep within the farthest reaches of the forests, where even Beastmen fear to tread. Here they pile the weapons, armour and skulls of defeated foes in praise of the Chaos gods, often in such quantities that the mounds of rusting treasure and fetid remains obscure the shrines completely. Because of this, Minotaurs are held in a strange reverence by Beastmen, who are at once in awe and fear of the favour that the Minotaurs receive from their Gods.

#PRTO_Cold_One_Knight
^
^
^[Cold Ones] are ancient reptiles that the Dark Elves found and trained in the bleak new surroundings of Naggaroth. They receive {+1 Hit Point} bonus, ignore Forest and Jungle movement cost, and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Cold One Knights mark the {Golden Age} of the $LINK<Dark Elves=RACE_NAGGAROTH>.
#DESC_PRTO_Cold_One_Knight
^
^
^The nobles of the Druchii ride to battle atop ancient reptiles known as Cold Ones. Only very few Dark Elves can take up the arms of the Cold One Knights, for the lizards savagely attack all who come near them, recognizing warm-blooded creatures by their smell. To avoid this the Cold One Knights anoint themselves with the poisonous slime of the Cold Ones so the beasts will accept them. There is a great price to pay though, for the poison numbs the senses so that the riders can no longer taste food or feel a touch. But it is a price worth paying, for the charge of the Cold One cavalry can shatter even the strongest enemy line.

#PRTO_Cold_One_Rider
^
^
^Saurus [Cold One Riders] receive {+1 Hit Point} bonus, ignore Forest and Jungle movement costs, and will [withdraw] 
from combat if they are losing (unless fighting another fast unit).
^
^Cold One Riders are available only to the $LINK<Lizardmen=RACE_SLANN>
#DESC_PRTO_Cold_One_Rider
^
^
^A spawning that has become more common in the temple-cities in the last decades is the birth of Saurus Warriors that come into the world instinctively knowing how to ride and control the dangerous Cold Ones. These creatures are vicious and dim witted, and make powerful mounts for those that can ride them.

#PRTO_Silver_Helm
^
^
^Silver Helms will [withdraw] from combat if they are losing (unless fighting another fast unit). They mark 
the {Golden Age} of the $LINK<High Elves=RACE_ULTHUAN>.
#DESC_PRTO_Silver_Helm
^
^
^All High Elf Nobles learn how to ride and fight, for the very survival for the Elven race depends on their skill of arms and readiness to fight. These nobles band together on the battlefield into regiments known as [Silver Helms]. Mounted upon swift Elven steeds, bearing tall lances and armored in shining mail they ride down all who threaten their people.

#PRTO_Estalian_Knight
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^This kind of knight is available only to $LINK<Estalia=RACE_ESTALIA>.

#PRTO_Winged_Knight
^
^
^The mainstay of the Kislev cavalry are the [Winged Knights], who can trace their lineage back to the original Gospodar knights who rode from the east. They are named for the large feathered wings they wear on their backs which emit a shrill screaming noise when they charge.
^
^Winged Knights will [withdraw] from combat if they are losing (unless fighting another fast unit). They mark 
the {Golden Age} of $LINK<Kislev=RACE_KISLEV>.

#PRTO_Kislev_Horse_Archer
^
^
^$LINK<Kislev=RACE_KISLEV> Horse Archers will [withdraw] from combat if they are losing (unless fighting another fast unit).
#DESC_PRTO_Kislev_Horse_Archer
^
^
^These mounted warriors are auxiliaries drafted in from the savage northern tribes of Kislev. They are fierce warriors, but lack the discipline of the regular army. Trained to loose arrows from the saddle from an early age, they are the best Human fast cavalry in the Old World. They delight in running rings around their opponents, peppering them with arrows and dodging away before the enemy can retaliate. They wear little or no armor and carry swords, yet make up in numbers what they lack in terms of equipment.

#PRTO_Halfling
^
^
^[Halflings] can be recruited by those who have Halfling villages in their borders. Although good with a bow, Halflings are not good warriors, but they can be cheap explorers as they treat {all terrain as roads}.
^
^Halflings are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_Bretonnia>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, $LINK<Albion=RACE_ALBION>,
$LINK<Araby=RACE_ARABY>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ind=RACE_IND>, $LINK<Karaz-Ankor=RACE_DWARFS>,
$LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Loren=RACE_LOREN>.

#PRTO_Goblin_Worker
^
^[Goblin Workers] can defend like normal combat units.
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.

#PRTO_Skink_Worker
^
^[Skink Workers] can defend like normal combat units.
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.

#PRTO_Wolf_Chariot
^
^
^[Wolf Chariots] receive {+1 Hit Point} bonus and will [withdraw] from combat if they are losing (unless fighting another fast unit). They also mark the {Golden Age} of the goblins.
^
^Wolf Chariots are available to $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Wolf_Chariot
^
^
^Goblins harness giant wolves to pull their chariots whereas Orcs naturally favor the giant boar - difficult as it is to harness these irascible and startlingly flatulent creatures (though it's a lot easier when you only have to watch the Gobbos doing it).
^  To make chariots even more obviously important, both Orcs and Gobbos invariably strap the biggest banners they can to the sides and rumble around in front of the army at breakneck speed. The rest of the army either ignores they show-offs or throws things at them like rocks, insults, or the smaller members of their unit.

#PRTO_Goblin_Spearman
^
^
^[Goblins] are available to $LINK<Ironclaw Orcs=RACE_ORCS>, $LINK<Redeye Goblins=RACE_GOBLINS> and $LINK<Chaos Dwarves=RACE_CHAOSDWARFS>.

#DESC_PRTO_Goblin_Spearman
^
^
^The majority of Goblins living in open areas, most notably in the Badlands and Dark Lands, are Common Goblins or just ordinary Gobbos. They are as common as muck throughout the hills, valleys, and plains of the Old World and beyond. We quite cheerfully refer to all the different kinds of Goblins as Goblins, but where this might prove confusing we call ordinary Common Goblins just that... Common Goblins. And ain't they just!

#PRTO_Goblin_Archer
^
^
^[Goblins] are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Goblin_Archer
^
^
^The majority of Goblins living in open areas, most notably in the Badlands and Dark Lands, are Common Goblins or just ordinary Gobbos. They are as common as muck throughout the hills, valleys, and plains of the Old World and beyond. We quite cheerfully refer to all the different kinds of Goblins as Goblins, but where this might prove confusing we call ordinary Common Goblins just that... Common Goblins. And ain't they just!

#PRTO_Orc_Spearman
^
^
^[Orcs] are the largest as well as the toughest, meanest and bar the most dangerous of the greenskins. 
There are several different kinds of Orc, but the most numerous are just plain Orcs or Common Orcs.
^
^Orc Spearmen are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Orc_Spearman
^
^
^Even the smallest Orc packs a great deal of bone, muscle, and bloody-mindedness into a body as tall as a man and substantially broader. Orcs vary a great deal in size and appearance, with the biggest individuals in charge of the rest. The pecking order within each tribe is established by constant fighting, so only the meanest and nastiest Orcs get to the very top of the tribal ladder.
^  Orcs feel almost no pain and care little about discomfort, physical hurt, or even death. They enjoy nothing more than violence and will happily face death in battle just so long as they get a chance to put up a good fight.

#PRTO_Orc_Warrior
^
^
^[Orcs] are the largest as well as the toughest, meanest and bar the most dangerous of the greenskins. 
There are several different kinds of Orc, but the most numerous are just plain Orcs or Common Orcs.
^
^These cheap Orc Warriors are available only to $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Orc_Warrior
^
^
^Even the smallest Orc packs a great deal of bone, muscle, and bloody-mindedness into a body as tall as a man and substantially broader. Orcs vary a great deal in size and appearance, with the biggest individuals in charge of the rest. The pecking order within each tribe is established by constant fighting, so only the meanest and nastiest Orcs get to the very top of the tribal ladder.
^  Orcs feel almost no pain and care little about discomfort, physical hurt, or even death. They enjoy nothing more than violence and will happily face death in battle just so long as they get a chance to put up a good fight.

#PRTO_Orc_Infantry
^
^
^[Orcs] are the largest as well as the toughest, meanest and bar the most dangerous of the greenskins. 
There are several different kinds of Orcs, but the most numerous are just plain Orcs or Common Orcs.
^
^These cheap Orc Boyz are available to $LINK<Redeye Goblins=RACE_GOBLINS> and $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Orc_Warrior
^
^
^Even the smallest Orc packs a great deal of bone, muscle, and bloody-mindedness into a body as tall as a man and substantially broader. Orcs vary a great deal in size and appearance, with the biggest individuals in charge of the rest. The pecking order within each tribe is established by constant fighting, so only the meanest and nastiest Orcs get to the very top of the tribal ladder.
^  Orcs feel almost no pain and care little about discomfort, physical hurt, or even death. They enjoy nothing more than violence and will happily face death in battle just so long as they get a chance to put up a good fight.

#PRTO_Wolf_Rider
^
^
^[Wolf Riders] ignore Swamp and Forest movement cost. They will [withdraw] from combat if they are losing (unless 
fighting another fast unit).
^
^Wolf Riders are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Wolf_Rider
^
^
^Common Goblins ride Giant Wolves much as humans ride horses. Not only are these large and dangerous creatures ridden by individual Goblins, but chariots and cars may be pulled by several Giant Wolves harnessed together. Giant Wolves are vicious creatures with slavering fangs and sharp claws, quite often more dangerous than their Goblin riders. They are faster than horses too.
^  Goblin Wolf Riders commonly raid and pillage ahead of advancing Goblin hordes, scouring the countryside for signs of enemy troop movements. On the battlefield they harry the flanks of enemy units and chase down those who've fled braver greenskins.

#PRTO_Orc_Boar_Boy
^
^
^[Boar Boyz] are powerful Orcs riding vicious Warboars, a fierce and unruly combination.
^
^[Boar Boyz] ignore swamp and forest movement cost. They will [withdraw] from combat if they are losing (unless 
fighting another fast unit). [Boar Boyz] receive {+1 Hit Point} bonus.
^
^[Boar Boyz] are available to $LINK<Ironclaw Orcs=RACE_ORCS>.
#DESC_PRTO_Orc_Boar_Boy
^The giant boars of the Warhammer world are ferocious and loudly flatulent animals noted for their ill-tempered and uncompromisingly vicious nature. These qualities are readily appreciated by Orcs. 
^  Most Orc settlements have secure pens where they keep their boars. The boars themselves are evil-minded creatures that take every opportunity to maim, bite and kick their masters, but this doesn't really concern the Orcs who are on the whole sensible enough to keep well clear.

#PRTO_Warg_Rider
^
^
^[Warg Riders] ignore Swamp and Forest movement cost. They will [withdraw] from combat if they are losing (unless 
fighting another fast unit).
^
^Warg Riders are available to $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Warg_Rider
^
^
^The most powerful of the Giant Wolves are sometimes referred to as [Whargans], or sometimes Wargs. Only the most well-armed and bravest (or insane!) Goblins will ride these creatures, and they are a fast, swift and deadly opponent.

#PRTO_Black_Orc_Warrior
^
^
^[Black Orc Warriors] receive {+1 Hit Point} bonus.
^
^Black Orcs are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Black_Orc_Warrior
^
^
^Bred by the Chaos Dwarfs, Black Orcs are the biggest and strongest of all Orcish breeds. Because of this, they're able to grab the best gear and are invariably better armoured than the rest of the ladz. This also means that they're always in the thick of the fighting. Perhaps this is why there are so few Black Orcs and why they usually form the ruling clan of a larger Orc tribe rather than a tribe in heir own right. Even tribes with hardly any Black Orcs are often led by a Black Orc Warboss. And jolly grateful they are too!
^  On the battlefield Black Orcs like to concentrate on the job at hand. Disputes which would cause squabbling and disorder amongst the other greenskins are settled around the campfires the night before by means of orderly head-butting competitions and Gobbo throwing contests.

#PRTO_Boar_Chariot
^
^
^[Boar Chariots] receive {+2 Hit Point} bonus and will [withdraw] from combat if they are losing (unless fighting 
another fast unit). 
^
^Boar Chariots are available to $LINK<Ironclaw Orcs=RACE_ORCS>.
#DESC_PRTO_Boar_Chariot
^
^
^Boar Chariots aren't as fast as Wolf Chariots, and so do not always hit so hard, but they are a lot tougher and much more likely to get across the battlefield without being reduced to matchwood. They are a big and obvious target, and are able to withstand a lot more damage.

#PRTO_Black_Orc_Infantry
^
^
^[Black Orc Boyz] receive {+1 Hit Point} bonus. They mark the {Golden Age} of the $LINK<Ironclaw Orcs=RACE_ORCS>.

#DESC_PRTO_Black_Orc_Infantry
^
^
^Black Orcs are the biggest and strongest of all Orcish breeds. Because of this, they're able to grab the best gear and are invariably better armoured than the rest of the ladz. This also means that they're always in the thick of the fighting. Perhaps this is why there are so few Black Orcs and why they usually form the ruling clan of a larger Orc tribe rather than a tribe in heir own right. Even tribes with hardly any Black Orcs are often led by a Black Orc Warboss. And jolly grateful they are too!
^  On the battlefield Black Orcs like to concentrate on the job at hand. Disputes which would cause squabbling and disorder amongst the other greenskins are settled around the campfires the night before by means of orderly head-butting competitions and Gobbo throwing contests.

#PRTO_Snotling
^
^
^[Snotlings] are the smallest goblinoids available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
^
^["Wutz a snotling anyway? Iz it good to eat?"] - a quote by random orc...
#DESC_PRTO_Snotling
^
^
^Wherever there are Orcs or Goblins there are tiny greenskin Snotlings. It is a common belief amongst humans that Snotlings grow into Goblins and Orcs. Given that all greenskin settlements are overrun with the things this does seem a perfectly reasonable assumption. Another equally likely explanation is that Snotlings are just the smallest of a whole range of very variably sized and shaped creatures. No Orc or Goblin would draw a distinction between a largish Snotling and a smallish Goblin. To an Orc, anything smaller than him is a 'Grot' to be kicked and abused, whilst anything bigger is a 'Boss' to be avoided as much as possible.

#PRTO_Night_Goblin_Fanatic
^
^
^[Night Goblin Fanatics] are capable of causing great destruction, but have very low defence and receive {-2 Hit Point} penalty.
^
^Fanatics are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Night_Goblin_Fanatic
^
^
^Night Goblins are adapted to life underground where they subsist on fungi, Cave Squigs, beetles, and bits of each other. They live under the mountains throughout the Old World and Southlands in tunnels and caverns that are cool and dark. Night Goblins have a strong aversion to daylight and when forced above ground wear black or very dark enveloping robes to protect themselves from the sun's rays.
^
^Night Goblins cultivate many types of edible fungi, of which the Mad Cap Mushroom is one. It is used to make the legendary fungus beer, one draught of which turns a Goblin into an ecstatic gibbering lunatic. These Night Goblin Fanatics are impervious to pain, almost completely unaware of anything about them, hugely strong, and utterly fearless. A Fanatic carries a huge ball and chain, a weapon so large and heavy he could not lift it were it not for the marvelous strengthening effect of fungus beer.

#PRTO_FanSquiggoth
^
^
^[Squiggoths] iz da mother of all monszters. Don't mesz with da Squiggy - e'll eaz you.
^
^Squiggoths are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>. They receive a {+2 HP} bonus.
#DESC_PRTO_FanSquiggoth
^
^
^['ey! Let Round up Da Boyz N' Go Smash'n on Dat big Squiggly Beest Fing! Look Lika WAAAAGHingly Gud Time!]

#PRTO_Desert_Raider
^
^
^[Desert Raiders] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Araby=RACE_ARABY>.

#PRTO_Cathayan_Rider
^
^
^[Riders] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available 
to $LINK<Cathay=RACE_CATHAY>.

#PRTO_Horseman
^
^[Horsemen] will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Horsemen are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>,
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Albion=RACE_ALBION> and
$LINK<Sylvania=RACE_SYLVANIA>.
#DESC_PRTO_Horseman

#PRTO_Cavalry
^
^[Cavalry] will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Cavalry is available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>,
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, and $LINK<Albion=RACE_ALBION>. 
#DESC_PRTO_Cavalry

#PRTO_Mounted_Yeoman
^
^[Mounted Yeomen] will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Mounted Yeomen are available only to $LINK<Bretonnia=RACE_BRETONNIA> if it has no access to {Iron}.
#DESC_PRTO_Mounted_Yeoman
^
^
^As they hold such privileged positions as head gaolers and militia sergeants, to become a yeoman is the highest rank to which a peasant can aspire. It takes many years of dedicated service for a man-at-arms to be so promoted, and even then only an act of bravery on the battlefield will guarantee his ascension. Though no peasant may ride the steeds of the Bretonnian lords, favoured yeomen are permitted to ride to battle on draught horses. Such troops will often scout ahead of the main army and keep the knights informed of enemy movements - a dangerous task, and one which earns no honour, so it is a task that the nobility believe is best performed by peasants.
^
^All men-at-arms dream of one day becoming a yeoman, possibly because of the folk stories that tell of yeomen being raised to knighthood after performing a great service or some brave deed. The truth is that it is almost unheard of for a peasant to be elevated in this way - the nobility have no wish to sully their ranks with low-born commoners.

#PRTO_Shade
^
^
^While most of the $LINK<Dark Elf=RACE_NAGGAROTH> folk live in the security of the fortified cities - one of the clans, the [Shades] of the Blackspine Mountains, is a notable exception. The Shades are a silent and deadly brotherhood of warriors who guard the mountain passes to the west. They live apart from the rest of Dark Elf society, waging an endless war against the enemies of Malekith.

#PRTO_Swordmaster
^
^
^The [Swordmasters] of Hoeth are expert warriors and serve as protectors of the mages and scholars who live in the White Tower. They wield finely-balanced ceremonial greatswords with such prowess that few can match their skill with a blade.
^
^Swordmasters are available only to $LINK<Ulthuan=RACE_ULTHUAN>.

#PRTO_Chaos_Warrior
^
^
^[Chaos Warriors] form the backbone of a mortal $LINK<Chaos=RACE_CHAOS> warband.

#PRTO_Chaos_Knight
^
^
^[Knights of Chaos] are awesome fighters, raised from strong Northman stock, their skills honed over the years by constant battle amongst themselves and against other races.
^
^Chaos Knights will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Dervish
^
^
^[Dervishes] will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available only to $LINK<Araby=RACE_ARABY>.

#PRTO_Dark_Rider
^
^
^Dark Riders will [withdraw] from combat if they are losing (unless fighting another fast unit). They are available only to $LINK<Naggaroth=RACE_Naggaroth>.
#DESC_PRTO_Dark_Rider
^
^
^Ahead of the armies of Druchii ride the heralds of Naggaroth, the dreaded [Dark Riders] who will serve as your eyes and ears. They are masters of sudden attacks and daring raids, scouring the land in search of the foe, laying ambushes for their supply trains and attacking with deadly speed against their reinforcements.
^
^  Dark Riders are experts in the use of repeater crossbows, long cavalry spears and wickedly curved swords. They ride fierce dark steeds taken from the stables of Ellyrion, reared and brought to heel by the Beastmasters.

#PRTO_Ushabti
^
^
^[Ushabti] receive {+1 Hit Point} bonus and mark the {Golden Age} of the $LINK<Khemri=RACE_KHEMRI>.
#DESC_PRTO_Ushabti
^
^
^Carved into the likeness of the many gods and goddesses of Nehekhara, the Ushabti stand as guardian statues around the perimeter of the great pyramids of the Tomb Kings. Standing three times the height of a man, they are imposing monuments, and all who pass beneath their shadows tremble. In times of need, the Liche Priests imbue the Ushabti with tremendous power through complex incantations and charms. As the chants are completed, the Ushabti step from their plinths and daises, silent and ready to be directed to war. In ancient times, the warriors of Nehekhara took great strength from the fact that the Ushabti fought with them, for who could not be inspired by the physical representations of the gods marching into battle by their sides!

#PRTO_Bone_Giant
^
^
^The [Bone Giant] is a terrifyingly powerful undead construct, animated by the Liche Priests of $LINK<Khemri=RACE_KHEMRI>. They receive {+2 Hit Points} bonus.
#DESC_PRTO_Bone_Giant
^
^In ancient times, before the rise of the Mortuary Cult, many were the legends of mighty beings of immense stature walking the land and smiting all who stood in their path. As the knowledge and skill of the priesthood grew, they turned their talents towards recreating a being of the size and power that the legends spoke of, for who could face such a creation in battle? Thus the first Bone Giants were painstakingly crafted, formed from all manner of elements and held together by the powerful incantations of the Liche Priests. 
^
^Made to resemble an immense warrior of Nehekhara, the Bone Giant is armed with traditional weapons and armour on a mighty scale. It is a rare thing to create a new Bone Giant, and most of those that are at times seen marching to battle alongside the Tomb Kings’ armies have been in existence for thousands of years. If one of the constructs is destroyed, its sacred pieces are gathered up and used to recreate it.
^
^Outside the ancient cities of Nehekhara, Bone Giants stand as motionless sentinels, guarding important valley entrances and gateways. Such power is instilled in the Bone Giants that they do not need the incantations of the Liche Priests to prompt them into wakefulness, and will react immediately to the presence of unwelcome strangers, striding relentlessly towards them, smashing them into the sand with their heavy weapons.

#PRTO_Spirit_Host
^
^
^[Spirit Hosts] are ghostly warriors bound to the world by powerful Necromancers. They can pass over any form of terrain and treat all terrain as roads.  They may be sent to attack their enemies using the $LINK<"It Comes from Beneath!"=GCON_It_Comes_From_Beneath> from Spelltowers - or if the Sylvanian or Lahmian ruler has been lucky enough to finish the Spell of awakening - from the cities in that very continent.
^
^This unit is available to $LINK<Sylvania=RACE_SYLVANIA> and $LINK<Lahmia=RACE_LAHMIA>.
#DESC_PRTO_Spirit_Host
^
^
^The dead do not rest easy in the Old World. Ghosts, shades and spectres of dead men return to haunt the land of the living. On certain nights these lost souls can be seen hovering above the places of their death shimmering with unnatural light.
^
^Only very few know the secret rituals that can bind the spirits of the dead, but some Vampires and the most twisted of Necromancers hold that knowledge. They can summon these miserable creatures and unleash them upon their enemies. Spirits gather together into vast hosts when summoned, and advance on the field of battle They are silent and incorporeal but no less frightening, because their touch is enough to freeze the hearts of mortals.

#PRTO_Foot_Knight
^
^
^[Foot Knights] are available only to $LINK<Albion=RACE_Albion>.


#PRTO_Heavy_Rider
^
^
^[Heavy Riders] will [withdraw] from combat if they are losing (unless fighting another fast unit). 
They mark the {Golden Age} of $LINK<Cathay=RACE_CATHAY>.

#PRTO_Barbarian_Warrior
^
^
^Barbarian [Warriors] are available to $LINK<Norsca=RACE_NORSCA>, $LINK<Dolgans=RACE_DOLGANS>, 
$LINK<Ungols=RACE_UNGOLS> and $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Barbarian_Swordsman
^
^
^Barbarian [Swordsmen] are available to $LINK<Dolgans=RACE_DOLGANS>, $LINK<Ungols=RACE_UNGOLS> and 
$LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Slave_Warrior
^
^
^The [Slave Warrior] is the most primitive unit available to $LINK<Khemri=RACE_KHEMRI> and $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Ninja
^
^
^Nipponese [Ninjas] treat {all terrain as roads} and perform {stealth attacks}. They cannot pillage, attack workers, 
settlers, kings, war machines nor spells.
^
^Ninjas are available only to $LINK<Nippon=RACE_NIPPON>.

#PRTO_Dark_Elf_Assassin
^
^
^[Assassins] treat {all terrain as roads} and perform {stealth attacks}. They cannot pillage, attack workers, settlers, kings, war machines nor spells. They are available only to $LINK<Naggaroth=RACE_NAGGAROTH>.
#DESC_PRTO_Dark_Elf_Assassin
^
^
^During the revelries of the Death Night, the Witch Elves roam the streets of the Dark Elf cities, and all who cross their path are offering to Khaine. Amongst those taken are young babes, who are offered up to the Lord of Murder in the Caldron of Blood. Most perish, but those chosen by Khaine emerge unharmed, and are then initiated in the dark secrets of Khaine. They are raised to be Dark Elf Assassins, the masters of death and the bringers of oblivion.

#PRTO_Duellist
^
^
^[Duellists] treat {all terrain as roads}. They are available only to $LINK<Tilea=RACE_TILEA>.

#PRTO_Hunter
^
^
^[Hunters] treat {all terrain as roads}. They are available only to $LINK<Albion=RACE_ALBION>.

#PRTO_Ranger
^
^
^[Rangers] treat {all terrain as roads} and can pass through any terrain. They also mark the {Golden Age} 
of $LINK<Albion=RACE_ALBION>.

#PRTO_Tracker
^
^
^[Trackers] treat {all terrain as roads} and can pass through any terrain. They are available only to $LINK<Dolgans=RACE_DOLGANS>.

#PRTO_Mercenary
^
^
^[Mercenaries] are "Dogs of War" - professional soldiers for hire. They are available to $LINK<Tilea=RACE_TILEA> or to any faction that has $LINK<Fighters' Guild Charter=BLDG_Fighters_Guild>.

#PRTO_Spy
^
^
^[Spies] are unarmed, non-combat units that treat {all terrain as roads}. Any faction except the Slann, Redeye Goblins and Ironclaw Orcs can hire a spy.

#PRTO_Agent
^
^
^[Agents] treat {all terrain as roads} and perform {stealth attacks} without causing a conflict. They cannot
pillage, attack workers, settlers, kings, war machines nor spells.
^
^Agents are available only to the faction that has $LINK<Thieves' Guild Charter=BLDG_Thieves_Guild>.

#PRTO_Saboteur
^
^
^[Saboteurs] blow things up, but only once. They are available only to $LINK<Estalia=RACE_ESTALIA>.

#PRTO_Sooside_Bomma
^
^
^[Sooside Bomma's] blow things up, but only once. They are available only to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.

#PRTO_Explosive_Sheep
^
^
^Information classified.

#PRTO_Chaos_Chariot
^
^
^[Chaos Chariots] receive {+1 Hit Point} bonus. They will [withdraw] from combat if they are 
losing (unless fighting another fast unit).
^
^Chaos Chariots are available to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Chariot
^
^
^[Chariots] receive {+1 Hit Point} bonus. They will [withdraw] from combat if they are 
losing (unless fighting another fast unit).
^
^Chariots are available to $LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND>, $LINK<Cathay=RACE_CATHAY> 
and $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Chariot

#PRTO_Cathayan_Chariot
^
^
^[Chariots] receive {+1 Hit Point} bonus. They will [withdraw] from combat if they are 
losing (unless fighting another fast unit).
^
^Chariots are available to $LINK<Lahmia=RACE_LAHMIA>, $LINK<Ind=RACE_IND>, $LINK<Cathay=RACE_CATHAY> 
and $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_War_Chariot
^
^
^[War Chariots] receive {+1 Hit Point} bonus. They will [withdraw] from combat if they are 
losing (unless fighting another fast unit).
^
^War Chariots are available only to $LINK<Khemri=RACE_KHEMRI>.
#DESC_PRTO_War_Chariot

#PRTO_Camel_Rider
^
^
^[Camel Riders] ignore Desert movement cost. They will [withdraw] from combat if they are losing (unless fighting 
another fast unit).
^
^Camel Riders are available to $LINK<Araby=RACE_ARABY>, $LINK<Ind=RACE_IND>, $LINK<Khemri=RACE_KHEMRI> and $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Camel_Cavalry
^
^
^[Camel Cavalry] ignores Desert movement cost. It will [withdraw] from combat if it is  losing (unless fighting another fast unit).
^
^Camel Cavalry is available to $LINK<Araby=RACE_ARABY> and $LINK<Ind=RACE_IND>.

#PRTO_War_Elephant
^
^
^[War Elephants] receive {+1 Hit Point} bonus. They will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Only $LINK<Araby=RACE_ARABY>, $LINK<Lahmia=RACE_LAHMIA> and $LINK<Ind=RACE_IND> can bring elephants into battle.
#DESC_PRTO_War_Elephant

#PRTO_War_Mammoth
^
^
^[War Mammoths] receive {+2 Hit Points} bonus. They will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Only $LINK<Hordes of Chaos=RACE_CHAOS>, $LINK<Norsemen=RACE_NORSCA> and $LINK<Dolgans=RACE_DOLGANS> can bring mammoths into battle.

#PRTO_War_Hydra
^
^
^[War Hydras] receive {+2 Hit Point}. They are available only to $LINK<Naggaroth=RACE_NAGGAROTH>.
#DESC_PRTO_War_Hydra
^
^
^The War Hydra is a titanic monster, a creature from the dark caverns below the Blackspine Mountains. It is a 
fearsome, scaled beast with many serpentine heads that belch smoke and fire and rend men with their sharp fangs. Since the ages past Dark Elves have trained the Hydras to be used in war to break the lines of the enemy troops with their massive bulk and fiery breath.

#PRTO_Dwarf_Settler
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#PRTO_Dwarf_Miner
^
^[Dwarven Miners] receive {+1 Hit Point} bonus and can attack/defend like normal combat unit.
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
#DESC_PRTO_Dwarf_Miner
^
^
^Dwarfs have an insatiable thirst for gold, and construct deep shafts into the heart of the mountains in their quest to acquire the valuable metal. They also mine for ores and gemstones, and are very skilled at digging tunnels at incredible speed. The networks of mines and tunnels run through every mountain range. In battle, they use their knowledge of the tunnels and mastery of the pick axe with deadly intent.

#PRTO_Dwarf_Engineer
^
^[Dwarven Engineers] receive {+1 Hit Point} bonus and can attack/defend like normal combat unit. 
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive. 
Dwarf Engineer receives +50% bonus to worker efficiency.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
#DESC_PRTO_Dwarf_Engineer
^
^
^If a Dwarf shows a particular aptitude with machinery, he may be granted an apprenticeship within the Engineers' Guild which maintains the numerous working devices of the Dwarfs. Most inventions never quite take off, but others, such as the legendary Gyrocopter, quite literally do.

#PRTO_Grand_Theogonist
^
^[Grand Theogonist] is the head of the Cult of Sigmar. He is available only through $LINK<The Grand Cathedral of Sigmar=BLDG_Grand_Cathedral> wonder.
^
^Grand Theogonist can be used to $LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. If he does that, he disappears.

#PRTO_Man-at-arms
^
^[Men-at-arms] are $LINK<Bretonnian=RACE_BRETONNIA> peasants that fight alongside their liege.

#PRTO_Handgunner
^
^
^[Handgunners] of $LINK<Reikland=RACE_REIKLAND> are highly effective troops armed with long-barrelled blackpowder weapons. They have $LINK<zone of control=GCON_ZOC>.

#PRTO_Bandolieros
^
^The [Bandolieros] are gunweilding fighters armed with long-barrelled blackpowder weapons. They have $LINK<zone of control=GCON_ZOC>.
^
^They are available only to $LINK<Estalia=RACE_ESTALIA>.

#PRTO_Pistolier
^
^
^Cavalry [Pistoliers] will [withdraw] from combat if they are losing (unless fighting another fast unit). They mark the {Golden Age} of $LINK<Reikland=RACE_REIKLAND>.
#DESC_PRTO_Pistolier
^
^
^Pistoliers are nobles' sons who are not yet old or experienced enough to win their spurs as Knights. In battle, they outflank the enemy and disrupt its lines with sudden hit-and run attacks. Being rather young and inexperienced, Pistoliers are inclined to be hot-headed and rather wild, bravely dashing into the jaws of danger where a more experienced warrior might bide his time. The armour and weapons carried by a Pistolier are provided by his family.

#PRTO_Drakenhof_Templar
^
^
^[Drakenhof Templars] of $LINK<Sylvania=RACE_SYLVANIA> are fast-moving cavalry.

#PRTO_Black_Knight
^
^
^[Black Knights] are fast, powerful cavalry ridden by Wights. They are good at attack and defense. They will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Black Knights are available only to $LINK<Sylvania=RACE_SYLVANIA>.
#DESC_PRTO_Black_Knight
^
^
^The greatest of Wight regiments ride into battle upon Undead steeds and are known as Black Knights. The steeds are called Nightmares, and are the carcasses of great warhorses brought back to life by necromantic arts. Balefire glows in their eyes and their decomposing bodies are rotted and foul. The sickening stench of death hangs around them as they gallop into battle, crushing the living beneath their mouldy hooves.

#PRTO_Blood_Knight
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Blood Knights are available only to $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Venator
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Venators (mercenary knights) are available only to $LINK<Tilea=RACE_TILEA>.

#PRTO_Knight_Errant
^
^Knights Errant will [withdraw] from combat if they are losing (unless fighting another fast unit). They 
are slightly better on defense than light cavalry available to other factions.
^
^Knights Errant are available only to $LINK<Bretonnia=RACE_BRETONNIA>.
#DESC_PRTO_Knight_Errant
^
^
^All noble sons of the realm are committed to the path of knighthood from the moment they are born. Though birth into nobility guarantees his place within the circles of knighthood, a young noble is not honoured until he has proven his worth. Some earn status through faithful service to their lords, others through powerful connections and family ties, but the most glorious and only true way for a young knight to fulfill his calling is to test himself against the foe on the field of battle.
^  Knights Errant project an air of bravado, dealing with peasants and fellow knights alike with a brash self-confidence and haughty manner. Eager to prove their skill, and thus attain status and renown, these young nobles are bold and enthusiastic to the point of recklessness - a trait that the common fold idolise and admire. When a duke begins to marshal support for a crusade, Knights Errant flock to his banner, vying with one another for martial glory. On the battlefield they are impetuous, eager to earn fame and honour in the thick of the fight. They charge boldly into the fray, heedless of danger and earning either great honour or a glorious death. The older, more experienced knights rarely discourage them. Some see it as a way of pruning the ranks, others as a suitable outlet for the enthusiasm of youth, but none would deny a young knight his destiny. Those whose skill and bravery are proven will go on to become Knights of the Realm.

#PRTO_Knight_of_the_Realm
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Knights of the Realm are available only to $LINK<Bretonnia=RACE_BRETONNIA>.
#DESC_PRTO_Knight_of_the_Realm
^
^
^Once a Knight Errant has proved himself worthy of his station, he is confirmed as a Knight of the Realm. Knights of the Realm make up the bulk of the nobility of Bretonnia and command great respect both for their station and for the deeds they have performed to reach it. Upon his investiture, the knight is given the responsibility of administrating a domain – generally a few acres of land, a village and a castle. As the common folk in the domain are bound to the service of the knight, to work his land and pay their taxes, so too does the knight swear fealty to the higher orders of nobility.
^  A Knight of the Realm is duty-bound to defend his people and his land until death. As a noble trained in the arts of battle, a knight is expected to defend himself and his domain against minor threats without assistance from others. If the situation is more desperate, the knight may either marshal the peasants of the village to fight with him, or instead shelter the commoners in his castle until help arrives from neighbouring domains. Above all, a knight is required to maintain the standards of knightly honour, obeying the strict tenets of Bretonnian chivalry. Amongst the most important of these is to respond to the call to war, when he will fight alongside other knights, not as a rite of passage as he did as a Knight Errant, but as duty required by his station. For a knight there is no greater shame than to fail in these responsibilities, thus betraying the chivalric code. If he does so, he may be stripped of all titles and rights, and be banished from the realm until he can prove himself once more.

#PRTO_Templar_of_Solkar
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are 
losing (unless fighting another fast unit).
^
^Knights of Purity (also known as Templars of Solkar) are available only to $LINK<Westerland=RACE_WESTERLAND>, though they 
do not possess any special abilities.
#DESC_PRTO_Templar_of_Solkar
^
^
^The Knights’ self-proclaimed mandate and long term objective is the eradication of all mutants and anyone with the slightest taint of Chaos.  Unfortunately, the Knights of Purity tend to see such taint in anybody who look different. As a means to this end, the Knights conduct night-time raids upon locations believed to be harbouring mutants or other servants of Chaos (e.g., cultists).  These raids generally take place in the poorer sections of Marienburg.  Some of their victims may not have obvious mutations, but that doesn’t matter to the Knights as they are more than certain that these victims were tainted.
^  The Knights of Purity have a secret base in the Doodkanaal district from where they conduct their raids into the southern slums of Marienburg (the Doodkanaal, Kruiersmuur, and Suiddock districts).  The League of Gentlemen Entrepreneurs takes a particular interest in any Knights of Purity activity in the Suiddock, especially since rumours abound linking the Knights to the Marienburg Watch.
^  In conjunction with mutant raids, the Knights of Purity have taken steps to infiltrate both the Marienburg Watch and Judiciary.  While the membership of this body rarely exceeds 20-30 people, the influence of Knights is disproportionately higher than its numbers would indicate.  All members are united in their desire for law and order, not necessarily the justice embraced by the weak of heart.  They also use their influence to protect those members who run afoul of the less vigilant Watch.
^  Though few have heard of them, the Knights of Purity do have their enemies.  These include judges, magistrates, and the few uncorrupted Watchmen in the city who oppose the Knights' vigilante activities.  There is also opposition from the Merchants' Guild as vigilante acts are bad for business.  In addition, the hierarchies of the cults of Verena and Shallya oppose the Knights’ efforts.

#PRTO_Reiksguard_Knight
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Reiksguard Knights are available only to $LINK<Reikland=RACE_REIKLAND>, though they do not possess any special abilities.
#DESC_PRTO_Reiksguard_Knight
^
^
^The Reiksguard, also known as the Imperial Guard by some, form the personal bodyguard of Emperor Karl-Franz I and are widely believed to be the finest warriors in The Empire. They accompany the Emperor on state occasions and guard all palaces and castles belonging to the Imperial family. In times of war, they accompany the Emperor and form the core of the Imperial army. They are unmistakable as the knights of the Emperor, for their ornate plate armour suits are highly polished to a mirror-like finish and their helms are adorned with the red and white crest of Karl-Franz I. The knights are also garlanded in scarlet sashes embroidered with gold thread.
^  The Reiksguard are recruited across The Empire from the eldest sons of noble families. It is a great honour to be chosen for the Reiksguard as it gives a young noble the chance to leave the boredom of his family estate, to serve the Emperor and join him in glorious battle, rather than commanding the estate's militia and other free companies. To some, however, the prospect of joining the Reiksguard is nothing but a dream as some young would-be knights bully their comrades even to the point of inflicting serious injury, or even death, in duels, especially as some families have vendettas stretching back many years where differences can only be decided with the spilling of blood. [(from critical-hit.co.uk)]

#PRTO_Knight_Panther
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Knights of this order are available only through $LINK<The Knights Panther=BLDG_Knights_Panther> wonder. They are better defenders than ordinary knights.
#DESC_PRTO_Knight_Panther
^
^
^The Knights Panther, along with the Knights of the White Wolf, are considered to be the most powerful of all the Knightly Orders. Even if this is in question they are certainly one of the most, if not the most, ancient Knightly Order, tracing their existence back to the wars against Araby nearly a thousand years ago. Knights from all over the Old World joined in the war against the Sultans of Araby, driving their armies from the south of Estalia and carrying the battle to Araby itself. 
^  The returning Knights brought back much plunder from the Sultans' Palaces, including gold and silver, precious gems, silks, furs, and many exotic animals the like of which had never been seen before in the Old World. Some of the most amazing and beautiful creatures were the panthers, liberated from the pleasure gardens of Istrabul. They created such an abiding impression to the jubilant crowds cheering the return of the crusaders, in seeing some of the Knights parading them attached to gold chains, that the Order of the Knights Panther was founded. In time the creatures died but their fur would be used for saddle cloths or trimming for fur cloaks, reinforcing the new Order's unique character and reminding everyone of their victories in Araby. Today the original panthers and even their hides have long gone, but the memory of the Arabyan wars is maintained in every Panther's raiment by wearing the hide of any spotted creature they can find and the panther emblem emblazoned on their shields.
^  Although the crusades are distant memory the Knights Panther today stand for the preservation of racial purity in The Empire and are dedicated to the annihilation of all mutants and any kind of Chaos taint. They have a substantial presence in the staunchly Ulrican cities of Middenheim and Talabheim and can be seen on many public occasions. There exists a friendly rivalry with the Knights of the White Wolf (another pro-Ulric Order of Knights). The Knights Panther consider their battle tactics rather crude while at the same time the Knights of the White Wolf consider the Panthers to be too interested in keeping their armoured suits highly polished than indulging in serious martial training. [(from critical-hit.co.uk)]

#PRTO_Blazing_Sun
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Knights of this order are available only to $LINK<Estalia=RACE_ESTALIA> and mark the Golden Age for this faction. They are expensive but good offensive units.
#DESC_PRTO_Blazing_Sun
^
^
^The Knights of the Blazing Sun form a much smaller order of Knights than the White Wolves and Knights Panther for example. The Knights of this order are devout followers of the warrior-goddess Myrmidia, a martial religion which is more popular the further west and south one goes from The Empire (Estalia and Tilea especially). 
^  Like the Knights Panther, the Knights of the Blazing Sun was founded during the crusades against Araby over a thousand years ago. Some of The Empire's Knights helped to recapture the Temple of Myrmidia in the southern Estalian city-port of Magritta. During the fierce fighting a violent earth tremor shook the temple, dislodging one of the building's vast bronze statues of Myrmidia which stood atop the highest steeple. The statue fell to the ground crushing the Emir Wzir 'The Cruel' and his Black Scimitar Guard in the process. Upon returning to The Empire the veterans of the battle of Magritta formed the Order of the Blazing Sun and built a shrine to Myrmidia in Talabheim.
^  The Knights of the Blazing Sun wear highly elaborate plate armour adorned with the blazing sun emblem and their helmet crests range from a pair of wings (like the Pegasus) to a blazing sun rising from the top of the helmet. In battle they carry a banner depicting a Pegasus set against the blazing sun emblem. [(from critical-hit.co.uk)]

#PRTO_White_Wolf
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Knights of this order are available only through $LINK<The Order of the White Wolf=BLDG_Order_of_White_Wolf> wonder. They are better attackers than ordinary knights.
#DESC_PRTO_White_Wolf
^
^
^The Order of the White Wolf was founded in Middenheim following a string of victorious battles against Chaos. The survivors of these battles decided to found a chivalric order sworn to fight Chaos, and they chose the name of White Wolves after the city of Middenheim, also known as the City of the White Wolf. Today the Order is arguably the most numerous of all the Knightly Orders, although the Knights Panther may dispute this.
^  In keeping with the traditions of how their forebears fought and defeated Chaos, the Knights of the White Wolf only fight with large, two-handed mauls and never wear helmets or carry shields. In fact in battle they fight with little finesse, which is so in keeping with the other Knightly Orders who sometimes label them as barbarians or berzerkers. Indeed in Kislev, where Ulric is a prominent religion and where the Order has subsequently spread, the White Wolves are nothing but berzerkers - indifferent to tactics but impressive in hand-to-hand combat.
^  The White Wolves may not care for wearing helmets or carrying shields but they do wear suits of plate armour and mantles of wolf skin. Their banner was carried at the battle of Middenheim itself and was said to have been dipped in the blood of a daemon the White Wolves' forebears slew, endowing it with magical properties. [(from critical-hit.co.uk)]

#PRTO_Fiery_Heart
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Knights of this order are available only through $LINK<The Order of the Fiery Heart=BLDG_Order_of_Fiery_Heart> wonder. Their recruiting time is shorter (5 turns) than that of other knights.
#DESC_PRTO_Fiery_Heart
^
^
^The Order of the Fiery Heart is a Knightly Order dedicated to Sigmar and to the annihilation of all goblinoids. Their long and glorious history dates back to the civil wars when the cult of Sigmar was outlawed in Talabecland. They were formed to ensure the safety of the persecuted priests, and other devout followers of Sigmar, who were hunted down and executed by overzealous Ulricans due to the proclamation by Empress Ottilia (during the Age of Three Emperors) that all followers of Sigmar's Cult were heretics. During this time many temples of Sigmar were desecrated, giving the fledgling order of templar-knights much to do.
^  Today the Order of the Fiery Heart still upholds Sigmar's interests, ensuring that the Grand Theogonist and the two Arch-Lectors keep their powers, and the order still has an enduring antipathy with followers of Ulric (principally the cult's priest and templars) due to acts inflicted on Sigmar's followers in the Age of Three Emperors. Open confrontation between the Knights of Sigmar and Ulric are not common but at the same time they are not rare. In these instances a jousting competition usually settles any differences at that particular moment in time. [(from critical-hit.co.uk)]

#PRTO_Ranger-Templar
^
^
^[Knights] are fast [and] powerful. They are good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^Knights of this order are available only through $LINK<The Brotherhood of the Bear=BLDG_Brotherhood_of_Bear> wonder. They ignore additional movement costs of Forests, Swamps and Hills.
#DESC_PRTO_Ranger-Templar
^
^
^The worship of Taal is still very strong in Kislev. The Brotherhood of the Bear is an order of Ranger-Templars dedicated to the God of Nature and Wild Places. It is an order which specialises in skirmish actions in forests and rough terrain. They ensure that isolated settlements are safe from incursions of Beastmen and some even venture into the Taiga (an extremely dangerous stretch of coniferous forest to the north of Kislev) where they use their skills to destroy entire warbands of Chaos, using ingenious traps and their knowledge of the area to lead them into fatal ambushes. It is important that the Ranger-Templars undergo these periodic raids into the Taiga to stem the tide of Chaos incursions into the sparsely populated Translynsk and to prevent warbands from penetrating into Kislev itself. Aside from hunting Beastmen in the forests, the Brotherhood of the Bear also strives to protect places sacred to Taal. The Brotherhood has friendly relations 
with the White Wolves and sometimes they join forces in order to eradicate a particularly large Chaos force.
^  The Ranger-Templars of the Brotherhood of the Bear do not wear the traditional plate armour suits synonymous with other orders, they favour animal skins and tough hides to act as a kind of armour. This rather rustic, outdoor appearance may mistake them for common rangers by non-Kislevite people, which is not surprising considering the Brotherhood is virtually unknown outside Kislev. Only people with dealings with the Cult of Taal in the north and east of The Empire may have heard of the Order. [(from critical-hit.co.uk)]

#PRTO_Questing_Knight
^
^
^[Questing Knights] are the most powerful Knights. They are not as fast as other Bretonnian Knights, however.
^
^Questing Knights mark the {Golden Age} of $LINK<Bretonnia=RACE_BRETONNIA>.
#DESC_PRTO_Questing_Knight
^
^
^Questing Knights live a solitary existence, the Lady of the Lake their only companion. Driven by visions of the Lady and the Grail, a knight may travel for countless leagues. The quest for the Grail knows no physical boundaries and it is common for a Questing Knight to travel far beyond his domain and often beyond the realm of Bretonnia itself. As he searches, the knight strives to prove himself to the Lady, performing good deeds, slaying foul beasts, entering into single combat with great and terrible foes, or through valor on the field of battle.
^  As they travel throughout Bretonnia on their Quest they relinquish their lances until they can one day re-enter their lands as a Grail Knight, a living Saint.

#PRTO_Arabyan_Long_Rifle
^
^
^[Arabyan Long Rifles] have $LINK<zone of control=GCON_ZOC>.
^
^Long Rifles are available only to $LINK<Araby=RACE_ARABY>.

#PRTO_Holy_Warrior
^
^
^[Holy Warriors] are available only to $LINK<Araby=RACE_ARABY> and $LINK<Ind=RACE_IND> through the $LINK<Holy War=BLDG_Holy_War> wonder. They do not require support.

#PRTO_Arquebusier
^
^
^[Arquebusiers] have $LINK<zone of control=GCON_ZOC>.
^
^Arquebusiers are available to $LINK<Cathay=RACE_CATHAY> and $LINK<Nippon=RACE_NIPPON>.

#PRTO_Sohei
^
^
^[Sohei] are warrior monks of $LINK<Nippon=RACE_NIPPON>. They treat {all terrain as roads} and can use simple battle magic to bombard any unit attacking area they occupy. 

#PRTO_Wandering_Master
^
^
^[Celestial Dragon Monks] are travelling warrior-monks of the $LINK<Su Lim Monastery=BLDG_Su_Lim_Monastery>. 
They treat {all terrain as roads.}

#PRTO_Bushi
^
^
^[Bushi] is a follower of $LINK<Nipponese=RACE_NIPPON> 'Bushido' - the code of warrior.

#PRTO_Samurai
^
^
^[Samurai] are dedicated unmounted warriors armed with excellent weapons. They mark the {Golden Age} of $LINK<Nippon=RACE_NIPPON>.
#DESC_PRTO_Samurai
^
^
^Similar to the Old World knights, Nipponese samurai were landowners who volunteered military service in exchange for a larger warlord's protection. Their handsome lacquer armor gave them durable protection on the battlefield. The warrior code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off. One such tenet was that samurai of opposing forces must seek each other out and battle one on one.

#PRTO_Mounted_Samurai
^
^
^[Mounted Samurai] will [withdraw] from combat if they are losing (unless fighting another fast unit).
They are available only to $LINK<Nippon=RACE_NIPPON>.
#DESC_PRTO_Mounted_Samurai
^
^
^Similar to the Old World knights, Nipponese samurai were landowners who volunteered military service in exchange for a larger warlord's protection. Their handsome lacquer armor gave them durable protection on the battlefield. The warrior code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off. One such tenet was that samurai of opposing forces must seek each other out and battle one on one.

#PRTO_Samurai_Archer
^
^
^[Samurai Archers] are available only to $LINK<Nippon=RACE_NIPPON>.

#PRTO_Skink
^
^
^[Skink Warrior] is a basic defensive unit of the $LINK<Slann=RACE_SLANN>. When organised into an army, Skinks ignore Jungle and Swamp movement costs.
#DESC_PRTO_Skink
^
^
^Skinks are small, agile, intelligent creatures bred by the Old Ones from the giant amphibious creatures of the Lustrian Swamps. The Skinks have a natural affinity to water, and can swim swiftly through the jungle swamps and rivers, often staying submerged for up to an hour before launching an ambush and melting back into the jungle.

#PRTO_Skink_Archer
^
^
^[Skinks] armed with bows form offensive lines of the $LINK<Slann=RACE_SLANN>. When organised into an army, Skinks ignore Jungle and Swamp movement costs.
#DESC_PRTO_Skink_Archer
^
^
^[Skinks] are small, agile, intelligent creatures bred by the Old Ones from the giant amphibious creatures of the Lustrian Swamps. The Skinks have a natural affinity to water, and can swim swiftly through the jungle swamps and rivers, often staying submerged for up to an hour before launching an ambush and melting back into the jungle.

#PRTO_Chameleon
^
^
^[Chameleons] treat {all terrain as roads} and perform {stealth attacks} but cannot pillage, 
attack workers, settlers, kings, war machines nor spells. They are available only to $LINK<Slann=RACE_SLANN>.
#DESC_PRTO_Chameleon
^
^
^The Chameleons are more aggressive than other skinks, and their role centres on scouting, infiltration, 
concealment and hunting. They stalk their prey through the jungles, whether that prey be food or intruder, 
and are able to move within yards of their target without being noticed.

#PRTO_Saurus
^
^
^[Saurus Warriors] receive {+1 Hit Point} bonus. They are available only to $LINK<Slann=RACE_SLANN>.
#DESC_PRTO_Saurus
^
^
^Saurus are ferocious creatures, bred by the Old Ones specifically for the purpose of war and protection. 
They are powerful warriors whose entire bodies have been designed for combat. Bony crests protect their heads 
and necks, and tough scales run down their backs and arms.

#PRTO_Temple_Guard
^
^
^[Temple Guards] receive {+1 Hit Point} bonus. They are available only to $LINK<Slann=RACE_SLANN>.
#DESC_PRTO_Temple_Guard
^
^
^Temple Guards are a sub-species of Saurus. They are spawned with more heavily armoured scales than their more common brethren, and instinctively have an unshakable resolve to guard the Slann at any cost. 

#PRTO_Marauder_Horseman
^
^
^[Marauder Horsemen] are brutal, effective Barbarian fighters that ignore Hills movement cost. They will [withdraw] from combat if they are losing (unless fighting 
another fast unit).
^
^Marauder Horsemen are available to $LINK<Dolgans=RACE_DOLGANS>, $LINK<Norsca=RACE_NORSCA> and $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Barbarian_Horse_Archer
^
^
^Dolgan [Horse Archers] ignore Hills movement cost. They will [withdraw] from combat if they are losing (unless fighting another fast unit). Horse Archers mark the {Golden Age} of $LINK<Dolgan=RACE_DOLGANS> barbarians.

#PRTO_Nipponese_Horse_Archer
^
^
^[Horse Archers] of $LINK<Nippon=RACE_NIPPON> will [withdraw] from combat if they are losing (unless fighting another fast unit). 

#PRTO_Dwarf_Warrior
^
^
^[Dwarf warriors] are available only to $LINK<Karaz-Ankor=RACE_DWARFS>. They receive {+1 Hit Point} bonus.

#PRTO_Clan_Warrior
^
^
^Dwarven [Clan warriors] are available only to $LINK<Karaz-Ankor=RACE_DWARFS>. They receive {+1 Hit Point} bonus.


#PRTO_Clansman
^
^
^Dwarven [Clansmen] receive {+1 Hit Point} bonus.
^
^The [Clansmen] are the first dwarven units available to $LINK<Karaz-Ankor=RACE_DWARFS> and their renegade brethren, the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>. They receive {+1 Hit Point} bonus.
#DESC_PRTO_Clansman
^
^
^Dwarfs live in family units called clans. In times of war these clans muster together any Dwarf old enough to fight and form into regiments. The warriors of these regiments are expected to maintain their own armour and weapons, which are often ancient family heirlooms which have been handed down through the generations and presented to the Dwarf when he comes of age.

#PRTO_Troll_Slayer
^
^
^Dwarven [Troll Slayers] receive {+1 Hit Point} bonus. 
^
^Slayers are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Troll_Slayer
^
^
^Dwarfs are very proud individuals and do not cope well with failure or personal loss. When a tragedy occurs, a Dwarf may be driven to take the oath of the [Slayer]. He will break all ties with his Hold and his clan and seek death by hunting down and fighting a monstrous beast. many achieve their wish to die at the hands of a foul creature, but some survive to fight more beasts until the day they meet their final destiny.

#PRTO_Dragon_Slayer
^
^
^The final stage of infamous dwarven life path. A dishonored dwarf that has slain too many trolls, giants and daemons to count, will seek death picking fights with dragons.
^
^Being the most resilient warriors ever walked on the face of the world, Dragon Slayers receive {+2 Hit Point} bonus. They are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Dragon_Slayer
^
^
^Dwarfs are very proud individuals and do not cope well with failure or personal loss. When a tragedy occurs, a Dwarf may be driven to take the oath of the [Slayer]. He will break all ties with his Hold and his clan and seek death by hunting down and fighting a monstrous beast. many achieve their wish to die at the hands of a foul creature, but some survive to fight more beasts until the day they meet their final destiny.

#PRTO_Hammerer
^
^
^Dwarven [Hammerers] receive {+1 Hit Point} bonus. 
^
^Hammerers available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Hammerer
^
^
^The Hammerers are the King's personal guard and so are accorded a high status within the stronghold. They are very skilled warriors and are personally selected by the King himself. If a Dwarf should prove himself courageous enough over the course of many battles he may be selected to join the Hammerers.

#PRTO_Longbeard
^
^
^Dwarven [Longbeards] receive {+1 Hit Point} bonus. 
^
^Longbeards available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Longbeard
^
^
^Dwarfs are taught from an early age to respect their elders, and the oldest Dwarfs in the stronghold are accorded the greatest respect. Their beards must stretch down to the floor before they are given the prestigious title of Longbeard. The ceremony that follows when a Dwarf finally joins this elite caste is a great occasion; many a tavern has been drunk dry in the ensuing feast.

#PRTO_Ironbreaker
^
^
^Dwarven [Ironbreakers] receive {+1 Hit Point} bonus. 
^
^Ironbreakers available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Ironbreaker
^
^
^The Ironbreakers guard the deep abandoned tunnels from the numerous dark creatures that would otherwise invade the hold. They spend much of their time below ground in the deepest, least visited parts of the stronghold. Because of the extreme danger of their duty they wear fine suits of gromil armour to protect themselves.

#PRTO_Thunderer
^
^
^Dwarven [Thunderers] receive {+1 Hit Point} bonus and have $LINK<zone of control=GCON_ZOC>. 
^
^Thunderers are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Thunderer
^
^
^Some clans are rich enough to purchase handguns from the Engineers' Guild. Extremely proud of these weapons, 
they go to great lengths to maintain them. Dwarf handguns are exceptional works of craftsmanship and are more accurate than the shoddy constructions of the Empire.

#PRTO_Dwarf_Archer
^
^
^[Dwarven Archers] receive {+1 Hit Point} bonus. In days long past, the Dwarfs used bows like other races, although they soon became obsolete.
^
^Dwarf Archers are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.


#PRTO_Dwarf_Ranger
^
^
^The [Dwarf Rangers] guard the many mountain passes of the Dwarven realm. They receive {+1 Hit Point} bonus, can pass over any form of terrain and treat all terrain as roads. Which is nice.
^
^Dwarf Rangers are available only to $LINK<Karaz-Ankor=RACE_DWARFS>.
#DESC_PRTO_Dwarf_Ranger
^
^
^Rangers watch over the mountain passes that snake their way through the Dwarf realms. They keep watch for approaching danger and hunt down Goblins and Orcs. When they spot an approaching army they will send signals to the watch posts of the stronghold, and, once their Karak has been warned, they will gather together at an elected meeting place. Once all their numbers have arrived, they get into battle formation and hound the invading army.



#PRTO_Chaos_Dwarf_Warrior
^
^
^[Chaos Dwarf Warriors] receive {+1 Hit Point} bonus.
^
^These warriors are available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Chaos_Dwarf_Warrior
^
^The majority of all Chaos Dwarves are the warriors, all of whom are subjects to Chaos Sorcerers. Each Chaos Sorcerer has his retinue and responsibilities and each warrior is assigned to serve one particular wizard to whom he is expected to offer complete loyalty.  Those Chaos Dwarven Warriors that prove themselves competent in their duties are quickly given command over their peers and become important advisors in military affairs to the Sorcerers.
^Chaos Dwarf warriors are encased in ornate and plate armor with the joints covered by chain. This armor is unique, each looking different, but all look as if they have been designed by a madman from something seen in a nightmare! The helmets normally have bull horns protruding from them, a sign of their worship to Hashut. The rest of the helm is usually designed into some skull like design or bearing a daemonic countenance. Some Chaos Dwarves will incorporate the skull of a powerful foe into their helmet, soaking it in iron or putting metal work on it and then work the skull into the helmet.

#PRTO_Chaos_Dwarf_Infantry
^
^[Marching in perfect unison, the elite warriors of Zharr-Naggrund advanced, the dreaded Immortals of the High Prophet of Hashut. Their armour was painted black, and they wore heavy steel from head to toe. Their curled, piled beards were protected by long sheaths of metal, and parts of their armour were reinforced with solid plates of marble and granite. In their hands they carried long-bladed axes, curved and deadly.] 
^[Immortals of Hashut] receive {+1 Hit Point} bonus.
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^These warriors are available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Chaos_Dwarf_Infantry
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^Warriors who have particularly distinguished themselves on the field of battle are sometimes promoted into the ranks of a Priest's or Lord's bodyguard, taking on the title of an Immortal. Immortals are clad in armour made from a strange, marble like substance with an obsidian lining, and wield axes blackened by flame with obsidian blades that cut through armour like butter. 
^It is not for nothing that these fiercely loyal warriors are named Immortals, for as a "reward" from Hashut their bodies are send part-way through the ossification process of a Sorcerer, turning skin to stone and blood into molten rock, giving them unnaturally long lifespans (even for a dwarf) and the ability to sustain far more punishment than any normal Dawi.
^If the charge of an Immortal is killed under their protection, they join an elite group of Templars who fight for the glory of the flaming bull. This group is called the Hand of Hashut and is a powerful faction in Zharr-Naggrund, for it not only wield considerable military force but also conveys the more-or-less direct will of Hashut, led as it is by the three Greater Daemons of Hashut; The Scion, The Chosen, and The Blade. 
^Some of the more ancient Immortals have been mutated even further, their hands fusing with their weapons so that they live only to serve their Lord in war, wielding their great Black Axes with deadly skill and strength. The oldest ever Immortal, Zakk Dhmitri, was never seen to eat, drink, sleep, speak, or even breath, doing nothing but fight, be it in the betting pits near his lords tower or against the armies of the foe. By his death at the hands of a Greater Daemon of Khorne he had fused entirely with his armour and weapons, literally a living weapon.

#PRTO_Chaos_Dwarf_Blunderbuss
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^[Blunderbusses] receive {+1 Hit Point} bonus. They are armed with powerful machine weapons that require saltpeter to function.
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^These warriors are available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Chaos_Dwarf_Blunderbuss
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^The Chaos Dwarf blunderbuss is a deadly weapon capable of spitting out razors and sharp spikes, although all manner of other little metal bits and rocks can be fired as well. Since the Chaos Dwarves are typically in mines overseeing hordes of slaves this weapon is an ideal one. A Chaos Dwarf firing the weapon in a mine will cut down their foes as the air is filled with deadly fragments. Chaos Dwarves always work in pairs, so those still attacking the Chaos Dwarves can be subjected seconds later by another volley. The slaves fear these weapons considerably and a Chaos Dwarf leveling one is usually enough to quell any discontent. The heavy two-handed axes are weapons used to split armored foes in twain. In the hands of a tough Chaos Dwarf these weapons are used to deadly effect to those armored enough to survive the bloody volleys of Chaos Dwarven blunderbusses.

#PRTO_Hobgoblin_Archer
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^The [Hobgoblin Archers] are available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
^At a distance, a Hobgoblin would appear to be like any other goblin. However, a closer look would reveal a larger body, slightly longer nose, and slightly yellow-tinged skin. Unlike general greenskins, Hobgoblins can also grow facial hair and have a fairly low resistance to the mutating power of Warpstone, resulting in a fairly high level of mutation in the Hobgoblin population.

#DESC_PRTO_Hobgoblin_Archer
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^Hobgoblins are also different in their ideals, such as they are. While Orcs respect strength, Goblins respect cunning, and Gnoblars respect those with shiny objects, Hobgoblins respect sneakiness above all things. Hobgoblin Bosses, for example, have acquired a level of sneakiness (and therefore paranoia) that would put the greatest Skaven Warlords to shame. Hobgoblins who have distinguished themselves in underhanded, devious, shamelessly backstabbing tricks are often given the title of a “Sneeky Git” and show off their (to put it as Hobbos do) “Ninjer Skillz” by surrounding and overwhelming the enemy. The greatest of these Gits, the “Sneeky Bugger” is called Zanfiller, and it is rumoured that he has fought the great Deathmaster of Clan Eshin to a draw. Hobgoblins often enslave the giant wolves that roam the Darklands to be their steeds. These wolves are leathery-skinned monstrosities who only survive in the ash-covered land by eating things one of the Khemrian carrion would turn its nose up at in.
^The reason Hobgoblins have the measure of freedom that they do is a bargain made almost one thousand years ago. The Black Orcs had been created fifty years before this, and under the urgings of the shaman Agruk had stirred the greenskin slaves of the dark dwarfs into rebellion. Within the year the now meagre forces of the Chaos Dwarves had been driven back to their birthplace, the mighty volcano in the centre of Zharr-Naggrund. It was then that the Hobgoblin leader, Gorduz Bakstabba, brokered a deal with the High Priest of the time. The Hobgoblins would double-cross the other greenskins, in return for the agreement that once the Dawi Zharr were ruling again the Hobgoblins would forever be above all other slaves, and that he, Gorduz, would have immortality. The High Priest agreed, and in the next battle the Hobgoblins attacked the ranks of the other greenskins from the rear, leaving them defeated and the Chaos Dwarves in their rightful place as rulers. The Hobgoblins were no longer slaves, but servants, subordinates, and workers. Gorduz was given his immortality in the form of a statue of him in the hall of statues, where statues of great Chaos Dwarves and the petrified forms of High Sorcerers are placed. 

#PRTO_Hobgoblin_Wolf_Scout
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^[Hobgoblin Wolf Scouts] ignore forest and swamp movement costs. 
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^They are available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
^At a distance, a Hobgoblin would appear to be like any other goblin. However, a closer look would reveal a larger body, slightly longer nose, and slightly yellow-tinged skin. Unlike general greenskins, Hobgoblins can also grow facial hair and have a fairly low resistance to the mutating power of Warpstone, resulting in a fairly high level of mutation in the Hobgoblin population. 
#DESC_PRTO_Hobgoblin_Wolf_Scout
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^Hobgoblins are also different in their ideals, such as they are. While Orcs respect strength, Goblins respect cunning, and Gnoblars respect those with shiny objects, Hobgoblins respect sneakiness above all things. Hobgoblin Bosses, for example, have acquired a level of sneakiness (and therefore paranoia) that would put the greatest Skaven Warlords to shame. Hobgoblins who have distinguished themselves in underhanded, devious, shamelessly backstabbing tricks are often given the title of a “Sneeky Git” and show off their (to put it as Hobbos do) “Ninjer Skillz” by surrounding and overwhelming the enemy. The greatest of these Gits, the “Sneeky Bugger” is called Zanfiller, and it is rumoured that he has fought the great Deathmaster of Clan Eshin to a draw. Hobgoblins often enslave the giant wolves that roam the Darklands to be their steeds. These wolves are leathery-skinned monstrosities who only survive in the ash-covered land by eating things one of the Khemrian carrion would turn its nose up at in.
^The reason Hobgoblins have the measure of freedom that they do is a bargain made almost one thousand years ago. The Black Orcs had been created fifty years before this, and under the urgings of the shaman Agruk had stirred the greenskin slaves of the dark dwarfs into rebellion. Within the year the now meagre forces of the Chaos Dwarves had been driven back to their birthplace, the mighty volcano in the centre of Zharr-Naggrund. It was then that the Hobgoblin leader, Gorduz Bakstabba, brokered a deal with the High Priest of the time. The Hobgoblins would double-cross the other greenskins, in return for the agreement that once the Dawi Zharr were ruling again the Hobgoblins would forever be above all other slaves, and that he, Gorduz, would have immortality. The High Priest agreed, and in the next battle the Hobgoblins attacked the ranks of the other greenskins from the rear, leaving them defeated and the Chaos Dwarves in their rightful place as rulers. The Hobgoblins were no longer slaves, but servants, subordinates, and workers. Gorduz was given his immortality in the form of a statue of him in the hall of statues, where statues of great Chaos Dwarves and the petrified forms of High Sorcerers are placed. 

#PRTO_Hobgoblin_Wolf_Rider
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^[Hobgoblin Wolf Riders] ignore forest and swamp movement costs. 
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^They are available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
^At a distance, a Hobgoblin would appear to be like any other goblin. However, a closer look would reveal a larger body, slightly longer nose, and slightly yellow-tinged skin. Unlike general greenskins, Hobgoblins can also grow facial hair and have a fairly low resistance to the mutating power of Warpstone, resulting in a fairly high level of mutation in the Hobgoblin population.
#DESC_PRTO_Hobgoblin_Wolf_Rider
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^Hobgoblins are also different in their ideals, such as they are. While Orcs respect strength, Goblins respect cunning, and Gnoblars respect those with shiny objects, Hobgoblins respect sneakiness above all things. Hobgoblin Bosses, for example, have acquired a level of sneakiness (and therefore paranoia) that would put the greatest Skaven Warlords to shame. Hobgoblins who have distinguished themselves in underhanded, devious, shamelessly backstabbing tricks are often given the title of a “Sneeky Git” and show off their (to put it as Hobbos do) “Ninjer Skillz” by surrounding and overwhelming the enemy. The greatest of these Gits, the “Sneeky Bugger” is called Zanfiller, and it is rumoured that he has fought the great Deathmaster of Clan Eshin to a draw. Hobgoblins often enslave the giant wolves that roam the Darklands to be their steeds. These wolves are leathery-skinned monstrosities who only survive in the ash-covered land by eating things one of the Khemrian carrion would turn its nose up at in.
^The reason Hobgoblins have the measure of freedom that they do is a bargain made almost one thousand years ago. The Black Orcs had been created fifty years before this, and under the urgings of the shaman Agruk had stirred the greenskin slaves of the dark dwarfs into rebellion. Within the year the now meagre forces of the Chaos Dwarves had been driven back to their birthplace, the mighty volcano in the centre of Zharr-Naggrund. It was then that the Hobgoblin leader, Gorduz Bakstabba, brokered a deal with the High Priest of the time. The Hobgoblins would double-cross the other greenskins, in return for the agreement that once the Dawi Zharr were ruling again the Hobgoblins would forever be above all other slaves, and that he, Gorduz, would have immortality. The High Priest agreed, and in the next battle the Hobgoblins attacked the ranks of the other greenskins from the rear, leaving them defeated and the Chaos Dwarves in their rightful place as rulers. The Hobgoblins were no longer slaves, but servants, subordinates, and workers. Gorduz was given his immortality in the form of a statue of him in the hall of statues, where statues of great Chaos Dwarves and the petrified forms of High Sorcerers are placed. 

#PRTO_Sneaky_Gitz
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^[Sneaky Gitz] are cunning infantry available only to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>. They perform {stealth attacks}, but cannot attack workers, settlers, kings, war machines nor spells. 
^At a distance, a Hobgoblin would appear to be like any other goblin. However, a closer look would reveal a larger body, slightly longer nose, and slightly yellow-tinged skin. Unlike general greenskins, Hobgoblins can also grow facial hair and have a fairly low resistance to the mutating power of Warpstone, resulting in a fairly high level of mutation in the Hobgoblin population.
#DESC_PRTO_Sneaky_Gitz
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^Hobgoblins are also different in their ideals, such as they are. While Orcs respect strength, Goblins respect cunning, and Gnoblars respect those with shiny objects, Hobgoblins respect sneakiness above all things. Hobgoblin Bosses, for example, have acquired a level of sneakiness (and therefore paranoia) that would put the greatest Skaven Warlords to shame. Hobgoblins who have distinguished themselves in underhanded, devious, shamelessly backstabbing tricks are often given the title of a “Sneeky Git” and show off their (to put it as Hobbos do) “Ninjer Skillz” by surrounding and overwhelming the enemy. The greatest of these Gits, the “Sneeky Bugger” is called Zanfiller, and it is rumoured that he has fought the great Deathmaster of Clan Eshin to a draw. Hobgoblins often enslave the giant wolves that roam the Darklands to be their steeds. These wolves are leathery-skinned monstrosities who only survive in the ash-covered land by eating things one of the Khemrian carrion would turn its nose up at in.
^The reason Hobgoblins have the measure of freedom that they do is a bargain made almost one thousand years ago. The Black Orcs had been created fifty years before this, and under the urgings of the shaman Agruk had stirred the greenskin slaves of the dark dwarfs into rebellion. Within the year the now meagre forces of the Chaos Dwarves had been driven back to their birthplace, the mighty volcano in the centre of Zharr-Naggrund. It was then that the Hobgoblin leader, Gorduz Bakstabba, brokered a deal with the High Priest of the time. The Hobgoblins would double-cross the other greenskins, in return for the agreement that once the Dawi Zharr were ruling again the Hobgoblins would forever be above all other slaves, and that he, Gorduz, would have immortality. The High Priest agreed, and in the next battle the Hobgoblins attacked the ranks of the other greenskins from the rear, leaving them defeated and the Chaos Dwarves in their rightful place as rulers. The Hobgoblins were no longer slaves, but servants, subordinates, and workers. Gorduz was given his immortality in the form of a statue of him in the hall of statues, where statues of great Chaos Dwarves and the petrified forms of High Sorcerers are placed. 

#PRTO_Bull_Centaur
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^The [Bull Centaurs] are extremely powerful half-dwarf, half-bull warriors. They receive {+1 Hit Point} bonus.
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^Bull Centaurs mark the {Golden Age} of $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Bull_Centaur
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^Bull Centaurs are half Chaos Dwarf and half bull, created when a Dawi Zharr offers himself up to Hashut as a sacrifice in one of the bull god’s sacred forges. If he is worthy, he will walk out of the flame transformed, an avatar of Hashut’s power. 
^The Bull body half is disproportionately large to the Dawi half before the transformation. This is balanced after the ascension of the chaotic dwarf, as they are far bigger and stronger than their normal kinsmen. The most favoured of the Bull Centaurs have flame coloured skin and a berserker temper, and are said to as burn with the heat of a furnace. Aside from the Hands and Priests, Bull Centaurs have the closest link to Hashut, some of the most powerful having the same political power as priests. 

#PRTO_Lava_Elemental
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^[Lava Elementals] are powerful creatures summoned from the dark recesses of the world by the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>. They receive {+2 Hit Point} bonus. They may cause collateral damage on improvements within a city.

#PRTO_Djinn
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^The [Djinni] are malevolent spirits conjured by the $LINK<Arabians=RACE_ARABY>. They receive {+2 Hit Points} bonus. 

#PRTO_Whirlwind
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^The [Whirlwind] is a fiendish $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS> invention manned by Boar Centaurs. It receives {+1 Hit Point} bonus, and may attack twice per turn.

#PRTO_Norse_Dwarf
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^[Norse Dwarfs] receive {+1 Hit Point} bonus.
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^Norse Dwarfs are available only to $LINK<Norsca=RACE_NORSCA>.

#PRTO_Ogre
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^[Ogres] receive {+1 Hit Point} bonus.
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^Ogres are available to all races that have access to the $LINK<Ogre Kingdoms=GOOD_Ogres> except for the $LINK<Bretonnians=RACE_BRETONNIA>, who refuse to hire such creatures.
#DESC_PRTO_Ogre
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^Hailing from their mountain kingdoms, Ogres are touched by "wanderlust" and travel the world, often joining armies to fight as mercenaries. They can be found across in almost any location, fighting for the highest bidder, although the nobles of Bretonnia would sooner die than hire such uncouth creatures in their armies.
^  The term "Bull" is used for any adult male Ogre. Bulls make up the majority of any Ogre Kingdom and are an unwashed mass of muscle and fat. When Bulls gather in sufficient numbers, they can flatten landscapes as well as settlements. 
^  Perhaps the only sign of status in Ogre society unrelated to sheer physical strength is the amount of noise an Ogre can make. The quality of Ogre music is decided by pure volume instead of melody or skill. The loudest Bulls of each tribe are called Bellowers and are more than capable of relaying orders over the din of battle. 

#PRTO_Irongut
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^[Ogre Ironguts] receive {+1 Hit Point} bonus.
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^Ironguts are available to all races that have access to the $LINK<Ogre Kingdoms=GOOD_Ogres> (and a source of $LINK<Iron=GOOD_Iron>) except for the $LINK<Bretonnians=RACE_BRETONNIA>, who refuse to hire such creatures.
#DESC_PRTO_Irongut
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^Ogre Ironguts are the Ogres of any given tribe who have the most status and the best weaponry. Although not markedly superior in strength to their fellows, Ironguts are afforded great respect, because these warriors are hand-picked by the Tyrant himself. For this reason, a unit of Ironguts may well include the Tyrant's immediate family or his closest drinking cronies. 
^  Ironguts go into battle armed with massive two-handed weapons such as enormous scimitars, rocks bolted to tree boughs with iron bands, or simply gigantic versions of the traditional Ogre club. Ironguts wear large, ornamented gut-plates to show their status and cover their arms and heads in heavy armor cobbled together from various conquests over the years. Ironguts are also typified by an unshakable belief in their own superiority. 

#PRTO_Leadbelcher
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^[Ogre Leadbelchers] receive {+1 Hit Point} bonus.
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^Leadbelchers are available to all races that have access to the $LINK<Ogre Kingdoms=GOOD_Ogres>, except for the $LINK<Bretonnians=RACE_BRETONNIA>, who refuse to hire such creatures. 
#DESC_PRTO_Leadbelcher
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^Leadbelchers are a comparatively recent addition to the armies of the Ogre Kingdoms. Few in number, these filthy and unhinged Ogres are equally obsessed with destruction and noise. These Ogres arm themselves with great portable weapons known as Leadbelcher cannons. These gigantic guns are either scavenged from the remains of enemy artillery or earned as a reward from the great forges of the Chaos Dwarfs. 
^  Before battle, Leadbelchers fill their cannon's barrel with gunpowder, metal shot, rusty nails, an assortment of wickedly bladed weaponry, and even the occasional cannonball. The Leadbelcher cannon is then bound tightly onto the Ogre's arm with thick leather straps. Many Leadbelchers go to war with a smoldering taper clenched between their teeth. 

#PRTO_Giant
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^[Giants] receive {+2 Hit Points} bonus.
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^Giants are available only to $LINK<Albion=RACE_ALBION>, although other species of giants known as $LINK<Jotuns=PRTO_Jotun>
inhabit mountain regions of Norsca.
#DESC_PRTO_Giant
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^Giants are more than happy to join a warband for the chance to eat people and get their hands on strong liquor. They are also keen on the endless opportunities for thumping people. The Giant is a terrifying creature to behold, and you can never be too sure how they are going to cause carnage from minute to minute.

#PRTO_Jotun
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^[Jotuns] receive {+2 Hit Points} bonus.
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^Jotuns (Norse Giants) are available only to $LINK<Norsca=RACE_NORSCA>.

#PRTO_Rat_Ogre
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^Skaven [Rat Ogres] have 4 Hit Points, and are not available to any nations!
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#DESC_PRTO_Rat_Ogre
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^Rat Ogres are the masterpieces of Clan Moulder's mad research. They are massive hulking monsters, created from a warped mix of different creatures. Only the strongest Rat Ogres survive the terrible conditions that the Packmasters impose upon the Rat Ogres, forcing them to compete for food and shelter. The ones that survive to maturity are little more than a mass of sinewy muscles and razor-sharp claws, moved only by their strong instinct to kill and are completely dependant on the Packmasters for guidance.

#PRTO_Skaven_Clanrat
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^Skaven [Clanrats] squeak out of their caverns and tunnels to attack anything weaker than themselves.

#PRTO_Troll
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^These are large creatures, very strong but also rather stupid. There are many different kinds because, like greenskins, [Trolls] vary a great deal in appearance. However, it is fair to say that they are universally big, ugly, hungry, and best avoided where possible.
^
^[Trolls] receive {+1 Hit Points} bonus. They are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Troll
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^The most frequently encountered types of Troll are the (all too) Common Troll which is found anywhere suitably smelly, and the Stone Trolls and River Trolls who inhabit the mountains and rivers respectively. Stone Trolls are named for their rocky diet which allows them to inhabit the most inhospitable parts of the Old World's mountains where there is little else to eat. River Trolls are especially prized by Dwarf Troll Slayers seeking something exotic to kill.

#PRTO_Chaos_Troll
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^[Chaos Trolls] receive {+1 Hit Points} bonus.
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^Chaos Trolls are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Chaos_Troll
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^Ordinary Trolls - if such things could be said to be ordinary - are horrifying creatures. Massive, twisted parodies of the human form, they are ugly monstrosities possessed of enormous strength. They have the barest minimum of intelligence, and the ability to heal injury almost as fast as it can be inflicted that, together with their natural resilience, can make them almost indestructible. Even a single Troll is a deadly foe and capable of rending a soldier limb from limb - when they gather in packs to feed, Trolls can be counted amongst the most dangerous creatures in the Old World.
^  Even more deadly are Chaos Trolls. All Trolls have been affected by Chaos to some extent, as their species is the result of thousands of years of warping influence from the corrupting power of the north. Those that are sometimes seen accompanying warbands of Chaos worshippers, however, have been altered by the power of Chaos more directly.
^  They sport all manner of mutations, making them even more hideous than their common cousins, and the power of the winds of magic stokes their natural aggression and strength, turning them from mere monsters into some of the most terrible beasts in the armies of Chaos.

#PRTO_Chaos_Giant
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^[Chaos Giants] receive {+1 Hit Point} bonus.
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^Chaos Giants are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.
#DESC_PRTO_Chaos_Giant
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^All Giants are monstrous humanoids, as tall and strong as ten men. The only thing they love more than alcohol is battle, and they are almost always drunk, fighting or both. Giants are loud, coarse, violent and often stupid, but they are able to lay waste to whole regiments when the mood takes them, smashing foes with fists and crude clubs and crushing them beneath their massive feet.
^  Giants are encountered far more frequently in the north than in other areas of the Old World. They are more fond of the cold, rocky climes of the Troll Country and Norsca than they are of the forests of the Empire. Although they will occasionally descend from lairs in the Worlds Edge or Middle Mountains to join bands of Orcs or Beastmen, it is far more usual to encounter them raiding from the north, either alone or with warbands of fellow marauders. There is little besides the thrill of combat and vast barrels of ale that a Giant requires from a Champion of Chaos whose band he joins, and as long as enough livestock and villagers can be found to feed the Giant without recourse to him devouring other members of the warband, he will be welcomed in any Chaos army.
^  Some Giants, especially those who make their homes far to the north where Norsca begins to give way to the Chaos Wastes, are warped still further by the power of Chaos. The mutations caused by the influence of the Dark Powers are even more terrifying when displayed by such monstrous creatures, and Giants moulded by Chaos into even more fearsome shapes can turn the bravest warrior to flight.

#PRTO_Kroxigor
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^[Kroxigors] receive {+2 Hit Point} bonus. They are available only to $LINK<Slann=RACE_SLANN>.
#DESC_PRTO_Kroxigor
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^The Kroxigor are giant cousins of the Saurus which are bred for their brute strength and power. Despite their size and limited intellect they are able to follow and perform quite complex instructions. Kroxigor are terribly strong creatures that wield heavy weapons with which to smash the enemy with in battle.

#PRTO_Terradon
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^[Terradons] are $LINK<flying=GCON_Flying> creatures available only to $LINK<Slann=RACE_SLANN>.
#DESC_PRTO_Terradon
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^Dwelling in the jungle canopy hundreds of metres above the ground, Terradons are dangerous predators. Their keen eyesight can pierce the gloom of the jungle, enabling them to spot potential prey at great distances. Their huge, leathery wings can propel them at great velocity, and they are surprisingly agile, able to fly at full speed through thick jungle while avoiding branches, vines and trees.
^  Skinks have mastered the skill of riding Terradons. These Terradon riders are exceptionally useful in battle, flying ahead of the main army, scouting the position of the enemy, and striking suddenly and silently from above. The Skinks launch javelins from the backs of the Terradons, and the dangerous creatures themselves attack with their long beaks, filled with razor-sharp teeth. Descending with mighty beats of their powerful wings, they attempt to latch onto their foes with their strong claws, ripping them into the air before dropping them to plummet to their doom.

#PRTO_Stegadon
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^In battle, howdahs are attached to the backs of these giant beasts, crewed by a flock of Skinks. [Stegadons] are terrifying and lethal in battle, crushing anything beneath their massive bulk and scattering the enemies of the Lizardmen. 
^
^Stegadon receives {+2 Hit Points} bonus and will [withdraw] from combat if it is losing (unless fighting another fast unit). Stegadons are available only to $LINK<Slann=RACE_SLANN>.

#PRTO_Carnosaur
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^Large enough to take down almost any prey, [Carnosaurs] are the top predators of the Lustrian jungles, and have been known to attack even the mighty Stegadons on occasion. Carnosaurs are built for speed and power, and their crushing jaws can rip huge chunks of flesh from their prey.
^
^Carnosaur receives {+3 Hit Points} bonus and ignores Jungle movement cost. It will [withdraw] from combat if it is losing (unless fighting another fast unit). Carnosaurs are available only to $LINK<Slann=RACE_SLANN>.

#PRTO_Turtigon
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^[That's one angry, fire breathin' turtle.]
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^Turtigon is a sea monster that can engage into combat with another faction's ships without precipitating war. It receives {+1 Hit Point} bonus.
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^Turtigons are available only to the $LINK<Lizardmen=RACE_SLANN>.

#PRTO_Living_Ship
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^The [Living Ship] is a sea monster carrying troops of the $LINK<Slann=RACE_SLANN>. It receives {+1 Hit Point} bonus.

#PRTO_Giant_Spider
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^Wild [Giant Spiders] roam the wilderness and eat people, or anything that looks close.

#PRTO_Forest_Spider
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^[Forest Spiders] receive {-1 Hit Point} penalty but ignore Forest movement cost. They are available only 
to $LINK<Redeye Goblins=RACE_GOBLINS>.

#PRTO_Black_Widow
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^[Black Widows] receive {-1 Hit Point} penalty but can enter mountain squares. They are available only 
through the $LINK<Mount Arachnos=BLDG_Mount_Arachnos> wonder.

#PRTO_Kraken
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^[Krakens] are huge, squid-like creatures. They hunt for sea vessels to devour them.

#PRTO_Flesh_Hound
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^The [Flesh Hounds] of Khorne come, unerringly stalking across the distant leagues, across seas and mountains, merciless predators who know the scent of every mortal creature.
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^Flesh Hounds have no upkeep cost and are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Lesser_Daemon
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^[Lesser Daemons] receive {+1 Hit Point} bonus and have no upkeep cost. 
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^Lesser Daemons are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Unclean_One
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^[Unclean Ones] receive {+2 Hit Points} bonus and they have no upkeep cost. They are slow-moving but incredibly strong (and expensive) units.
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^[Wreathed in swarms of giggling Nurglings, the Great Unclean One shambles across the battlefield spreading disease and pestilence wherever it passes.] 
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^[To the mortal eye, the Great Unclean One is the foulest of servants of the Ruinous Powers, appearing as a malformed being of weeping pustules and exposed, diseased organs; few men have the stomach, let alone the ability to oppose such a being.]

#PRTO_Greater_Daemon
^
^
^[Greater Daemons] receive {+3 Hit Points} bonus, have no upkeep cost and are $LINK<flying=GCON_Flying> units. They may cause collateral damage on improvements within a city.
^
^Greater Daemons mark the {Golden Age} of $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Dark_Elf_Corsair
^
^
^To be a [Corsair] is a great honour among the Druchii and it is a chance to win riches and fame and to capture slaves during their raids. These seafaring reavers excel at boarding other vessels, making them amongst the $LINK<Dark Elves=RACE_NAGGAROTH> deadliest fighters in close combat.
^
^Dark Elf Corsairs can execute [amphibious assaults]. They can unload from a sea vessel into any coastal land square, including enemy cities and enemy-occupied squares. 

#PRTO_Desert_Dog
^
^
^[Desert Dogs] will [withdraw] from combat if they are losing (unless fighting another fast unit). 
They mark the {Golden Age} of $LINK<Araby=RACE_ARABY>.

#PRTO_Huskarl
^
^
^[Huskarls] are infantry units that can execute [amphibious assaults]. They can unload from a sea vessel into any coastal land square, including enemy cities and enemy-occupied squares.
^
^Huskarls are available only to $LINK<Norsca=RACE_NORSCA>.

#PRTO_Bondsman
^
^
^[Bondsmen] are the standard warriors of $LINK<Norse=RACE_NORSCA> warbands. They are not free, but bound to a
warlord, working and fighting for him in hope of improving their own status some day.

#PRTO_Hirdman
^
^
^[Hirdmen] are infantry units that can execute [amphibious assaults]. They can unload from a sea vessel into any coastal land square, including enemy cities and enemy-occupied squares. They are available only to $LINK<Norsca=RACE_NORSCA>.
#DESC_PRTO_Hirdman
^
^
^Hirdmen are warriors who swear allegiance to a warlord (a jarl or king). They swear to lay down
their own lives to protect their master, in return their master pays for their keep. The Hirdmen have a 
fairly high status as they are regarded as the elite warriors of Norsca.

#PRTO_Norse_Marauder
^
^
^[Norse Marauders] are infantry units that can execute [amphibious assaults]. They can unload from a sea vessel into any coastal land square, including enemy cities and enemy-occupied squares.
^
^Norse Marauders are available only to $LINK<Norsca=RACE_NORSCA>.

#PRTO_Norse_Berserker
^
^
^[Norse Berserkers] are infantry units that can execute [amphibious assaults]. They can unload from a sea vessel into any coastal land square, including enemy cities and enemy-occupied squares.
^
^Norse Berserkers are available only to $LINK<Norsca=RACE_NORSCA>.

#PRTO_Thrall
^
^
^[Thralls] are the slave class of the $LINK<Norse=RACE_NORSCA>, recruited into armed bands in times of trouble. They are enslaved by $LINK<warlords=PRTO_Warlord>.

#PRTO_Warlord
^
^
^[Warlords] can $LINK<enslave=GCON_Enslavement> defeated units to new $LINK<thralls=PRTO_Thrall>. 
^
^Warlords are available only to $LINK<Norsca=RACE_NORSCA>.

#PRTO_Indic_Corsair
^
^
^[Corsairs] of $LINK<Ind=RACE_IND> are infantry units that can execute [amphibious assaults]. They can unload from a sea vessel into any coastal land square, including enemy cities and enemy-occupied squares.

#PRTO_Indic_Infantry
^
^
^[Indic Infantry] receives {+1 Hit Point} bonus. It marks the {Golden Age} of $LINK<Ind=RACE_IND>.

#PRTO_Mangudai
^
^
^[Mangudai] is the first $LINK<Ungol=RACE_UNGOLS> mounted unit. It will [withdraw] from combat if it is losing (unless fighting another fast unit). 

#PRTO_Khorchin
^
^
^[Khorchin] is the second $LINK<Ungol=RACE_UNGOLS> mounted unit. It will [withdraw] from combat if it is losing (unless fighting another fast unit). 

#PRTO_Turghaut
^
^
^[Turghaut] is the most advanced $LINK<Ungol=RACE_UNGOLS> mounted unit.  It will [withdraw] from combat if it is losing (unless fighting another fast unit). It can attack up to three times per turn and marks the {Golden Age} of Ungol barbarians.

#PRTO_Chaos_Cultist
^
^
^[Chaos Cultists] treat {all terrain as roads} and can attack/capture any unit without causing a conflict. 
They sneak into foreign territories and hunt for workers or settler convoys to convert (or kill) them. 
$LINK<Enslavement=GCON_Enslavement> ability allows them to create new cultists out of defeated units.
^
^Chaos Cultists are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Hawk
^
^
^Hawks are $LINK<flying=GCON_Flying> units. They are available only to $LINK<Loren=RACE_LOREN>.

#PRTO_Great_Eagle
^
^
^Great Eagles are $LINK<flying=GCON_Flying> units. They are available to $LINK<Loren=RACE_LOREN> and $LINK<Ulthuan=RACE_ULTHUAN>.
#DESC_PRTO_Great_Eagle
^
^
^The ancient and proud race of Great Eagles has lived among the peaks and crags of the Grey Mountains on the 
edge of the forest of Loren since the dawn of time. Here they are befriended by the most adventurous and exceptional of the Wood Elves. From their high eyries the Eagles watch for enemies entering the forest and will fly off to warn the Wood Elves of impending danger.

#PRTO_Eagle_Rider
^
^
^[Eagle Riders] are $LINK<flying=GCON_Flying> units.
^
^Eagle Riders are available only to $LINK<Loren=RACE_LOREN>.

#PRTO_Griffon
^
^
^[Griffons] are $LINK<flying=GCON_Flying> units.
^
^Griffons are available to $LINK<Loren=RACE_LOREN> and $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Griffon_Rider
^
^
^[Griffon Riders] are $LINK<flying=GCON_Flying> units.
^
^Griffon Riders are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, $LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, $LINK<Albion=RACE_ALBION>, $LINK<Araby=RACE_ARABY>, $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Ind=RACE_IND>, $LINK<Dolgans=RACE_DOLGANS>, $LINK<Ungols=RACE_UNGOLS> and $LINK<Ulthuan=RACE_ULTHUAN>.

#PRTO_Dire_Wolves
^
^
^[Dire Wolves] ignore Swamp and Forest movement cost.
^
^Dire Wolves are available only to $LINK<Sylvania=RACE_SYLVANIA>.
#DESC_PRTO_Dire_Wolves
^
^The land of Sylvania is plagued by giant wolves which emerge in winter from their lairs high in the Worlds Edge Mountains to destroy entire villages. The men of the Empire hunt these beasts mercilessly, but this is not always enough. Even from beyond the grave these awful creatures return to terrorise men. The carcasses of these wolves are buried in great pits, but the cursed earth of Sylvania does not allow them to rest. Often they burrow their way through the rotting layers of earth and emerge to hunt once more.
^  These Undead wolves are the hunting packs of Vampires, and gather around the castles of the Vampire Lords to follow the Princes of Undeath to war. Dire Wolves have skull-like heads and rotting black fur. Their eyes glow with unnatural light and their bodies dissolve into nothing when they are finally slain.

#PRTO_Wolfhound
^
^
^The $LINK<Norsemen=RACE_NORSCA> and $LINK<Dolgans=RACE_DOLGANS> often capture wolves and mix them with dogs to get [Wolfhounds]. They are used mainly for hunting, sometimes taken to battle. 
^
^Wolfhounds ignore Swamp and Forest movement cost.

#PRTO_Carrion
^
^[Carrions] are $LINK<flying=GCON_Flying> creatures available only to $LINK<Khemri=RACE_KHEMRI>.
#DESC_PRTO_Carrion
^
^
^According to inscriptions, King Nekhef claimed to be the first ruler to use Carrion in his army of eternity. These creatures lived in the mountains to the east of Nehekhara and also the deserts to the west. Their broad wings were said to darken the sky, spreading the shadow of doom upon those dying in the desert. After a great battle, with the slain strewn over the stricken field, the Carrion descended and blotted out the light of the sun. Thus it was in ancient Nehekhara that the Carrion was seen as a sacred beast that bore the spirits of slain warriors to the sky to fight in endless battles against the daemons of darkness. This belief led to the priests burying many corpses of Carrion in the necropoli of each Tomb King from the time of Nekhef I onwards. As the revered birds eventually died out, only those that were entombed remained. At the will of the Liche Priests they once again take to the skies, their horrifying forms spreading fear amongst those who feel the chill of their shadow.

#PRTO_Fell_Bat
^
^
^[Fell Bats] are $LINK<flying=GCON_Flying> creatures available only to the Vampire Counts of $LINK<Sylvania=RACE_SYLVANIA>.
#DESC_PRTO_Fell_Bat
^
^
^Also known as Vampire Bats, the blood drinking bats of Sylvania grow to monstrous proportions, some with wingspans of twelve feet or more. They are nightmarish predators of the dark, silent and deadly. They exist solely on the blood of the living, that of Men being their favourite. The scholars of the Old World speculate that perhaps an ancestor of these beasts drank the blood of a Vampire and thus joined the ranks of the Undead. 

#PRTO_Winged_Nightmare
^
^
^[Winged Nightmare] is a $LINK<flying=GCON_Flying> unit available to $LINK<Sylvania=RACE_SYLVANIA> and $LINK<Lahmia=RACE_LAHMIA>. It receives {+1 Hit Point} bonus.
#DESC_PRTO_Winged_Nightmare
^
^Winged Nightmares are massive creatures made from the corpses of several huge monsters such as Manticores and Hippogriffs. It is not uncommon to see a Vampire Lord or Necromancer riding one of these abominations, striking fear into the enemy.

#PRTO_Wyvern
^
^
^[War Wyvern] receives {+1 Hit Point} bonus and is a $LINK<flying=GCON_Flying> unit.
^
^War Wyverns are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Wyvern
^
^Wyverns are vast, scaled beasts with broad wings and huge, fearsome jaws. Their hide is well armoured with bony scales and their tale drips with black venom that hisses when it touches the ground.

#PRTO_Great_Taurus
^
^
^[Great Taurus] receives {+2 Hit Point} bonus and is a $LINK<flying=GCON_Flying> unit.
^
^Great Tauruses are available to $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.

#PRTO_Pegasus_Knight
^
^
^The [Pegasus Knights] of $LINK<Bretonnia=RACE_BRETONNIA> are a $LINK<flying=GCON_Flying> unit.
#DESC_Pegasus_Knight
^
^
^A rich noble of Bretonnia may be fortunate enough to come across a young Pegasus in the Grey Mountains. These noble beasts may be ridden by the most staunch of Bretonnia's nobility, and are a sight to behold on the battlefield.

#PRTO_Red_Dragon
^
^
^[Red Dragon] receives {+2 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Red Dragons are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Araby=RACE_ARABY>, $LINK<Ind=RACE_IND>, $LINK<Cathay=RACE_Cathay> and $LINK<Nippon=RACE_NIPPON>.

#PRTO_Great_Red_Dragon
^
^
^[Great Red Dragon] receives {+3 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Red Dragons are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Araby=RACE_ARABY>, $LINK<Ind=RACE_IND>, $LINK<Cathay=RACE_Cathay> and $LINK<Nippon=RACE_NIPPON>.

#PRTO_Blue_Dragon
^
^
^[Blue Dragon] receives {+2 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Blue Dragons are available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Kislev=RACE_KISLEV> and $LINK<Norsca=RACE_NORSCA>.

#PRTO_Great_Blue_Dragon
^
^
^[Great Blue Dragon] receives {+3 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Blue Dragons are available to $LINK<Westerland=RACE_WESTERLAND>, $LINK<Kislev=RACE_KISLEV> and $LINK<Norsca=RACE_NORSCA>.

#PRTO_White_Dragon
^
^
^[White Dragon] receives {+2 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^White Dragons are available only to $LINK<Ulthuan=RACE_ULTHUAN>.

#PRTO_Great_White_Dragon
^
^
^[Great White Dragon] receives {+3 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^White Dragons are available only to $LINK<Ulthuan=RACE_ULTHUAN>.

#PRTO_Black_Dragon
^
^
^[Black Dragon] receives {+2 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Black Dragons are available to $LINK<Dolgans=RACE_DOLGANS>, $LINK<Ungols=RACE_UNGOLS> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Great_Black_Dragon
^
^
^[Great Black Dragon] receives {+3 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Black Dragons are available to $LINK<Dolgans=RACE_DOLGANS>, $LINK<Ungols=RACE_UNGOLS> and $LINK<Naggaroth=RACE_NAGGAROTH>.

#PRTO_Green_Dragon
^
^
^[Green Dragon] receives {+2 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Green Dragons are available to $LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Albion=RACE_ALBION>, $LINK<Loren=RACE_LOREN> and $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Great_Green_Dragon
^
^
^[Great Green Dragon] receives {+3 Hit Points} bonus and is a $LINK<flying=GCON_Flying> unit. It can also use its breath attack to bombard surrounding squares.
^
^Green Dragons are available to $LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Albion=RACE_ALBION>, $LINK<Loren=RACE_LOREN> and $LINK<Amazons=RACE_AMAZONS>.

#PRTO_Zombie_Dragon
^
^
^[Zombie Dragon] receives {+1 Hit Point} bonus and is a $LINK<flying=GCON_Flying> unit.
^
^Zombie Dragons are available only to $LINK<Khemri=RACE_KHEMRI>.

#PRTO_Magician
^
^
^[Magicians] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Magicians are available to $LINK<Araby=RACE_ARABY>, $LINK<Ind=RACE_IND> and $LINK<Ungols=RACE_UNGOLS>.

#PRTO_Elementalist
^
^
^[Elementalists] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and high defensive bombardment. 
^
^Elementalists are available to $LINK<Araby=RACE_ARABY> and $LINK<Ind=RACE_IND>.

#PRTO_Damsel
^
^
^[Damsels of the Lady] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Damsels are available only to $LINK<Bretonnia=RACE_BRETONNIA>.
#DESC_PRTO_Damsel
^
^
^Damsels and prophetesses are powerful individuals, for in their years away from Bretonnia, their innate abilities 
have been honed and tempered. Their magic is more oriented around nature than that of most other human wizards, 
for they are taught by the handmaidens of the Lady. Riding into battle, the damsels and prophetesses use their 
powers to lend protection to the noble warriors of Bretonnia, warding away the foul magic of their enemies as 
well as casting down the foe with their own powerful spells. They are able to mystically encourage the landscape 
to fight the enemies of Bretonnia, and the trees themselves lash at their foe; flocks of birds descend on the 
enemy at their call and some can even draw lightning from the heavens to strike down in devastating arcs.

#PRTO_Battle_Wizard
^
^
^[Battle Wizards] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Battle Wizards are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Norsca=RACE_NORSCA>, 
$LINK<Cathay=RACE_CATHAY> and $LINK<Nippon=RACE_NIPPON>.

#PRTO_Wizard_Lord
^
^
^[Wizard Lords] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and high defensive bombardment. 
^

^Wizard Lords are available to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Cathay=RACE_CATHAY> 
and $LINK<Nippon=RACE_NIPPON>.

#PRTO_Serpent_Priestess
^
^
^[Serpent Priestesses] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Serpent Priestesses are the ruling class of the $LINK<Amazonian Sisterhood=RACE_AMAZONS>. Their word is law.


#PRTO_Shaman
^
^
^[Shamans] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Shamans are available only to $LINK<Dolgans=RACE_DOLGANS>.

#PRTO_Goblin_Shaman
^
^
^[Goblin Shamans] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>
^
^Goblin Shamans are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Goblin_Shaman
^
^
^Greenskins are creatures of little brain and almost no curiosity.Their single-minded enthusiasm for violence makes 
it very hard for sorcery to get a grip on their consciousness. Although they do have magic it is very different to 
the magic of humans and elves. Their power comes not from the treacherous winds of magic, but from the inner psyche 
of the greenskin racial mind.
^  As far as greenies are concerned, the power of their Shamans is god-given. The god (or rather gods) in question are 
Gork and Mork - the eternally squabbling brother-gods of Orc and Goblin legend. Greenskin Shamans are links between 
their tribe and its quarrelsome gods. 

#PRTO_Goblin_Great_Shaman
^
^
^[Goblin Shamans] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>
^
^Goblin Shamans are available to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.
#DESC_PRTO_Goblin_Great_Shaman
^
^
^Greenskins are creatures of little brain and almost no curiosity.Their single-minded enthusiasm for violence makes 
it very hard for sorcery to get a grip on their consciousness. Although they do have magic it is very different to 
the magic of humans and elves. Their power comes not from the treacherous winds of magic, but from the inner psyche 
of the greenskin racial mind.
^  As far as greenies are concerned, the power of their Shamans is god-given. The god (or rather gods) in question are 
Gork and Mork - the eternally squabbling brother-gods of Orc and Goblin legend. Greenskin Shamans are links between 
their tribe and its quarrelsome gods. 

#PRTO_Druid
^
^
^[Druids] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Druids are available only to $LINK<Albion=RACE_ALBION>.

#PRTO_Archdruid
^
^
^[Archdruids] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and have high defensive bombardment. 
^
^Archdruids are available only to $LINK<Albion=RACE_ALBION>.

#PRTO_Chaos_Warlock
^
^
^[Chaos Warlocks] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Chaos Warlocks are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Great_Warlock
^
^
^[Great Warlocks] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and high defensive bombardment. 
^
^Great Warlocks are available only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#PRTO_Sorcerer
^
^
^[Sorcerers] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>. They receive {+1 Hit Point} bonus.
^
^Sorcerers are available to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Sorcerer
^
^The Chaos Dwarf Sorcerers act as priests to Hashut and are the leaders of Chaos Dwarf society.  All leadership roles are filled by a Chaos Dwarf Sorcerer.  Each Chaos Dwarf Sorcerer is given a retinue of Chaos Dwarf Warriors and some position, overseer of a mine, leader of an expedition, or leader of a Chaos Dwarf fort or settlement.  If a Chaos Sorcerer performs his duties well he will continue to advance as long as he has the favor of his peers, superiors, and Hashut.  There is considerable rivalry between Sorcerers, but if it interferes with their duties to Hashut than they can expect severe retribution.  For the most part, Chaos Dwarf Sorcerers determine their status by age and experience, but there is always the potential for bickering and back stabbing when chaos is involved.  The Chaos Dwarves serving the Sorcerer are often related by blood, making his servants his kinsman and creating bonds of loyalty based upon relations.

#PRTO_Sorcerer_Lord
^
^
^[Sorcerer Lords] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and high defensive bombardment. They receive {+1 Hit Point} bonus.
^
^Sorcerer Lords are available to the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.
#DESC_PRTO_Sorcerer_Lord
^
^Worshipping Chaos does have its price.  The winds of magic that are manipulated by a Chaos Dwarf Sorcerer eventually result in long term effects.  Channeling the power of Hashut, which usually involves the manipulation of earth and fire, alters the nature of the sorcerer, and eventually there skin starts to harden as stone.  First the Sorcerer’s legs become more and more stone-like until after a while they can no longer move.  The Chaos Dwarf Sorcerer must then be carried about by a litter or some ingenious device of their own creation.  Eventually as their magic is continued they continue to alter, and their torso and eventually their heads become stone.  The Chaos Dwarf Sorcerer eventually becomes a statue, which is then reverently returned to Zharr-Naggrund and placed along the main road to the temple of Hashut.  The Chaos Dwarves believe that the more powerful a Sorcerer becomes the more he is treasured by Hashut, and Hashut begins to draw the Sorcerer to him to be rewarded.  First he draws their essence away over time, starting with their feet.  When the essence of the soul leaves a body what remains reverts to its natural state, and since Dwarves believe themselves to be fashioned from living stone, the turning to stone is natural.  The first onset of this turning of stone is viewed with reverence and joy, as the Sorcerer has been chosen by Hashut to join them.  When the Sorcerer has turned completely to stone, this means that at last the Sorcerer has now joined Hashut completely.  It is believed that when Hashut wills it, all of his Sorcerers will return to their statue bodies along the road, the same day when he arrives at his temple.  On this day this army of Sorcerers, invigorated from their stay in the Realm of Chaos will sweep away all opposition to the Chaos Dwarves under the direct leadership of Hashut, and the world will fall under their shadow.

#PRTO_Mage
^
^
^[Mages] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^Mages are available only to the $LINK<High Elves=RACE_Ulthuan>.
#DESC_PRTO_Mage
^
^
^On the eastern shores of the Sea of Dreams lies the magical realm of Saphery. At the heart of this land stands the White Tower of Hoeth, the shrine to the god of Wisdom, built over twenty centuries ago on the orders of the Phoenix King Bel-Korhadris, the Scholar King. This bone-white structure rises far above the surrounding forests, its heights often obscured in cloud. Within the walls of the Tower of Hoeth is held the entire magical knowledge of our people, collected and compiled through the centuries by the greatest of Asur mages and scholars.
^
^The High Elf mages have practiced their magic for untold millennia, long before the coming of Man, and have developed their sorcery into a form far more refined than the crude fumblings of the lesser races. In times of strife, the Phoenix King will request the aid of Saphery. Those battle mages who accompany our armies are masters of their art, wielding awesome powers with which to strike down our enemies. Many a battle has been won by the famed mages of the White Tower of Hoeth.


#PRTO_Archmage
^
^
^[Archmages] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and high defensive bombardment.
^
^Archmages are available only to the $LINK<High Elves=RACE_Ulthuan>.
#DESC_PRTO_Archmage
^
^
^On the eastern shores of the Sea of Dreams lies the magical realm of Saphery. At the heart of this land stands the White Tower of Hoeth, the shrine to the god of Wisdom, built over twenty centuries ago on the orders of the Phoenix King Bel-Korhadris, the Scholar King. This bone-white structure rises far above the surrounding forests, its heights often obscured in cloud. Within the walls of the Tower of Hoeth is held the entire magical knowledge of our people, collected and compiled through the centuries by the greatest of Asur mages and scholars.
^
^The High Elf mages have practiced their magic for untold millennia, long before the coming of Man, and have developed their sorcery into a form far more refined than the crude fumblings of the lesser races. In times of strife, the Phoenix King will request the aid of Saphery. Those battle mages who accompany our armies are masters of their art, wielding awesome powers with which to strike down our enemies. Many a battle has been won by the famed mages of the White Tower of Hoeth.

#PRTO_Spellsinger
^
^
[Spellsingers] can bombard any unit attacking area they occupy, have $LINK<zone of control=GCON_ZOC>, high defensive bombardment and ignore Forest movement cost.
^
^Spellsingers are available only to $LINK<Loren=RACE_LOREN>.
#DESC_PRTO_Spellsinger
^
^
^Like all of their race, the Elves of Athel Loren are intrinsically magical beings, their consciousness residing on the physical and magical planes in equal measure. In most, this talent is too weak to be developed, instead representing itself as occasional hunches and forebodings, but in some truly gifted individuals it can be shaped into a tool of great power. Such a boon is not without danger to the user, for raw magical energy is a fickle and destructive thing if drawn upon unwisely. The High Elven mages of Hoeth protect themselves from its ravages through a process of ritual and ceremony, using structure to control the sleeping beast. For the Wood Elves, however, their protection comes from an entirely different source, that of the forest of Athel Loren – the forest's natural web of consciousness forms both conduit and shield to the Elven mages who would draw upon this potent force. 

#PRTO_Spellweaver
^
^
^[Spellweavers] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC>, high defensive bombardment and ignore Forest movement cost.
^
^Spellweavers are available only to $LINK<Loren=RACE_LOREN>.
#DESC_PRTO_Spellweaver
^
^
^Like all of their race, the Elves of Athel Loren are intrinsically magical beings, their consciousness residing on the physical and magical planes in equal measure. In most, this talent is too weak to be developed, instead representing itself as occasional hunches and forebodings, but in some truly gifted individuals it can be shaped into a tool of great power. Such a boon is not without danger to the user, for raw magical energy is a fickle and destructive thing if drawn upon unwisely. The High Elven mages of Hoeth protect themselves from its ravages through a process of ritual and ceremony, using structure to control the sleeping beast. For the Wood Elves, however, their protection comes from an entirely different source, that of the forest of Athel Loren - the forest's natural web of consciousness forms both conduit and shield to the Elven mages who would draw upon this potent force. 

#PRTO_Sorceress
^
^
^[Sorceresses] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
^
^These witches are available only to the $LINK<Dark Elves=RACE_NAGGAROTH>.
#DESC_PRTO_Sorceress
^
^
^An army of Druchii does not fight with silvered steel alone, for there are other powerful forces which can be bent to the will of a brave army general. Call upon the Convents of the Sorceresses and entreat their aid, for their magical prowess will blight the warriors of the opposing army, scorch their souls from their bodies and bring ruination and curses aplenty upon their heads. Be careful in your dealings with these beautiful creatures though, for there is always a price to pay for their aid.

#PRTO_High_Sorceress
^
^
^[High Sorceresses] are powerful dark magic users with a $LINK<zone of control=GCON_ZOC>.
^
^These witches are available only to the $LINK<Dark Elves=RACE_NAGGAROTH>.
#DESC_PRTO_High_Sorceress
^
^
^An army of Druchii does not fight with silvered steel alone, for there are other powerful forces which can be bent to the will of a brave army general. Call upon the Convents of the Sorceresses and entreat their aid, for their magical prowess will blight the warriors of the opposing army, scorch their souls from their bodies and bring ruination and curses aplenty upon their heads. Be careful in your dealings with these beautiful creatures though, for there is always a price to pay for their aid.

#PRTO_Necromancer
^
^
^[Necromancers] can bombard any unit attacking area they occupy and have $LINK<zone of control=GCON_ZOC>.
$LINK<Enslavement=GCON_Enslavement> ability allows them to create $LINK<skeleton warriors=PRTO_Skeleton_Warrior> out of defeated units.
^
^Necromancers are available to $LINK<Khemri=RACE_KHEMRI>, $LINK<Sylvania=RACE_SYLVANIA> and $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Necromancer_Lord
^
^
^[Necromancer Lords] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC> and high 
defensive bombardment. $LINK<Enslavement=GCON_Enslavement> ability allows them to create 
$LINK<skeleton warriors=PRTO_Skeleton_Warrior> out of defeated units.
^
^Necromancer Lords are available to $LINK<Sylvania=RACE_SYLVANIA> and $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Liche
^
^
^[Liche priests] are advanced magic-wielding units. They have $LINK<zone of control=GCON_ZOC>, high defensive 
bombardment and receive {+3 Hit Points} bonus. $LINK<Enslavement=GCON_Enslavement> ability allows them to create 
$LINK<skeleton warriors=PRTO_Skeleton_Warrior> out of defeated units.
^
^Liches are available only to $LINK<Khemri=RACE_KHEMRI>.
#DESC_PRTO_Liche
^
^
^In their desire to defy death, the kings of Nehekhara founded the Mortuary Cult and appointed the priesthood, of which the Liche Priests are all that remain. The priests were commanded to study the arts of mummification and communion with the gods. Steadily, over many centuries, the priests learned how to preserve a corpse from decay until the art of mummification had become very elaborate. They also devised a vast lore of incantations and rituals intended to enable the dead king, as well as his entire court and army, to be awakened from death. The first generations of priests, whose skills and knowledge were rudimentary, died after prolonging their own lives far beyond their natural span. They passed on their knowledge to the next generation of priests who exceeded them in wisdom and expertise. In this way, their knowledge accumulated until the fifth generation of priests who did not die, though their bodies slowly withered away until they were little more than living corpses. Thus the entire priesthood became the Liche Priests, able to officiate the Mortuary Cult of heir king in perpetuity, and they held great power in the land. Indeed, they were the only subjects of the king who could not be executed, since he depended on their knowledge and loyalty in order to live beyond his own death. In this way the priesthood became a formidable power behind the throne.
^
^Each necropolis, with the pyramid of the Tomb King at its core, has a temple dedicated to the king's Mortuary Cult. Here resides the Liche High Priests served by many lesser priests. Only the High Priests have been initiated into the deepest secrets of the cult. The priests have many duties to perform in the necropolis apart from the Ritual of Awakening, including such tasks as renewing the seals upon the portals of the tomb vaults, remaking inscriptions which have become eroded by wind blown sand, determining the moment of awakening and consulting the spirit of the Tomb King by means of oracles. They continue to perform these duties for centuries because they cannot die a natural death. Little more than long decayed corpses, their dry, wizened skin, resembling that of a mummy, is stretched like old parchment over their brittle skeleton.

#PRTO_Slann
^
^
^[Slann Mage-Priests] are advanced magic-wielding units. They have ability to use lethal battle magic
up to two squares distant, receive {+2 Hit Points} bonus and have $LINK<zone of control=GCON_ZOC>. 
Mage-Priests are available only to the $LINK<Lizardmen=RACE_SLANN> and mark the {Golden Age} of this faction.
#DESC_PRTO_Slann
^
^
^Large, unearthly creatures, the Slann are quite unlike anything else in the world. Their heads are large to match 
the mighty intellect held within, and their eyes are bulbous all-seeing. They can live for thousands of years, and 
their bodies become more bloated with the passing centuries.

#PRTO_Vampire
^
^
^[Vampires] can use simple battle magic to bombard any unit attacking area they occupy. They receive {+1 Hit Point} bonus. 
Vampire celerity allows them to attack twice a turn, while $LINK<enslavement=GCON_Enslavement> ability allows them to 
create $LINK<zombies=PRTO_Zombie> out of defeated units.
^
^Vampires are available only to $LINK<Sylvania=RACE_SYLVANIA>.

#PRTO_Vampire_Lord
^
^
^[Vampire Lords] can use battle magic to bombard any unit attacking area they occupy. They receive {+2 Hit Points} bonus. 
Vampire celerity allows them to attack twice a turn, while $LINK<enslavement=GCON_Enslavement> ability allows them to 
create $LINK<zombies=PRTO_Zombie> out of defeated units.
^
^Vampire Lords are available only to $LINK<Sylvania=RACE_SYLVANIA> and mark the {Golden Age} of this faction.

#PRTO_Lahmian_Vampire
^
^
^[Lahmian Vampires] can use battle magic to bombard any unit attacking area they occupy. They receive {+2 Hit Point} bonus. 
Vampire celerity allows them to attack twice a turn, while $LINK<enslavement=GCON_Enslavement> ability allows them to 
create $LINK<skeleton warriors=PRTO_Skeleton_Warrior> out of defeated units.
^
^Lahmian Vampires are available only to $LINK<Lahmia=RACE_LAHMIA> and mark the {Golden Age} of this faction.

#PRTO_Blood_Dragon
^
^
^[Blood Dragons] receive {+2 Hit Points} bonus. Vampire celerity allows them to attack twice a turn, while 
$LINK<enslavement=GCON_Enslavement> ability allows them to create $LINK<zombies=PRTO_Zombie> out of defeated units.
^
^Blood Dragons are available only to $LINK<Lahmia=RACE_LAHMIA>.

#PRTO_Barbarian_Archer
^
^
^[Bowman] is a basic attack unit for the $LINK<Dolgan=RACE_DOLGANS> barbarians.

#PRTO_Kossar
^
^
^[Kossars] are basic but tough attack units for the $LINK<Kislevites=RACE_KISLEV> and $LINK<Ungols=RACE_UNGOLS>.
#DESC_PRTO_KOSSAR
^
^
^The Kossars were an Ungol tribe who worked as mercenaries against the other Ungols at the time of the Gospodar invasion. They had adopted a very unique style of fighting with bow and axe, which they then went on to teach the Gospodar warriors. Nowadays, Kossar regiments are a combined force of Ungol and Gospodar soldiers, trained and kept by the Tzairina as a standing Kislevite force. They are well drilled, able to both attack at range with their bows, and meet the enemy at close quarters with their axes.

#PRTO_Ungol_Soldier
^
^
^It is uncommon for $LINK<Ungols=RACE_UNGOLS> to train these expensive foot soldiers. However, at some point,
polearm wielding troops become necessary to guard growing cities.

#PRTO_Heavy_Archer
^
^
^[Heavy Archers] are available only to $LINK<Ungols=RACE_UNGOLS>.

#PRTO_Albionese_Axeman
^
^
^[Axeman] is a basic $LINK<Albionese=RACE_ALBION> attack unit. 

#PRTO_Earth_Elemental
^
^
^[Earth Elemental] receives {+2 Hit Points} bonus. It is available only through the $LINK<Palace of the Wizard Caliph=BLDG_Palace_of_Wizard_Caliph> wonder.

#PRTO_Temple_Dog
^
^
^[Temple Dog] receives {+1 Hit Point} bonus but cannot pillage. These creatures are animated stone statues guarding temple entrances in the lands of $LINK<Nippon=RACE_NIPPON> and $LINK<Cathay=RACE_CATHAY>.

#PRTO_Granite_Dog
^
^
^[Temple Dog] receives {+1 Hit Point} bonus but cannot pillage. These creatures are animated stone statues guarding temple entrances in the lands of $LINK<Nippon=RACE_NIPPON> and $LINK<Cathay=RACE_CATHAY>.

#PRTO_Jade_Dog
^
^
^[Jade Dog] receives {+2 Hit Points} bonus but cannot pillage. It is available only through the $LINK<Pagoda Palace=BLDG_Pagoda_Palace> wonder.

#PRTO_Witch_Elf
^
^
^[Witch Elves] are the crazed female warrior-adepts of the Dark Elf God, Khaine. Armed with poisoned blades, they take 
to the battlefield to find worthy sacrifices to honor their bloody god.
^
^Witch Elves can attack twice a turn and receive {-1 Hit Point} penalty. They are available only to $LINK<Naggaroth=RACE_NAGGAROTH>.
#DESC_PRTO_Witch_Elf
^
^
^Witch Elves are the maiden-elves who are wedded to Khaine, the Lord of Murder, in the midnight rites of blood sacrifice 
and magic. The decadent, fragile looks of the maidens of Ulthuan are nothing compared to the intoxicating beauty of the 
Witch Elves. Many are willing to die (and, indeed, often do) to see but a smile on the blood-red lips of the Witch Elves. 
Do not desire the touch of a Maibd, a bride of Khaine, for her life is wholly given to the Lord of Murder, and he is a 
jealous god, unwilling to share his chosen ones.

#PRTO_Hassasin
^
^
^[Hassasins] are vicious killers trained in $LINK<Araby=RACE_ARABY>. They treat {all terrain as roads} and perform {stealth attacks}. They cannot pillage, attack workers, settlers, 
kings, war machines nor spells. 

#PRTO_Templeship
^
^
^The [Templeship] is a massive ship crewed by $LINK<Lizardmen=RACE_SLANN>, with a Slann Mage-Priest 
at the heart of the temple.

#PRTO_King_Reikland
^
^
^Karl-Franz is the King unit for the $LINK<Empire=RACE_REIKLAND> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Westerland
^
^
^Marius is the King unit for the $LINK<Westerlanders=RACE_WESTERLAND> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Bretonnia
^
^
^Gilles is the King unit for the $LINK<Bretonnians=RACE_BRETONNIA> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Kislev
^
^
^Zoltan is the King unit for the $LINK<Kislevites=RACE_KISLEV> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Tilea
^
^
^Borgio is the King unit for the $LINK<Tileans=RACE_TILEA> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Estalia
^
^
^Don is the King unit for the $LINK<Estalians=RACE_ESTALIA> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Araby
^
^
^Jaffar is the King unit for the $LINK<Arabyans=RACE_ARABY> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Khemri
^
^
^Settra is the King unit for the $LINK<Khemri=RACE_KHEMRI> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Norsca
^
^
^Erik is the King unit for the $LINK<Norsemen=RACE_NORSCA> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Albion
^
^
^Agam Rund is the King unit for the $LINK<Albioners=RACE_ALBION> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Cathay
^
^
^Wu is the King unit for the $LINK<Cathayans=RACE_CATHAY> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Nippon
^
^
^Takagura is the King unit for the $LINK<Nipponese=RACE_NIPPON> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Ungols
^
^
^Toghrul is the King unit for the $LINK<Ungols=RACE_UNGOLS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Dolgans
^
^
^Etzen is the King unit for the $LINK<Dolgans=RACE_DOLGANS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Ind
^
^
^Akabar is the King unit for the $LINK<Indics=RACE_IND> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Chaos
^
^
^Archaon is the King unit for the $LINK<Hordes of Chaos=RACE_CHAOS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Dwarfs
^
^
^Gotrek is the King unit for the $LINK<Dwarfs=RACE_DWARFS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Sylvania
^
^
^Vlad is the King unit for the $LINK<Vampire Counts=RACE_SYLVANIA> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Loren
^
^
^Ariel is the King unit for the $LINK<Wood Elves=RACE_LOREN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Ulthuan
^
^
^Caledor is the King unit for the $LINK<High Elves=RACE_ULTHUAN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Naggaroth
^
^
^Malekith is the King unit for the $LINK<Dark Elves=RACE_NAGGAROTH> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Slann
^
^
^Quizitec is the King unit for the $LINK<Lizardmen=RACE_SLANN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Amazons
^
^
^Helena is the King unit for the $LINK<Amazons=RACE_AMAZONS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Lahmia
^
^
^Neferata is the King unit for the $LINK<Lahmians=RACE_LAHMIA> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Orcs
^
^
^Gorbad is the King unit for the $LINK<Ironclaw Orcs=RACE_ORCS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_Goblins
^
^
^Dork is the King unit for the $LINK<Redeye Goblins=RACE_GOBLINS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_King_ChaosDwarfs
^
^
^Astragoth is the King unit for the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_SPELL_Fireblast
^
^
^The [Fireblast] is a $LINK<spell=GCON_Spells>.

#PRTO_SPELL_Fireball
^
^
^The [Fireball] is a $LINK<spell=GCON_Spells>.

#PRTO_SPELL_Stormbolt
^
^
^The [Stormbolt] is a powerful $LINK<spell=GCON_Spells> available only to the $LINK<Lizardmen=RACE_SLANN>.

#PRTO_SPELL_Lightning_Bolt
^
^
^The [Lightning Bolt] is a $LINK<spell=GCON_Spells>.

#PRTO_SPELL_Gaseous_Cloud
^
^
^The [Gaseous Cloud] is a $LINK<spell=GCON_Spells>.

#PRTO_SPELL_Firestorm
^
^
^The [Firestorm] is a special type of $LINK<spell=GCON_Spells>. It is the most powerful of all spells and its use is seen as 
the greatest sin. Firestorm has devastating effect on targeted square and its surroundings. A city hit by this spell will 
additionally lose many buildings and population.

#BLDG_Palace
^
^
^[The Palace] marks the capital city and center of your empire.
^It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it in nearby cities.
Each faction can have only one palace at a time. But each faction can also build the
$LINK<palace fortress=BLDG_Forbidden_Palace>. Additionally, the Palace doubles Culture Points gained through $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>. The Palace also provides a 50% defensive bonus to units defending in the city, as they fight to defend their capital with added fervour. 
#DESC_BLDG_Palace
^
^
^When populations began to organize their communities into cities, their governments became more structured and formalized. 
At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. 
In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often 
expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped 
to reinforce the aura of power surrounding the ruler.

#BLDG_Barracks
^
^A city with a [Barracks]produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units completely in one turn.
^A city with a [Barracks] can be used to upgrade ground units.

#BLDG_Granary
^
^
^The [Granary] effectively doubles the rate of a city's growth by causing only half of a city's $LINK<food store=GCON_Food> to
be depleted when the city grows.

#BLDG_Shrine
^
^
^The [Shrine] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content. 
#DESC_BLDG_Shrine
^
^
^Shrines are small places of worship. Gods play important role in life of all races. The most popular deities among people of the Old World are Ulrich  (also called Olric in the Norse), Manaan (also called Mathlann by the Sea Elves), Myrmidia, Verena, Ranalnd, Taal and Shalya. The Hordes of Chaos are worshippers one chaotic gods: Khorne, Nurgle, Slaanesh and Tzeenth. Other important deities are Gork and Mork (worshipped by orcs & goblins) and Khaine, dark elven god of murder.

#BLDG_Marketplace
^
^
^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the number
of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL>:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces

#BLDG_Library
^
^
^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.

#BLDG_Townhall
^
^
^The [Town Hall] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda.

#BLDG_Gallows
^
^
^The [Gallows] decreases $LINK<corruption=GCON_Corruption> in its city.

#BLDG_Castle
^
^
^The [Castle] combats $LINK<war weariness=GCON_War_Weariness>, makes the city more resistant to propaganda and protects
it from {stealth attacks.} Additionally, it provides a 50% defensive bonus to units defending in the city. You must 
have a Keep in the city in order to build a Castle.

#BLDG_Walls
^
^
^[Walls] can be built only in hamlet-size settlements and provide a land bombardment defense of eight,
and a 50% defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive bonus.

#BLDG_Aqueduct
^
^
^A city with an [Aqueduct] can grow beyond population six.
^Note that a city adjacent to fresh water never requires an aqueduct.
#DESC_BLDG_Aqueduct

#BLDG_Merchants_Guild
^
^
^[Merchants' Guild] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50%, in addition to 
any $LINK<marketplace benefit=BLDG_Marketplace>. Merchants' Guild can only be built in a city that has a marketplace.

#BLDG_Temple
^
^
^[The Temple] produces two $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have a Shrine in the city in order to build a Temple. Additionally, temples doubles Culture Points gained through $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>.
#DESC_BLDG_Temple
^
^
^There are a multitude of gods worshipped throughout the world, from Sigmar and Ulric to the ruinous powers of Chaos. Many races make massed sacrifices to their gods or other icons with these temples, such as the Lizardmen who will slaughter captives in their hundreds on the tops of their pyramid-like temples, to the Chaos Dwarfs who ritually sacrifice one hundred slaves in every temple-furnace each day.

#BLDG_University
^
^
^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%. You must have a Library 
in the city in order to build a University.

#BLDG_Arena
^
^
^The Blood Bowl [Arena] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.

#BLDG_Joust_Arena
^
^
^The [Joust Arena] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content. Only $LINK<Bretonnian=RACE_BRETONNIA> cities may construct this improvement.

#BLDG_Herdstone
^
^
^The herdstone is at the heart of Beastmen culture, forming a focus for gatherings of the tribe. It can be built only by $LINK<Hordes of Chaos=RACE_CHAOS>.

#BLDG_Sawmill
^
^
^The [Sawmill] increases $LINK<shield production=GCON_Shields> in its city by 25% in addition to any other production bonus a city may have. 
^
^{Requires:} The city that builds it must have Timber in its city radius.

#BLDG_Windmill
^
^
^The [Windmill] increases $LINK<shield production=GCON_Shields> in its city by 25%. 

#BLDG_Keep
^
^
^The [Keep] provides a 25% defensive bonus to units defending in the city. 

#BLDG_Brewery
^
^
^The [Brewery] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.

#BLDG_Vineyard
^
^
^A [Vineyard] gives +50% Luxury Output and +50% Tax Output, and it also gives a culture point, resembling the tradition of wine making and cultural events connected to this famous drink.
^
^{Requires:} The city that builds it must have $LINK<wine=GOOD_Wine> in its city radius.

#BLDG_Engineers_Guild
^
^
^[Engineers' Guild] increases $LINK<shield production=GCON_Shields> in its city by 25% in addition to any other production
bonus a city may have. You must have a Windmill in the city in order to build Engineers' Guild.

#BLDG_Chaos_Node
^
^
^The [Chaos Node] is a place linking our world with plane of chaos. People living near it undergo constant mutations. 
Chaos Node can also corrupt nearby lands or explode effectively ruining the location.
^
^Increases $LINK<shield production=GCON_Shields> in its city by 100%. 
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for any chaotic faction.

#BLDG_Spawning_Pool
^
^
^[Spawning Pools] automatically produce a $LINK<Saurus Warrior=PRTO_Saurus> every twelve turns.

#BLDG_Chaos_Gate
^
^
^The [Chaos Gate] allows teleporting of resources and daemonic units – $LINK<Flesh Hounds=PRTO_Flesh_Hound>, 
$LINK<Lesser Daemons=PRTO_Lesser_Daemon> and $LINK<Greater Daemons=PRTO_Greater_Daemon> – between cities. Because
of direct contact with Plane of Chaos, the surrounding areas often twist and corrupt.

#BLDG_Grand_School_of_War
^
^
[The Grand School of War] increases the unit capacity of all the faction's armies by one. Furthermore, that armies receive
+25% bonus to attack and defense.
^
^{Requires:} The faction must have at least three $LINK<armies=GCON_Armies> in the field, one of which must have been victorious in battle.

#BLDG_Raise_Dead
^
^
^[Raise Dead] is the effect of $LINK<The Spell of Awakening=BLDG_Spell_of_Awakening>. It is responsible for the production 
of $LINK<skeletons=PRTO_Skeleton_Warrior> and land corruption. It also enables the $LINK<Tomb Swarms=PRTO_Tomb_Swarm> of Khemri and $LINK<Spirit Hosts=PRTO_Spirit_Host> of Sylvania and Lahmia to do $LINK<"It comes from Beneath!"=GCON_It_Comes_From_Beneath> attacks.

#BLDG_Spell_of_Awakening
^
^
^The [Spell of Awakening] automatically produces a $LINK<Skeleton Warrior=PRTO_Skeleton_Warrior> every four turns, {in every city} on the same 
continent. It also causes land damage and 2 unhappy faces in any such city.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Holy_War
^
^
^The [Holy War] wonder automatically produces a $LINK<Holy Warrior=PRTO_Holy_Warrior> every 4 turns.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Araby or Ind.

#BLDG_Sisters_of_Shallya
^
^
^[The Sisters of Shallya] is one of the largest orders in Shallya's priesthood, devoted mainly to caring and healing. 
It makes one $LINK<unhappy citizen=GCON_Moods> content in every city on the same continent, and allows military units 
to heal in enemy territory.
^
^{Requires:} The faction must have at least five Monasteries in cities it controls.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious factions.

#BLDG_Monastery
^
^
^A city with a [Monastery] produces 50% more $LINK<scientific research=GCON_Research> than it would without one. 
You must have a Temple in the city in order to build a Monastery.

#BLDG_Su_Lim_Monastery
^
^
^A city with a [Su Lim Monastery] produces 50% more $LINK<scientific research=GCON_Research> and automatically produces
a $LINK<Celestial Dragon Monk=PRTO_Wandering_Master> every 8 turns. You must have a Temple in the city in order to 
build the Su Lim Monastery.

#BLDG_Slave_Market
^
^
^The [Slave Market] increases $LINK<shield production=GCON_Shields> in its city by 50% in addition to any other production bonus a city may have.
^
^The Slave Market causes one unhappy face in the city in which it is built.

#BLDG_Sewers
^
^
^A city with [Sewers] can grow beyond population 12.

#BLDG_Wizards_Guild
^
^
^The [Wizards' Guild] increases $LINK<scientific research=GCON_Research> by 50% and automatically produces
a $LINK<Fireblast=PRTO_SPELL_Fireblast> every 20 turns. You must have a Library in the city in order to build a Wizards' Guild. There are two races who have no use for Wizards guilds: $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS> and $LINK<Karaz-Ankor=RACE_DWARFS>.

#BLDG_Great_Bazaar
^
^
^Puts a $LINK<marketplace=BLDG_Marketplace> in every city on the same continent. It also functions as second marketplace
in the city in which it is built.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial factions.

#BLDG_Coastal_Fortress
^
^
^A [Coastal Bastion] gives the city a naval bombardment defense of eight and a 50% defensive bonus against naval attacks.
^The fortress automatically bombards passing enemy ships. You must have a Harbor in the city in order to build a Coastal Bastion.

#BLDG_Shipwrights_Guild
^
^A city with [Shipwrights' Guild] produces $LINK<veteran=GCON_Experience> naval units instead of regulars.
It also allows to upgrade and/or repair naval units in the city.

#BLDG_Harbor
^
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^A [Harbor] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Harbors].
#DESC_BLDG_Harbor
^
^
^Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. 
In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a 
harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and 
high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports 
are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide 
channels deep enough to accommodate large vessels.

#BLDG_Black_Pyramid
^
^
^Grants two Civilization Advances as soon as completed. May be built only if 
$LINK<Pyramid of Eternity=BLDG_Pyramid_of_Eternity> is built in the same city.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Citadel_of_Sunset
^
^
^Doubles the effects of all $LINK<Temples=BLDG_Temple> in your cities. 
^
^{Requires:} The faction must have at least five Temples in cities it controls.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious factions.

#BLDG_Trade_Goods
^
^
^[Trade Goods] are shields converted to gold at a ratio of eight to one.
^When your faction learns $LINK<Caravans=TECH_Caravans> the ratio is reduced to four to one, whilst $LINK<Banking=TECH_Banking> reduces the ratio to two to one.
#DESC_BLDG_Trade_Goods
^
^
^Manufactured goods can provide an excellent source of income. Cities throughout time have become manufacturing centers of 
one sort or another, trading the goods and services generated within by its artisans and craftsmen. 

#BLDG_Ziggurat
^
^
^[The Gates of Zharr] are fortresses connected by walls located in the Dark Lands, providing protection to all the renegade Dwarfs of the land. It makes two $LINK<unhappy citizens=GCON_Moods> content in its parent city and one in all others. Five $LINK<Dark Forges=BLDG_Dark_Forge> are required to provide the resources to construct this Wonder, which also counts as $LINK<Walls=BLDG_Walls> in every other friendly city on the continent.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.

#BLDG_Dark_Forge
^
^
^The [Dark Forges] of the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS> increase $LINK<shield production=GCON_Shields> in their cities by 25% in addition to any other production bonus a city may have. It also increases the scientific $LINK<research=GCON_Research> in its city by 50%. Dark forges also generate a $LINK<Gaseous Cloud=PRTO_SPELL_Gaseous_Cloud> every 20 turns. This all comes at a cost, however, as the surrounding landscape is gradually reduced to ashes, although this may be cleared up. You must have a Windmill in the city in order to build a Dark Forge.

#BLDG_Rune_Forge
^
^
^The [Rune Forges] of the $LINK<Karaz-Ankor=RACE_DWARFS> increase $LINK<shield production=GCON_Shields> in their cities by 25% in addition to any other production bonus a city may have. It also increases scientific $LINK<research=GCON_Research> in its city by 50%. You must have a Windmill in the city in order to build a Rune Forge.
^Additionally, rune forges enable the [Mining Squads] to perform $LINK<"It comes from Beneath!"=GCON_It_Comes_From_Beneath> attacks from the city in question.


#BLDG_Bank
^
^
^A [Bank] provides a 50% tax and luxury output for the city it is constructed in. Bank can only be built
in a city that has Merchant's Guild.

#BLDG_Seafarers_Guild
^
^
^[Seafarers' Guild] causes the city it is in to produce one extra Commerce in every water square that already produces one.
Seafarers' Guild can only be built in coastal cities. Seafarers' Guild can only be built in a city that has a harbor.

#BLDG_Pyramid_of_Eternity
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^Can be built only by $LINK<Khemri=RACE_KHEMRI>, and will {not} trigger Golden Age.

#BLDG_Mausoleum
^
^
^[Mausoleum] is the resting place of a vampire count and a symbol of his immortality. It can be built only in 
$LINK<Sylvanian=RACE_SYLVANIA> and $LINK<Lahmian=RACE_LAHMIA> capital and provides 100% defensive bonus to units 
defending in the city. Additionally, it automatically produces a $LINK<Grave Guard=PRTO_Grave_Guard> every 32 turns.
#DESC_BLDG_Mausoleum

#BLDG_Oasis
^
^[Al-Alnon's Garden] causes its city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one. It also makes two $LINK<unhappy citizens=GCON_Moods> content in its city.
^
^Al-Alnon's Garden is another name for the greatest oasis in Araby known as The Oasis of a Thousand and One Camels.
It is a beautiful place open for everyone, a center of trade and cultural meetings.
^
^{Requires:} The city that builds it must have Camels in its city $LINK<radius=GCON_Radius>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious or Commercial factions.

#BLDG_Spice_Road
^
^
^[The Spice Road] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% and causes its 
city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that already produces at least one.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist and Commercial factions.

#BLDG_Silk_Route
^
^
^[The Silk Route] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% and causes its 
city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that already produces at least one.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist and Commercial factions.

#BLDG_Lighthouse
^
^
^Naval units can move safely in and out of $LINK<sea=TERR_Sea> squares, and all naval unit
movement rates are increased by one.
^
^The [Lighthouse of Manaan] may be built only in a coastal city with a Harbor.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Seafaring factions.
#DESC_PRTO_Lighthouse

#BLDG_Great_Voyage
^
^
^The movement rate of all naval units is increased by two. Additionally, a city with [The Great Voyage] wonder produces 
a new $LINK<Longship=PRTO_Longship> every twelve turns.
^
^[The Great Voyage] may be built only in a coastal city.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Norsca.

#BLDG_Black_Library
^
^
^
^
^The faction that builds the [Black Library] gets any Advance already discovered by two
other known factions for free.
^
^On larger maps more factions must know the Advance for the owner of the Black Library to receive it.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Suiddock
^
^
^The [Suiddock] is an area of Marienburg consisting of kilometers-long docks, warehouses and headquarters of trade
and transport companies. Being the biggest port ever built, is the center of the world's trade and business.
^
^The Suiddock can only be built in a coastal city that already has a harbor and a population of 7 or higher. It increases 
the production of shields and trade of every water square near the city in which it was built. Additionally, a city 
with the Suiddock can grow beyond population 12 without sewers.
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Seafaring or Commercial factions.

#BLDG_Vloedmuur
^
^
^[Vloedmuur] means "Sea Wall" in language of elves. Originally it was built by the Dwarfs in Marienburg.
^
^Puts a $LINK<coastal bastion=BLDG_Coastal_Fortress> in every city on the same continent.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Seafaring factions.

#BLDG_Anvil_of_Doom
^
^
^The [Anvil of Doom] is a device that may be built only by the $LINK<Karaz-Ankor=RACE_DWARFS>, after they have constructed five Runeforges in their cities. This Wonder increases the defences by 50% in the city that it's built and puts a $LINK<barracks=BLDG_Barracks> in every city on the same continent.
^
^In addition the Anvil generates a $LINK<Lightning Bolt=PRTO_SPELL_Lightning_Bolt> every 12 turns.
^
^Anvil of doom does not trigger $LINK<Golden Age=GCON_Golden_Age> at all.

#BLDG_Bugmans_Brewery
^
^Puts a $LINK<Brewery=BLDG_Brewery> in every city on the same continent.
^
^[Bugman's Brewery] is a brewing community founded by a Dwarf master brewer, Josef Bugman.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Agricultural factions.

#BLDG_Wind_Mastery
^
^
^The movement rate of all naval units is increased by one.
^
^[Wind Mastery] may be built only in a coastal city with a Wizards' Guild.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Seafaring factions.

#BLDG_Imperial_Explorer
^
^
^The movement rate of all naval units is increased by one.
^
^The [Imperial Explorer] may be built only in a coastal city with a Harbor.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist factions.

#BLDG_Vauls_Anvil
^
^
^Puts a $LINK<barracks=BLDG_Barracks> in every city on the same continent.
^
^[Vaul's Anvil] is a volcano and at the same time a shrine of Vaul - the god of elven smiths. 
World's most powerful blades were made in its forges.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic factions.

#BLDG_Gnome_Workshop
^
^
^Obsolete military units can be upgraded at half price.
^Additionally city with a [Gnome Workshop] produces 50% more $LINK<scientific research=GCON_Research>.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Dwarf_Engineers_Guild
^
^
^[Dwarf Engineers' Guild] increases $LINK<shield production=GCON_Shields> in its city by 25% in addition to any other 
production bonus a city may have. It also produces a $LINK<Dwarf Engineer=PRTO_Dwarf_Engineer> every ten turns.
^
^{Requires:} The faction must have at least five Engineers' Guilds in cities it controls.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious factions.

#BLDG_Cursed_Pit
^
^
^[The Cursed Pit] is a warpstone mine. It can corrupt areas nearby.
^
^Increases $LINK<shield production=GCON_Shields> in its city by 50%. 
^Doubles $LINK<scientific research=GCON_Research> in its city.
^
^{Requires:} The city that builds it must have Warpstone in its city radius.
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Scientific factions.

#BLDG_Magic_College
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built and automatically produces
a $LINK<Fireball=PRTO_Fireball> every 16 turns.
^
^{Requires:} The faction must have at least five Wizards' Guilds in cities it controls.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Olde_Weirde
^
^
^The faction that builds the [Olde Weirde's Incunabulum] gets any Advance already discovered by two
other known factions for free.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Moot
^
^
^[The Moot] is an autonomous halfling province. This wonder causes its city to produce one extra
$LINK<Commerce=GCON_Commerce> in every square that already produces at least one. Additionally,
it makes one $LINK<unhappy citizen=GCON_Moods> content in its city.
^
^{Requires:} The city that builds it must have Halfling village in its city radius.
^
^
^Does {not} trigger $LINK<Golden Age=GCON_Golden_Age>.

#BLDG_Errantry_War
^
^
^The [Errantry War] doubles unit combat values versus $LINK<Barbarians=GCON_Barbarians>. Additionally, a city with
this wonder, just like [Barracks], produces $LINK<veteran=GCON_Experience> ground units instead of regulars, heals 
ground units completely in one turn, and can be used to upgrade ground units.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#BLDG_Standing_Stones
^
^
^Doubles the effect of all your $LINK<Shrines=BLDG_Shrine>; they produce two $LINK<content faces=GCON_Moods> instead of one.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#BLDG_Great_Forge
^
^
^Doubles the production in the city where it is built.
^
^To build [The Great Forge] a city must have Iron within its $LINK<radius=GCON_Radius>.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious factions.

#BLDG_Warpstorm
^
^
^Allows the creation of $LINK<Firestorm=PRTO_SPELL_Firestorm> spell by {all} factions.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Scientific factions.

#BLDG_Miracle_Cure
^
^
^The [Miracle Cure] makes two $LINK<unhappy citizens=GCON_Moods> content in all of your cities.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Agricultural or Scientific factions.

#BLDG_Springs_of_Eternal_Life
^
^
^All cities get a population increase of two instead of one when the $LINK<Food Storage=GCON_Food> box is full.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.
#DESC_BLDG_Springs_of_Eternal_Life
^
^
^Although the Springs of Eternal Life have a promising name, the nature of the Springs is much darker. When the Undead 
under Nagash swept across Nehekhara, his servants were unable to convert the corpses into undead fast enough, and Nagash 
instructed that the Springs of Eternal Life be made. Local irrigation reservoirs were emptied and filled with the blood 
of thousands in the most horrible bloodletting and mass execution the world has ever seen. As this massive sacrifice 
occurred, Priests and sorcerers worked their dark magic, ensuring that the ritual went as completed. When the ritual 
was completed, the corpses were thrown into the spring, where they were animated. Over the next few years, the Spring 
of Eternal Life lost its power as the ensorcelments on it eroded. ([by Garett Lepper])

#BLDG_Chaos_Moon
^
^
^[Chaos Moon] makes two $LINK<unhappy citizens=GCON_Moods> content in all of your cities. 
Additionally, all cities get a population increase of two instead of one when the $LINK<Food Storage=GCON_Food> box is full.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious factions.

#BLDG_Witch_Hunt
^
^
^[The Witch Hunt] makes one $LINK<unhappy citizen=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities on the same continent.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious factions.

#BLDG_Palace_of_Wizard_Caliph
^
^
^[Palace of the Wizard Caliph] is a great tower built on a plateau on the top of a mountain. It is a home of the most 
powerful of elementalists in Araby.
^
^Increases $LINK<scientific research=GCON_Research> in the city by 50% and automatically produces an $LINK<Earth Elemental=PRTO_Earth_Elemental> every eight turns.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#BLDG_Mount_Arachnos
^
^
^[Mount Arachnos] automatically produces a $LINK<Black Widow=PRTO_Black_Widow> spider every five turns.
^
^Mount Arachnos does {not} trigger Golden Age.

#BLDG_Grand_Cathedral
^
^
^[The Grand Cathedral of Sigmar] makes two $LINK<unhappy citizens=GCON_Moods> content in its city and
all other friendly cities on the same continent. Additionally, it automatically produces
a $LINK<Grand Theogonist of Sigmar=PRTO_Grand_Theogonist> every 24 turns.
^
^{Requires:} The faction must have at least five Temples in cities it controls.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious factions.
#DESC_BLDG_Grand_Cathedral

#BLDG_Pillar_of_Skulls
^
^
^[The Pillar of Skulls] is a powerful magic node constructed out of your citizens' skulls. It increases 
$LINK<shield production=GCON_Shields> and $LINK<scientific research=GCON_Research> by 50% in the city in which it is built.
^
^The Pillar of Skulls causes 2 unhappy faces in the city in which it is built.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Scientific factions.

#BLDG_Knights_Panther
^
^
^[The Knights Panther] automatically produce $LINK<Knight Panther=PRTO_Knight_Panther> every six turns.
^
^Knightly Orders do {not} trigger Golden Age.
#DESC_BLDG_Knights_Panther
^
^
^The Knights Panther, along with the Knights of the White Wolf, are considered to be the most powerful of all the 
Knightly Orders. Even if this is in question they are certainly one of the most, if not the most, ancient Knightly 
Order, tracing their existence back to the wars against Araby nearly a thousand years ago. Knights from all over the 
Old World joined in the war against the Sultans of Araby, driving their armies from the south of Estalia and carrying 
the battle to Araby itself. The returning Knights brought back much plunder from the Sultans' Palaces, including gold 
and silver, precious gems, silks, furs, and many exotic animals the like of which had never been seen before in the 
Old World. Some of the most amazing and beautiful creatures were the panthers, liberated from the pleasure gardens of 
Istrabul. They created such an abiding impression to the jubilant crowds cheering the return of the crusaders, in seeing 
some of the Knights parading them attached to gold chains, that the Order of the Knights Panther was founded. In time 
the creatures died but their fur would be used for saddle cloths or trimming for fur cloaks, reinforcing the new Order's 
unique character and reminding everyone of their victories in Araby. Today the original panthers and even their hides 
have long gone, but the memory of the Arabyan wars is maintained in every Panther's raiment by wearing the hide of any 
spotted creature they can find and the panther emblem emblazoned on their shields.
^  Although the crusades are distant memory the Knights Panther today stand for the preservation of racial purity in 
The Empire and are dedicated to the annihilation of all mutants and any kind of Chaos taint. They have a substantial 
presence in the staunchly Ulrican cities of Middenheim and Talabheim and can be seen on many public occasions. There 
exists a friendly rivalry with the Knights of the White Wolf (another pro-Ulric Order of Knights). The Knights Panther 
consider their battle tactics rather crude while at the same time the Knights of the White Wolf consider the Panthers 
to be too interested in keeping their armoured suits highly polished than indulging in serious martial training. 
[(from critical-hit.co.uk)]

#BLDG_Order_of_White_Wolf
^
^
^[The Order of the White Wolf] automatically produces a $LINK<Knight of the White Wolf=PRTO_White_Wolf> every six turns.
^
^Knightly Orders do {not} trigger Golden Age.
#DESC_BLDG_Order_of_White_Wolf
^
^
^The Order of the White Wolf was founded in Middenheim following a string of victorious battles against Chaos. The 
survivors of these battles decided to found a chivalric order sworn to fight Chaos, and they chose the name of White 
Wolves after the city of Middenheim, also known as the City of the White Wolf. Today the Order is arguably the most 
numerous of all the Knightly Orders, although the Knights Panther may dispute this.
^  In keeping with the traditions of how their forebears fought and defeated Chaos, the Knights of the White Wolf 
only fight with large, two-handed mauls and never wear helmets or carry shields. In fact in battle they fight with 
little finesse, which is so in keeping with the other Knightly Orders who sometimes label them as barbarians or 
berzerkers. Indeed in Kislev, where Ulric is a prominent religion and where the Order has subsequently spread, the 
White Wolves are nothing but berzerkers - indifferent to tactics but impressive in hand-to-hand combat.
^  The White Wolves may not care for wearing helmets or carrying shields but they do wear suits of plate armour and 
mantles of wolf skin. Their banner was carried at the battle of Middenheim itself and was said to have been dipped 
in the blood of a daemon the White Wolves' forebears slew, endowing it with magical properties. 
[(from critical-hit.co.uk)]

#BLDG_Order_of_Fiery_Heart
^
^
^[The Order of the Fiery Heart] automatically produces a $LINK<Knight of the Fiery Heart=PRTO_Fiery_Heart> every five turns.
^
^Knightly Orders do {not} trigger Golden Age.
#DESC_BLDG_Order_of_Fiery_Heart
^
^
^The Order of the Fiery Heart is a Knightly Order dedicated to Sigmar and to the annihilation of all goblinoids. Their 
long and glorious history dates back to the civil wars when the cult of Sigmar was outlawed in Talabecland. They were 
formed to ensure the safety of the persecuted priests, and other devout followers of Sigmar, who were hunted down and 
executed by overzealous Ulricans due to the proclamation by Empress Ottilia (during the Age of Three Emperors) that all 
followers of Sigmar's Cult were heretics. During this time many temples of Sigmar were desecrated, giving the fledgling 
order of templar-knights much to do.
^  Today the Order of the Fiery Heart still upholds Sigmar's interests, ensuring that the Grand Theogonist and the two 
Arch-Lectors keep their powers, and the order still has an enduring antipathy with followers of Ulric (principally the 
cult's priest and templars) due to acts inflicted on Sigmar's followers in the Age of Three Emperors. Open confrontation 
between the Knights of Sigmar and Ulric are not common but at the same time they are not rare. In these instances 
a jousting competition usually settles any differences at that particular moment in time. [(from critical-hit.co.uk)]

#BLDG_Brotherhood_of_Bear
^
^
^[The Brotherhood of the Bear] automatically produces a $LINK<Ranger-Templar of Taal=PRTO_Ranger-Templar> every six turns.
^
^Knightly Orders do {not} trigger Golden Age.
#DESC_BLDG_Brotherhood_of_Bear
^
^
^The worship of Taal is still very strong in Kislev. The Brotherhood of the Bear is an order of Ranger-Templars dedicated 
to the God of Nature and Wild Places. It is an order which specialises in skirmish actions in forests and rough terrain. 
They ensure that isolated settlements are safe from incursions of Beastmen and some even venture into the Taiga (an 
extremely dangerous stretch of coniferous forest to the north of Kislev) where they use their skills to destroy entire 
warbands of Chaos, using ingenious traps and their knowledge of the area to lead them into fatal ambushes. It is important 
that the Ranger-Templars undergo these periodic raids into the Taiga to stem the tide of Chaos incursions into the 
sparsely populated Translynsk and to prevent warbands from penetrating into Kislev itself. Aside from hunting Beastmen 
in the forests, the Brotherhood of the Bear also strives to protect places sacred to Taal. The Brotherhood has friendly 
relations with the White Wolves and sometimes they join forces in order to eradicate a particularly large Chaos force.
^  The Ranger-Templars of the Brotherhood of the Bear do not wear the traditional plate armour suits synonymous with 
other orders, they favour animal skins and tough hides to act as a kind of armour. This rather rustic, outdoor appearance 
may mistake them for common rangers by non-Kislevite people, which is not surprising considering the Brotherhood is 
virtually unknown outside Kislev. Only people with dealings with the Cult of Taal in the north and east of The Empire may 
have heard of the Order. [(from critical-hit.co.uk)]

#BLDG_Thieves_Guild
^
^
^[Thieves' Guild] automatically produces an $LINK<Agent=PRTO_Agent> every ten turns.
^
^Guild charters do {not} trigger Golden Age or produce culture, they can however, produce income over time.

#BLDG_Fighters_Guild
^
^
^[Fighters' Guild] automatically produces a $LINK<Mercenary=PRTO_Mercenary> every six turns.
^
^Guild charters do {not} trigger Golden Age or produce culture, they can however, produce income over time.

#BLDG_Artifact_Quest
^
^
^Completion of the [Thirst for Power] enables the faction to begin search for world's most powerful $LINK<artifacts=GCON_Artifacts>.

#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat.
^
^{Requires:} The faction must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Epic

#BLDG_Hall_of_Kings
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat and
makes one $LINK<unhappy citizen=GCON_Moods> content in its city.
^
^
^
^
^Does {not} trigger $LINK<Golden Age=GCON_Golden_Age>.

#BLDG_Waaagh
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat and
automatically produces an $LINK<army=PRTO_Army> every 32 turns. Furthermore, all armies receive
+25% bonus to attack and defense, and may load one additional unit than usual.

#BLDG_The_White_Tower
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built, plus it makes one $LINK<unhappy citizen=GCON_Moods> content in its parent city. A Monastery is required to build this Wonder.
^
^The White Tower is the centre of the mystic $LINK<High Elven=RACE_ULTHUAN> art of Saphery, and also where the famed Swordmasters are trained.
^
^
^Does {not} trigger $LINK<Golden Age=GCON_Golden_Age>.

#BLDG_Oak_Of_Ages
^
^
^Increases $LINK<shield production=GCON_Shields> in its city by 50% in addition to any other production bonus it may have. It also makes two $LINK<unhappy citizens=GCON_Moods> content in its parent city, and one in all other cities. 
^
^The Oak of Ages may only be built in the capital of the $LINK<Wood Elves=RACE_LOREN>.
^
^
^Does {not} trigger $LINK<Golden Age=GCON_Golden_Age>.

#BLDG_Altar_of_Ultimate_Darkness
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Hordes of Chaos.

#BLDG_Ironworks
^
^
^$LINK<Production=GCON_Shields> increased by 50% in the city where it's built.
^
^{Requires:} The city that builds it must have Iron in its city radius.

#BLDG_Palace_Fortress
^
^
^Gives similar benefits as the $LINK<Palace=BLDG_Palace> but still suffers some corruption. By building the Palace 
Fortress you also increase the optimal number of cities for your civilization to have. This amount is relative to map 
size, difficulty, and current government choice. This is cumulative with $LINK<Pagoda Palace=BLDG_Pagoda_Palace>.
^
^{Requires:} The faction must have at least ten cities (on a standard size map) under its control.

#BLDG_Pagoda_Palace
^
^
^Gives similar benefits as the $LINK<Palace=BLDG_Palace> but still suffers some corruption. By building the Pagoda Palace 
you also increase the optimal number of cities for your civilization to have. This amount is relative to map 
size, difficulty, and current government choice. This is cumulative with $LINK<Palace Fortress=BLDG_Palace_Fortress>. 
Additionally, the Pagoda Palace automatically produces a $LINK<Jade Dog=PRTO_Jade_Dog> every twelve turns.
^
^{Requires:} The faction must have at least ten cities (on a standard size map) under its control.
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for any faction.

#BLDG_Naval_Academy
^
^
^The movement rate of all naval units is increased by one.
^
^Naval Academy may be built only in a coastal city with a Harbor.
^
^{Requires:} The faction must have had at least one elite naval unit.

#BLDG_War_Academy
^
^
^The city with the [War Academy] produces a new $LINK<army=GCON_Armies> every 32 turns. Greenskin nations may not build a conventional War Academy.


#BLDG_Fireworks
^
^
^Four $LINK<unhappy citizens=GCON_Moods> in the city are made content.
^
^
^
^
^
^
^Does {not} trigger $LINK<Golden Age=GCON_Golden_Age>.

#BLDG_Alchemists_Guild
^
^
^The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^
^{Requires:} The faction must have at least three Wizards' Guilds in cities it controls.

#BLDG_Treasure_House
^
^
^The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
{Not} cumulative with Alchemists' Guild.
^
^{Requires:} The faction must have at least three Banks in cities it controls.

#BLDG_Tarnhelms_Keep
^
^
^[Tarnhelm's Keep] is an old keep turned into a large prison. It decreases $LINK<corruption=GCON_Corruption> in its city 
and reduces $LINK<war weariness=GCON_War_Weariness> in all cities. You must have a Keep in the city 
in order to build this wonder.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic factions.

#BLDG_Dispel_Magic
^
^
^Offers a 75% chance of dispelling enemy Firestorm spell targeted at any your cities.
^
^{Requires:} The faction must have at least five Universities in cities it controls.

#BLDG_Underways
^
^
^[The Underways] are webway of tunnels linking the sewers, caves, abandoned mines and Skaven under-empire.
^
^The Underways allow chaotic factions to undertake $LINK<Espionage missions=GCON_Espionage>.
^
^{Requires:} The faction must have at least five Sewers in cities it controls.

#BLDG_Liber_Mortis
^
^
^Allows military units to heal in enemy territory.
^
^[Liber Mortis] is a magical book which holds the secrets of undead, how to raise, but also how to destroy undead.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific factions.

#TECH_Trash
^
^
^This invisible advance is used to disable unwanted game features such as railroad or airports.

#TECH_Undead_Curse
^
^
^This is a free advance granted to all undead factions, that is $LINK<Khemri=RACE_KHEMRI>, $LINK<Lahmia=RACE_LAHMIA> and
$LINK<Sylvania=RACE_SYLVANIA>.

#TECH_Old_World
^
^
^This is a free advance granted to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA> and $LINK<Estalia=RACE_ESTALIA>.

#TECH_Arabyan_Tradition
^
^
^This is a free advance granted to $LINK<Araby=RACE_ARABY> and $LINK<Ind=RACE_IND>.

#TECH_Norse_Tradition
^
^
^This is a free advance granted to $LINK<Norsca=RACE_NORSCA>.

#TECH_Knightly_Virtues
^
^
^This is a free advance granted only to $LINK<Bretonnia=RACE_BRETONNIA>.

#TECH_Far_East
^
^
^This is a free advance granted to $LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON> and $LINK<Ungols=RACE_UNGOLS>.

#TECH_Chaos_Gods
^
^
^This is a free advance granted only to $LINK<Hordes of Chaos=RACE_CHAOS>.

#TECH_Channeling
^
^
^This is a free advance granted to $LINK<Albion=RACE_ALBION> and $LINK<Ulthuan=RACE_ULTHUAN>.

#TECH_Chaos
^
^
^This is a free advance granted to $LINK<Naggaroth=RACE_NAGGAROTH>, $LINK<Hordes of Chaos=RACE_CHAOS>, $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>, $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.

#TECH_Despotism
^
^
^This is a free advance granted to $LINK<Khemri=RACE_KHEMRI>, $LINK<Ungols=RACE_UNGOLS>, $LINK<Dolgans=RACE_DOLGANS>, 
$LINK<Inja=RACE_IND>, $LINK<Araby=RACE_ARABY>, $LINK<Norsca=RACE_NORSCA>, $LINK<Slann=RACE_SLANN> and $LINK<Amazons=RACE_AMAZONS>.

#TECH_Monarchy
^
^
^This is a free advance granted to $LINK<Reikland=RACE_REIKLAND>, $LINK<Westerland=RACE_WESTERLAND>, 
$LINK<Bretonnia=RACE_BRETONNIA>, $LINK<Kislev=RACE_KISLEV>, $LINK<Tilea=RACE_TILEA>, $LINK<Estalia=RACE_ESTALIA>, $LINK<Albion=RACE_ALBION>, $LINK<Sylvania=RACE_SYLVANIA>, $LINK<Lahmia=RACE_LAHMIA>,
$LINK<Cathay=RACE_CATHAY>, $LINK<Nippon=RACE_NIPPON>, $LINK<Karaz-Ankor=RACE_DWARFS>, 
$LINK<Ulthuan=RACE_ULTHUAN> and $LINK<Loren=RACE_LOREN>.
#DESC_TECH_Monarchy

#TECH_Warrior_Code
#DESC_TECH_Warrior_Code

#TECH_Education
#DESC_TECH_Education

#TECH_Literature
#DESC_TECH_Literature

#TECH_Chivalry
#DESC_TECH_Chivalry

#TECH_Steam_Power
#DESC_TECH_Steam_Power

#TECH_Steel
#DESC_TECH_Steel

#TECH_Pottery
#DESC_TECH_Pottery

#TECH_Sanitation
#DESC_TECH_Sanitation

#TECH_Invention
#DESC_TECH_Invention

#TECH_Printing_Press
^
^
^{New Ability} Can now trade communications between factions. 
#DESC_TECH_Printing_Press

#TECH_Monotheism
#DESC_TECH_Monotheism

#TECH_Caravans
^
^
^Trade Goods are converted to gold at ratio of four to one, instead of eight to one.
#DESC_TECH_Caravans

#TECH_Astrology
^
^
^{Bonus Tech} The first civilization to research this tech is awarded a free tech.
#DESC_TECH_Astrology

#TECH_Explosives
^
^
^{New Ability} Workers work twice as fast.
#DESC_TECH_Explosives

#TECH_Emissaries
^
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate military alliance and right of passage $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Emissaries

#TECH_Diplomacy
^
^
^{Diplomatic Agreements} Can now negotiate mutual protection $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Diplomacy

#TECH_Mercantilism
^
^
^{Diplomatic Agreements} Can now negotiate trade embargo $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Mercantilism

#TECH_Banking
^
^
^Trade Goods are converted to gold at ratio of two to one, instead of four to one.
#DESC_TECH_Banking

#TECH_Domestication
^
^
^{New Resources} $LINK<Cattle=GOOD_Cattle>, $LINK<Sheep=GOOD_Sheep>, $LINK<Horses=GOOD_Horses> and $LINK<Camels=GOOD_Camels> appear on the map.
#DESC_TECH_Domestication

#TECH_Farming
^
^
^{New Resources} $LINK<Wheat=GOOD_Wheat> and $LINK<Yam=GOOD_Yam> appear on the map.
#DESC_TECH_Farming

#TECH_Mysticism
^
^
^{New Resource} $LINK<Incense=GOOD_Incense> appears on the map.
#DESC_TECH_Mysticism

#TECH_Stone_Working
^
^
^{New Ability} Workers can build $LINK<watchtower=GCON_Outposts>.
#DESC_TECH_Stone_Working

#TECH_Smithing
^
^
^{New Resource} $LINK<Iron=GOOD_Iron> deposits appear on the map.
#DESC_TECH_Smithing

#TECH_Mining
^
^
^{New Ability} Workers can build $LINK<mines=TFRM_Mine>. 
^{New Resources} $LINK<Gold=GOOD_Gold>, $LINK<Silver=GOOD_Silver> and $LINK<Gems=GOOD_Gems> appear on the map.
#DESC_TECH_Mining

#TECH_Irrigation
^
^
^{New Ability} Workers can $LINK<irrigate=TFRM_Irrigation>. 
#DESC_TECH_Irrigation
Ancient races like elves and dwarfs, had little desire to expand comparing to humans. Men began deforestations of 
surrounding areas followed by irrigation with water from rivers and lakes.
#DESC_TECH_Irrigation

#TECH_Meteoric_Iron
^
^
^{New Resources} $LINK<Brightstone=GOOD_Brightstone>, $LINK<Gromril=GOOD_Gromril> and $LINK<Warpstone=GOOD_Warpstone> appear on the map.
#DESC_TECH_Meteoric_Iron

#TECH_Nature_Lore
^
^
^{New Ability} Workers can $LINK<Plant Forests=GCON_Worker_Jobs>.
#DESC_TECH_Nature_Lore

#TECH_Creature_Control
^
^
^{New Resource} $LINK<Griffons=GOOD_Griffons> appear on the map.
#DESC_TECH_Creature_Control

#TECH_Cold_Ones
^
^
^{New Resource} $LINK<Raptors=GOOD_Raptors> appear on the map.
#DESC_TECH_Cold_Ones

#TECH_Construction
^
^
^{New Ability} Workers can build $LINK<fortresses=GCON_Fortresses>.
#DESC_TECH_Construction

#TECH_Monoliths
^
^
^{New Ability} Workers can build $LINK<monoliths=TFRM_Monolith>.
#DESC_TECH_Monoliths

#TECH_Monoliths2
^
^
^{New Ability} Workers can build $LINK<monoliths=TFRM_Monolith>.
#DESC_TECH_Monoliths2
^
^
^The [waystones] of Loren protect this woodland realm from magical assault.

#TECH_Feudalism
^
^
^{New Specialist} Guards can decrease corruption.
^{New Ability} Workers can build $LINK<barricades=GCON_Barricades>.
#DESC_TECH_Feudalism

#TECH_Civil_Service
^
^
^{New Specialist} Tax Collectors can increase commerce.
#DESC_TECH_Civil_Service

#TECH_Chronicles
^
^
^{New Specialist} Sages can increase research output.
#DESC_TECH_Chronicles

#TECH_Engineering
^
^
^{New Ability} Roads now bridge rivers.
^{New Specialist} Engineers can boost production.
#DESC_TECH_Engineering

#TECH_Gunpowder
^
^
^{New Resource} $LINK<saltpeter=GOOD_Saltpeter> deposits appear on map.
#DESC_TECH_Gunpowder
^
^
^Originally used by the Dwarfs, the technology of Gunpowder was sold to the Empire to later spread through the whole Old 
World and Araby. To some extend, the gunpowder was used also by people of Cathay and Nippon, mainly for fireworks and 
explosive rockets. Gunpowder weapons are noisy, slow to reload, and prone to misfires, but can pierce through any
non-magical armour.

#TECH_Seafaring
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<sea=TERR_Sea> squares.
^{New Ability} All sea vessels can safely traverse sea squares.
#DESC_TECH_Seafaring

#TECH_Astronomy
#DESC_TECH_Astronomy

#TECH_Cartography
^
^
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy.
#DESC_TECH_Cartography

#TECH_Navigation
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} All sea vessels can safely traverse ocean squares.
#DESC_TECH_Navigation

#TECH_Disease_Immunity
^
^
^This is a free advance granted only to $LINK<Slann=RACE_SLANN>
^{Special Ability} Disease from $LINK<flood plains=TERR_Flood_Plain>, $LINK<swamps=TERR_Swamp> and $LINK<jungles=TERR_Jungle> is eliminated, and the effect of $LINK<plague=GCON_Plague> is reduced.
#DESC_TECH_Disease_Immunity

#TECH_Medicine
#DESC_TECH_Medicine

#TECH_Pharmacy
^
^
^{New Ability} Disease from $LINK<flood plains=TERR_Flood_Plain>, $LINK<swamps=TERR_Swamp> and $LINK<jungles=TERR_Jungle> is eliminated, and the effect of $LINK<plague=GCON_Plague> is reduced.
#DESC_TECH_Pharmacy
^
^
^Black Plague and Red Pox are the most horrifying of all plagues often seen in the Old World. With Skaven poisoning
water supplies and food all the time, there is really no way to eliminate plagues, but ways to prevent them will enhance
people's health effectively.

#TECH_Coal
^
^
^{New Resource} $LINK<Coal=GOOD_Coal> deposits appear on the map.
#DESC_TECH_Coal

#TECH_Deforestation
^
^
^{New Ability} Workers can $LINK<Clear Forests=GCON_Worker_Jobs>.
#DESC_TECH_Deforestation

#TECH_Chaos_Incursion
^
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
#DESC_TECH_Chaos_Incursion

#TECH_Metallurgy
#DESC_TECH_Metallurgy

#TECH_Chemistry
#DESC_TECH_Chemistry

#TECH_Greenskins
^
^
^This is a free advance granted to $LINK<Ironclaw Orcs=RACE_ORCS> and $LINK<Redeye Goblins=RACE_GOBLINS>.

#TECH_Taktiks
^
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.

#TECH_Crop_Rotation
^
^
^{New Ability}  Workers can $LINK<irrigate=TFRM_Irrigation> without fresh water.

#TECH_Battle_Magic
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<spelltowers=GCON_Spelltowers>.

#TECH_Dwarven_Ingenuity
^
^
^This is a free advance granted to $LINK<Karaz-Ankor=RACE_DWARFS> and the $LINK<Chaos Dwarfs=RACE_CHAOSDWARFS>.

#TECH_Forest_Mastery
^
^
^This is a free advance granted to $LINK<Loren=RACE_WOOD_ELVES>.

#GOOD_Fruit
^
^
^[Fruits] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fruits are always visible on the map; they are found only in $LINK<jungles=TERR_Jungle>.

#GOOD_Sugar
^
^
^[Sugar] is a $LINK<bonus resources=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Sugar is always visible on the map; it is found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Sugar

#GOOD_Yam
^
^
^[Yam] is a $LINK<bonus resources=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Yam appears when your faction discovers $LINK<Farming=TECH_Farming> and can be found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Yam

#GOOD_Horses
^
^
^[Horses] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mounted military units.
^
^Horses appear when your faction discovers $LINK<Domestication=TECH_Domestication> and can be found in:
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.
#DESC_GOOD_Horses

#GOOD_Camels
^
^
^[Camels] are $LINK<Strategic Resources=GCON_ResourcesS> required to build alternative mounted military units.
^
^Camels appear when your faction discovers $LINK<Domestication=TECH_Domestication> and can be found in $LINK<deserts=TERR_Desert>.

#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build most military units.
^
^Iron deposits appear when your faction discovers $LINK<smithing=TECH_Smithing>, and can be found in 
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Iron

#GOOD_Saltpeter
^
^
^[Saltpeter] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build gunpowder military units.
^
^Saltpeter deposits appear when your faction discovers $LINK<Gunpowder=TECH_Gunpowder> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains> and $LINK<desert=TERR_Desert>.
#DESC_GOOD_Saltpeter

#GOOD_Coal
^
^
^[Coal] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Coal deposits appear when your faction discovers $LINK<coal=TECH_Coal> and can be found in 
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Coal

#GOOD_Warpstone
^
^
^[Warpstone] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build chaos wonders and ultimate spells. 
Warpstone is highly mutagenic and dangerous metal. It is responsible for appearance of Skaven (rat-men) and development
of necromancy.
^
^Warpstone deposits are very rare. They appear when your faction discovers $LINK<Meteoric Iron=TECH_Meteoric_Iron> and can be found in 
$LINK<swamps=TERR_Swamp> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Warpstone
^
^
^Warpstone is solidified Chaos. It is formed in the many eddies in the warp and occasionally finds its way through the Old Slann warpgates and comes floating (in the case of warpdust) or crashing down to the Warhammer World. Many scholars have also speculated that another great source of warpstone is Morrslieb, the Chaos Moon.
^  Warpstone in its raw form is very dangerous. Ingesting it causes mutation and sometimes even death. It was the ingestion of warpdust by a rat which caused the birth of the Skaven. The Skaven seem to have an affinity for warpstone and have discovered a way to refine it so that it is somewhat less toxic than when it's in its raw form.
^  In its refined state, warpstone is crystal-like in nature and completely translucent. To those sensitive to Chaos it registers as such but on a much more subtle level. While raw warpstone corrupts in an overt and physical level, refined warpstone corrupts at a more basic one. It slowly destroys any morals a being may have and will eventually turn any being to Chaos.
^  Some say Arianka's coffin and keys are made of such material and that the forces of Law are seeking them to save her from the insidious effect of refined warpstone. Arianka's basic nature as a being of Law is probably one of the things that have helped her resist for this long but even a god of Law cannot resist the corrupting ways of Chaos forever. This is why worshippers of Arianka are so desperate to fulfill the Holy Quest. [(from warhammer.net)]

#GOOD_Gromril
^
^
^[Gromril] is a rare metal, that provides enormous production and commerce bonus.
^
^Gromril sources appear when your faction discovers $LINK<Meteoric Iron=TECH_Meteoric_Iron> and can be found only in
$LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Gromril
^
^
^Gromril (a.k.a. Meteoric Iron) is also from the warp. As the gods of Law originated from certain eddies in the warp (Law being one of the many possibilities of Chaos), so did gromril. Gromril also falls to the Warhammer World through the Old Slann warpgates. Dwarfs have discovered it in several places where meteors have struck the World. In fact, gromril is only found in the presence of warpstone. The reverse, however, is not true.
^  Raw gromril is a silvery metal that is incredibly rare and valuable and only dwarfs know how to work it. 
^  Gromril actually has more than one state. There are three methods of refining it and each method has different effects on the metal. The first method is widely known among the dwarfs and turns raw gromril into the refined gromril that is used for coins, armor, shields, and weapons. The second method is not widely known among the dwarfs and its secret is jealously guarded by the dwarven Master Smiths that do know it. The third method turns raw gromril into a crystalline metal known in legend as Laihtero. [(from warhammer.net)]

#GOOD_Timber
^
^
^Quality [timber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build naval vessels.
^
^Timber sources can be easily found in $LINK<forests=TERR_Forest>.
#DESC_GOOD_Timber

#GOOD_Beastmen
^
^
^Beastmen are a $LINK<Strategic Resource=GCON_ResourcesS>, that allow the creation of Beastmen units by the Hordes of $LINK<Chaos=RACE_CHAOS>.
^
^Beastmen live deep in the darkest $LINK<forests=TERR_Forest>.

#GOOD_Ogres
^
^
^Ogres are a $LINK<Strategic Resource=GCON_ResourcesS>, that allow the creation of Ogre units.
^
^The Ogres live in $LINK<Mountain=TERR_Mountains> kingdoms.

#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>
#DESC_GOOD_Wine

#GOOD_Furs
^
^
^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Furs

#GOOD_Dye
^
^
^[Dyes] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Dyes are always visible on the map; they are found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Dye

#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.

^Incense appears when your faction discovers $LINK<Mysticism=TECH_<Mysticism> and can be found in
$LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Incense

#GOOD_Spice
^
^
^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Spice

#GOOD_Ivory
^
^
^[Elephants] inhabit plains and jungles of Ind, Cathay, Araby and Southlands. Larger species of this mammal, with longer
tusks and thick fur are found in Chaos Wastes. The Northmen call them [mammoths]. Elephants provide Ivory which is a 
$LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are $LINK<connected=GCON_Trade> to 
it by domestic or foreign $LINK<trade routes=GCON_Trade>. Elephants are also needed to build 
$LINK<War Elephant=PRTO_War_Elephant> and $LINK<War Mammoth=PRTO_War_Mammoth> units.
^
^Elephants are always visible on the map and can be found in $LINK<jungles=TERR_Jungle>, $LINK<plains=TERR_Plains> and $LINK<tundra=TERR_Tundra>.
#DESC_GOOD_Ivory

#GOOD_Silk
^
^
^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Silk

#GOOD_Gems
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems sources appear when your faction discovers $LINK<Mining=TECH_Mining> and can be found in
$LINK<mountains=TERR_Mountain> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Gems

#GOOD_Brightstone
^
^
^[Brightstone], also called 'Brynduraz' by the Dwarfs, is a rare $LINK<luxury resource=GCON_ResourcesL> that makes content 
people happy in cities  that are $LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Brightstone sources appear when your faction discovers $LINK<Meteoric Iron=TECH_Meteoric_Iron> and can be found in 
$LINK<mountains=TERR_Mountain>.
#DESC_GOOD_Brightstone

#GOOD_Pipeweed
^
^
^[Pipeweed] is a rare $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are 
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Pipeweed sources are always visible on the map and can be found only in $LINK<grasslands=TERR_Grassland>.
#DESC_GOOD_Pipeweed

#GOOD_Sheep
^
^
^[Sheep] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Sheep appear when your faction discovers $LINK<Domestication=TECH_Domestication> and are found only in $LINK<hills=TERR_Hills>.
#DESC_GOOD_Sheep

#GOOD_Pigs
^
^
^[Pigs] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Pigs appear when your faction discovers $LINK<Domestication=TECH_Domestication> and are found only in $LINK<grasslands=TERR_Grassland>.
#DESC_GOOD_Pigs

#GOOD_Goose
^
^
^[Goose] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Goose are always visible on the map; they are found only in $LINK<swamps=TERR_Swamp>.
#DESC_GOOD_Goose

#GOOD_Boars
^
^
^[Boars] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Boars are always visible on the map; they are found only in $LINK<swamps=TERR_Swamp>.
#DESC_GOOD_Boars

#GOOD_Peat
^
^
^[Peat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Peat is always visible on the map; it is found only in $LINK<swamps=TERR_Swamp>.

#GOOD_Badlands
^
^
^[Badlands] are dangerous terrains, usually wastelands, infested by vile creatures and undead, reducing 
any food production and commerce in the area.
^
^Badlands are always visible on the map; they are found in $LINK<plains=TERR_Plains>,  
$LINK<tundras=TERR_Tundra> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Badlands

#GOOD_Monster
^
^
^Dangerous [sea monsters] are making their home in some costal squares, reducing that squares food production and commerce.
^
^Sea Monsters are always visible on the map; they are found only in $LINK<coastal=TERR_Coast> terrain.
#DESC_GOOD_Monster

#GOOD_Whales
^
^
^[Whales] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Whales are always visible on the map; they are found only in $LINK<sea=TERR_Sea>.
#DESC_GOOD_Whales

#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest> and
$LINK<tundra=TERR_Tundra>.
#DESC_GOOD_Game
^
^
^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large 
concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the 
widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting 
for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.

#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish are always visible in explored areas of the map and can be found in $LINK<coast=TERR_Coast>, $LINK<sea=TERR_Sea> and $LINK<fresh water lake=TERR_Fresh_Water_Lake> squares.

#GOOD_Cattle
^
^
^[Cattle] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cattle appear when your faction discovers $LINK<Domestication=TECH_Domestication> and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Cattle

#GOOD_Wheat
^
^
^[Wheat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Wheat appears when your faction discovers $LINK<Farming=TECH_Farming> and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<flood plains=TERR_Flood_Plain>.
#DESC_GOOD_Wheat

#GOOD_Gold
^
^
^[Gold] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances city production of commerce (gold). To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Gold sources appear when your faction discovers $LINK<Mining=TECH_Mining> and can be found in $LINK<hills=TERR_Hills> 
and $LINK<mountains=TERR_Mountain>.
#DESC_GOOD_Gold

#GOOD_Silver
^
^
^[Silver] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production of commerce. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Sources of silver appear when your faction discovers $LINK<Mining=TECH_Mining> and can be found in $LINK<hills=TERR_Hills> 
and $LINK<mountains=TERR_Mountain>.
#DESC_GOOD_Silver

#GOOD_Bears
^
^
^[Bears] are $LINK<bonus resources=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cave Bears are always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest> and $LINK<swamps=TERR_Swamp>.
#DESC_GOOD_Bears

#GOOD_Griffons
^
^
^[Griffons] are $LINK<Strategic Resources=GCON_ResourcesS> required to build Griffon military units.
^
^Griffon nests appear when your faction discovers $LINK<Creature Control=TECH_Creature_Control> and can be found only in $LINK<mountains=TERR_Mountain>.
#DESC_GOOD_Griffons

#GOOD_Wolves
^
^
^[Beasts] are $LINK<Strategic Resources=GCON_ResourcesS> required to build various units.
^
^Beasts are always visible in explored areas of the map and can be found in $LINK<swamps=TERR_Swamp>, $LINK<forests=TERR_Forest> and $LINK<tundras=TERR_Tundra>.
#DESC_GOOD_Wolves
^
^
^[Beasts] included [wolves], [boars], all kinds of ancient and forgotten beasts (such as [pegasus] and [stegadon]) and wild beasts mutated by warpstones - known as [Beasts of Chaos]

#GOOD_Raptors
^
^
^[Raptors], also called "Cold Ones", are $LINK<Strategic Resources=GCON_ResourcesS> required to build dark elf 
Cold One Knights and lizardman Cold One Riders.
^
^Raptors appear when your faction discovers $LINK<Cold Ones=TECH_Cold_Ones> and can be found in $LINK<jungles=TERR_Jungle> and $LINK<tundras=TERR_Tundra>.
#DESC_GOOD_Raptors

#GOOD_Halflings
^
^
^[Halflings] are $LINK<Strategic Resources=GCON_ResourcesS> required to build a $LINK<Halfling=PRTO_Halfling> unit and $LINK<The Moot=BLDG_Moot> wonder.
^
^Halfling villages are always visible on the map; they are found only in $LINK<grasslands=TERR_Grassland>.
#DESC_GOOD_Halflings

#GOOD_Pearls
^
^
^[Pearls] are a $LINK<bonus resources=GCON_ResourcesB> that significantly enhance city production of commerce. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Pearls are always visible on the map; they are found only in $LINK<coast=TERR_Coast> squares.
#DESC_GOOD_Pearls


#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain $LINK<camels=GOOD_Camels>, $LINK<incense=GOOD_Incense>, $LINK<saltpeter=GOOD_Saltpeter> or $LINK<badlands=GOOD_Badlands>.
#DESC_TERR_Desert
^
^
^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. 
Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures. Only the 
hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of
useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through 
the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead 
to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.


#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 
^
^Plains may contain
$LINK<cattle=GOOD_Cattle>, 
$LINK<horses=GOOD_Horses>, 
$LINK<elephants=GOOD_Ivory>, 
$LINK<wheat=GOOD_Wheat>, 
$LINK<wine=GOOD_Wine> or $LINK<badlands=GOOD_Badlands>.
#DESC_TERR_Plains
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.


#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<city radius=GCON_Radius>. Grassland may contain 
$LINK<cattle=GOOD_Cattle>, 
$LINK<horses=GOOD_Horses>, 
$LINK<wheat=GOOD_Wheat>, 
$LINK<wine=GOOD_Wine>, 
$LINK<pipeweed=GOOD_Pipeweed> or $LINK<halflings=GOOD_Halflings>.
#DESC_TERR_Grassland_with_Shield


#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain 
$LINK<cattle=GOOD_Cattle>, 
$LINK<horses=GOOD_Horses>, 
$LINK<wheat=GOOD_Wheat>, 
$LINK<wine=GOOD_Wine>, 
$LINK<pipeweed=GOOD_Pipeweed> or $LINK<halflings=GOOD_Halflings>.
#DESC_TERR_Grassland


#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain $LINK<furs=GOOD_Furs>, $LINK<Beasts=GOOD_Wolves>, $LINK<raptors=GOOD_Raptors> or $LINK<game=GOOD_Game>.
#DESC_TERR_Tundra
^
^
^In the far-northern regions of the world, and in isolated regions in the Antarctic, there are thousands of miles of barren plains 
known as tundra. These regions have an extremely low average temperature, and a very short summer season. The primary 
characteristic of the tundra is a layer of permanently frozen soil known as permafrost just below the topsoil layer, which prevents 
many plants from taking root and making agriculture all but impossible. Like deserts, the tundra receives little precipitation; 
however, the flat, frozen ground keeps groundwater from draining, forming bogs where various grasses, moss, and other simple 
vegetation can grow. Despite the harsh environment, a wide variety of animal life flourishes in the tundra, providing possible 
sources of food, and providing trade potential for the fur and trapping industry.

#TERR_Flood_Plain
^Incredibly rich farm land, [flood plains] appear along $LINK<river=TERR_River> banks. They can cause $LINK<disease=GCON_Disease>.
^
^Floodplains may contain $LINK<wheat=GOOD_Wheat>.
#DESC_TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
flood plains surrounding them, depositing the nutrients and the water into these areas and making them unparalleled in value.
Many great cultures such as those in the Nile river basin or those dependent on the flooding of the Tigris and Euphrates 
rivers have harvested the bounty of these lands, plains which transform lifeless wastelands into lush oases of life.

#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^Hills may contain
$LINK<coal=GOOD_Coal>,
$LINK<gold=GOOD_Gold>,
$LINK<silver=GOOD_Silver>,
$LINK<sheep=GOOD_Sheep>,
$LINK<horses=GOOD_Horses>,
$LINK<iron=GOOD_Iron>,
$LINK<incense=GOOD_Incense>,
$LINK<saltpeter=GOOD_Saltpeter> or $LINK<wine=GOOD_Wine>.
#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Iron, lead, copper, coal and even gold 
and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the belowground 
resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as grapes thrive in 
these regions, given the proper climate.


#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Most troops are unable to cross mountains unless they have a road, although there are some exceptions.
^
^Mountains may contain
$LINK<coal=GOOD_Coal>, 
$LINK<gems=GOOD_Gems>, 
$LINK<gold=GOOD_Gold>, 
$LINK<silver=GOOD_Silver>, 
$LINK<gromril=GOOD_Gromril>, 
$LINK<iron=GOOD_Iron>, 
$LINK<Ogres=GOOD_Ogres>,
$LINK<saltpeter=GOOD_Saltpeter>, 
$LINK<brightstone=GOOD_Brightstone>,
$LINK<warpstone=GOOD_Warpstone> or
$LINK<griffons=GOOD_Griffons>.
#DESC_TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the planet's crust impact or slide against one another, raising layers of rock above the surrounding land. 
Mountains can also be formed by volcanic action, or through the effects of erosion. Generally poor agricultural regions, mountains 
are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, 
mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also 
greatly affect the weather patterns of a region by blocking and diverting wind and storms.
^  Because of the experiments of the Old Ones in shifting entire continents, the mountains of the Warhammer World are massive, far moreso than found on naturally-formed planets.

#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 
^
^Forests may contain 
$LINK<timber=GOOD_Timber>, 
$LINK<beasts=GOOD_Wolves>, 
$LINK<furs=GOOD_Furs>, 
$LINK<game=GOOD_Game>, 
$LINK<bears=GOOD_Bears>, 
$LINK<spice=GOOD_Spice> or
$LINK<silk=GOOD_Silk>.
#DESC_TERR_Forest


#TERR_Volcano
^A [Volcano] is a mountain capped by a large crater which can, on rare occasions,
$LINK<erupt=GCON_Volcanic_Eruptions> and spew forth streams of molten lava.
#DESC_TERR_Volcano
^
^
^Heat rises. This is the reason, in a nutshell, for the presence of volcanoes on the earth. Mountainous
manifestations of vents and cracks in the earth's crust, volcanoes provide release for the heat that builds up
in the earth's core. A volcanic eruption occurs when the heat pressure underneath a particular vent becomes
too strong for the crust to contain, and depending on the size of the vent and the amount of pressure an
eruption can be minor (just a dribble of lava that seals off the volcano when it dries) or cataclysmic.


#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. They can cause $LINK<disease=GCON_Disease>.
^
^Jungles may contain
$LINK<fruit=GOOD_Fruit>,
$LINK<yam=GOOD_Yam>,
$LINK<coal=GOOD_Coal>,
$LINK<raptors=GOOD_Raptors>,
$LINK<gems=GOOD_Gems>,
$LINK<silk=GOOD_Silk>, or
$LINK<spice=GOOD_Spice>.
#DESC_TERR_Jungle


#TERR_Swamp
^[Swamps] are dangerous places, home of the Fimir, Skaven, undead and many horrible creatures. 
Swamps can cause $LINK<disease=GCON_Disease>.
^
^Swamps may contain 
$LINK<peat=GOOD_Peat>, 
$LINK<bears=GOOD_Bears>,
$LINK<spice=GOOD_Spice>, 
$LINK<beasts=GOOD_Wolves> or 
$LINK<warpstone=GOOD_Warpstone>.
#DESC_TERR_Swamp


#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the
discovery of $LINK<astronomy=TECH_Astronomy>, this danger vanishes.
^
^Coastal squares can contain 
$LINK<fish=GOOD_Fish> or $LINK<pearls=GOOD_Pearls>.
#DESC_TERR_Coast
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food.


#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<Seafaring=TECH_Seafaring>.
^
^Seas may contain $LINK<whales=GOOD_Whales> or $LINK<fish=GOOD_Fish>.
#DESC_TERR_Sea
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food.


#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_Trade> and early ships until the
discovery of $LINK<Navigation=TECH_Navigation>.
#DESC_TERR_Ocean
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food.


#TERR_River
^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if
worked by citizen laborers within a $LINK<city radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares.
#DESC_TERR_River
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 


#TERR_Fresh_Water_Lake
^[Lakes] are bodies of water completely surrounded by land. They contain fresh water, allowing 
$LINK<irrigation=TFRM_Irrigation> of adjacent squares.
#DESC_TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance of fresh 
water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such resources
is a boon to any nearby settlement.

#GOVT_Anarchy
^
^
^This "government" is in effect only during your first turn. After it passes, you are forced to switch to a government
appropriate for your faction.
^
^Worker efficiency				100%
^Hurry Method					None
^Corruption / Waste				None
^Draft Rate						0
^Military Police Limit				0
^Units Support:					All Units Free
#DESC_GOVT_Anarchy

#GOVT_Despotism
^
^
^Less civilized kingdoms and tribes are ruled with absolute power. They tend to grow powerful fast but have problems
later, when population and $LINK<corruption=GCON_Corruption> become too large.
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Problematic
^Military Police Limit				1
^Unit Support
^    per town					4
^    per city						4
^    per metropolis				4
#DESC_GOVT_Despotism

#GOVT_Monarchy
^
^
^Monarchy is the most advanced and most common form of government present in Warhammer world. It causes little
$LINK<Corruption and waste=GCON_Corruption> and provides military support adequate to the size of population.
Inhabitants of Warhammer kingdoms consider themselves very civilized and will not tolerate warmongering rulers
for too long.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Nuisance
^Military Police Limit				1
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				6
#DESC_GOVT_Monarchy

#GOVT_Undead
^
^
^A kingdom turned into kingdom of the dead experiences little or no corruption, waste, war weariness and is resistant to any propaganda. 
For obvious reasons, your cities lose population points upon a change to Undead State. Newly conquered cities also lose 
population, and do not generate culture until a popular majority has been turned into undead. Since hordes of skeletons and
zombies cost no upkeep but magic skill, maintaining normal units for a necromancer, tomb king or vampire is very costly. 
Maintenance cost per unit per turn is 2 gold instead of 1.
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Minimal
^Military Police Limit				2
^Unit Support
^    per town					1
^    per city						2
^    per metropolis				4



#GOVT_Chaos
^
^
^Chaos is not really a government but a state of constant war, led by chaos champions or orc war bosses. With treachery and
murder being common tools to gain power, and terror as the only form of law enforcement, chaotic factions suffer from
serious $LINK<corruption and waste=GCON_Corruption> present in all settlements. 
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Communal
^Military Police Limit				1
^Unit Support
^    per town					4
^    per city						6
^    per metropolis				8

#TFRM_Mine
^
^
^A mine increases the $LINK<shield production=GCON_Shields> of a square.
^
^{Terrain				Produces}
^Deserts				1 shield, 2 if mined.
^Tundras				0 shields, 1 if mined.
^Hills					1 shields, 3 if mined.
^Mountains				1 shields, 3 if mined.
^
^Workers are ordered to dig mines by pressing [M], or the "Build Mine" button.

#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. After the discovery of $LINK<Crop Rotation=TECH_Crop_Rotation>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^Flood plains			2 food, 3 if irrigated.
^Grasslands				2 food, 3 if irrigated.
^Plains					1 food, 2 if irrigated.
^
^Workers are ordered to irrigate by pressing [I] or the "Irrigate" button.


#TFRM_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Flood plains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Swamps				0 commerce, 1 with a road.
^
^Workers are ordered to build roads by pressing [R] or the "Build Road" button.

#TFRM_Fortress
^
^
^Units within a fortress enjoy a +100% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>. 
The "Build Fortress" unit-action becomes available after the $LINK<Construction=TECH_Construction> advance is researched.
^
^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build Fortress" button.

#TFRM_Barricades
^
^
^A barricade hinders movement of "enemy" ground units, forcing them to stop on the barricade's square, even if the barricade
is unoccupied. However, if occupied, a unit in a barricade enjoy a defensive bonus which is double the bonus awarded by a $LINK<fortress=GCON_Fortresses>. A barricade can only be built on a square already containing a fortress. If pillaged, a barricade
is "reduced" to a fortress.
^
^Workers can build barricades after the discovery of $LINK<Feudalism=TECH_Feudalism>.

#TFRM_Build_Colony
^
^
^A worker can establish a colony on any square that contains a $LINK<tradable resource=GCON_ResourcesN>.
If the colony is then $LINK<connected=GCON_Trade> to a city, that city gains access to the resource. A colony
is necessary only if the resource is not inside your $LINK<borders=GCON_Territory>. Note that when a city's
borders expand to include a colony, the colony disappears because it is no longer needed. The worker is consumed
by building a colony.
^
^A worker is ordered to build a colony by pressing [B] or the "Build Colony" button.

#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 20 $LINK<shields=GCON_Shields> to the nearest controlled city.
The resulting terrain will be either $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrain beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.
^
^Workers of Ulthuan, Loren, Lizardmen and Amazons cannot perform this action. 

#TFRM_Plant_Forest
^
^
^After the discovery of $LINK<Nature Lore=TECH_Nature_Lore>, workers can plant forests in any grassland or
plains square. This transforms the square into a normal $LINK<forest=TERR_Forest> square.
^
^A worker is ordered to plant forests by pressing [N] or the "Plant Forest" button.

#TFRM_Clear_Damage
^
^
^A worker can repair a damaged square (cleaning up pollution and volcanic fallout),
thus restoring the square to its former production capacity.
^
^A worker is ordered to clear damage by pressing [Shift-C] or the "Clear Damage" button.

#TFRM_Outpost
^
^
^Watchtower eliminate fog of war.  To construct a Watchtower, move a worker to any land tile in neutral or owned 
territory and select the Build Watchtower unit action.  Construction of the Watchtower consumes the worker.  The range 
of vision for the Watchtower is 2 tiles on flat terrain, 3 on hills and 4 on mountains.  Watchtowers can only be used 
by the player who created them.  If a Watchtower falls within the territory of any other faction, it will be 
destroyed. Watchtowers can only be built in tiles that are empty or have a mine, irrigation, road and/or a railroad. 
The "Build Watchtower" unit-action becomes available after the $LINK<Stone Working=TECH_Stone_Working> advance is researched.

#TFRM_Monolith
^
^
^Monoliths provide a combat bonus to units within their affected area.  To construct a Monolith, move a 
worker to any land tile within your territory and select the "Build Monolith" unit action. Construction of 
the Monolith consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Monolith's
range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple Monoliths 
overlap. Monoliths can only be used by the player who created them. Should a Monolith fall into the 
territory of another faction, it will be destroyed. Monoliths can only be built in a tile that is empty, 
has a mine, irrigation and/or a road, and also is not a swamp, jungle, mountain or volcano. The "Build Monolith" 
unit-action becomes available to High Elf, Wood Elf and Albionese workers after the $LINK<Monoliths=TECH_Monoliths> advance is researched.

#TFRM_Spelltower
^
^
^Spelltowers can be used to store spells outside a city. To construct a Spelltower, move a worker to any neutral or owned land tile and select the Build Spelltower unit action. Construction of the
Spelltower consumes the unit. In order to move a spell to a Spelltower, use the re-base function. The 
"Build Spelltower" unit-action becomes available after the Battle Magic advance is researched. Dwarven Mining Squads and Khemrian Tomb Swarms may also use Spelltowers as a staging ground to attack deep into adjacent lands.

#BLDG_A_Doomfire_Ring
^
^
^One of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Horn_of_Urgok
^
^
^One of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Crown_of_Command
^
^
^One of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Crown_of_Domination
^
^
^The [Crown of Domination] is an ancient battle-helm dating back to the time of Morkar and one of ten 
$LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>. It exudes an aura of raw 
malice, cowing the unruly servants of Chaos and terrifying the enemy. 

#BLDG_A_Forbidden_Rod
^
^
^One of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Ghal-Maraz
^
^
^Meaning Skullsplitter in the Dwarf tongue, [Ghal-Maraz] is the legendary hammer wielded by Sigmar himself when the 
Empire was forged over two and a half millennia ago. Given to Sigmar by King Kurgan in return for rescuing the 
Dwarf and his retainers from Orcs, Ghal-Maraz is too powerful for even the most powerful Runesmiths alive today 
to replicate. It is one of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Claw_of_Nagash
^
^
^One of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Sunfang
^
^
^[Sunfang] is the legendary runesword of High Elf prince Tyrion, and one of ten $LINK<artifacts=GCON_Artifacts> required 
to win the quest $LINK<victory=GCON_Victory>.

#BLDG_A_Eye_of_Sheerian
^
^
^The [Eye of Sheerian] is a gem that Archaon recovered from the corpse of Flamefang, the Chaos Dragon. This
$LINK<artifact=GCON_Artifacts> allows its bearer to predict the attacks of the enemy and to counter or avoid them.

#BLDG_A_Laihtendrung
^
^
^[Laihtendrung] is the sword forged from Laihtero, a crystalline metal said to be the opposite of Warpstone, an essence
of law and order. It is one of ten $LINK<artifacts=GCON_Artifacts> required to win the quest $LINK<victory=GCON_Victory>.

#RACE_REIKLAND
^
^The Empire is the strongest, wealthiest and most famous realm in the Old World. Made up of independent provinces and 
city states, the Empire is ruled over by Elector Counts and the ultimate power; the Emperor Karl Franz. The Emperor's 
powerful armies form the bastion that keeps the marauding Orcs and forces of Chaos from overrunning the Old World.
^
^{Special features}
^- The Empire is $LINK<industrious=GCON_Strengths> and $LINK<expansionist=GCON_Strengths>. 
^- Reiklanders start the game with $LINK<Domestication=TECH_Domestication>. 

#RACE_WESTERLAND
^
^Westerland, often called The Wasteland, is a huge marsh area at the mouth of river Reik. Its capital - Marienburg - found
on the ruins of elven city of Sith Rionnasc, is the largest port in the Old World. For the most time it was either a part
of The Empire or being raided by Norsemen and Bretonnians. Finally, it fought itself independent and became the center
of world's trade, exchanging goods between the Old World and far lands such as Ulthuan, Lustria, Southlands, Ind, Cathay and Nippon.
^
^{Special features}
^- The Westerlanders are $LINK<seafaring=GCON_Strengths> and $LINK<commercial=GCON_Strengths>. 
^- They start the game with $LINK<Domestication=TECH_Domestication>.

#RACE_BRETONNIA
^
^The $LINK<knights=PRTO_Knight_of_the_Realm> of Bretonnia are feared and respected throughout the world. Men of valor 
and righteousness, they are exceptional warriors and guardians of their land that was founded upon the most heroic of 
ideals. In the name of the Lady of the Lake and for the glory of duke and king, they sweep aside evil on the field of 
battle, for none can stand against their glorious charge.
^
^{Special features}
^- The Bretonnians are $LINK<religious=GCON_Strengths> and $LINK<militaristic=GCON_Strengths>. 
^- They start the game with $LINK<Domestication=TECH_Domestication>.

#RACE_KISLEV
^
^The land of Kislev lies to the north and east of the Empire. As one travels eastwards the dense forests give way 
to open steppes stretching to the foothills of the World Edge Mountains. Beyond these formidable peaks lie barren 
wastes inhabited by tribes of greenskins of which the wolf-borne Hobgoblin hordes are the most numerous. To the north 
lies the desolate boulder-strewn Troll Country and beyond regions blighted by Chaos. It is said that in Kislev the 
winters are long and harsh, snow lies deep over the land and enemies are never far away.
^  Kislevites are savage and uncouth then this is hardly surprising given the dangers that surround them. 
Throughout its history Kislev has been beset by terrible foes, Chaos to the north, Hobgoblins to the east, 
and Orcs and Goblins from the Worlds Edge Mountains.
^
^{Special features}
^- The Kislevites are $LINK<expansionist=GCON_Strengths> and $LINK<agricultural=GCON_Strengths>. 
^- They start the game with $LINK<Farming=TECH_Farming>.

#RACE_TILEA
^
^Tilea is a loose confederation of city states, concerned mainly with trade and local wars. They hire large 
$LINK<mercenary=PRTO_Mercenary> armies to protect their cities and land routes, while sea trade is secured by
their powerful $LINK<war galleons=PRTO_War_Galleon>. 
^
^{Special features}
^- The Tileans are $LINK<seafaring=GCON_Strengths> and $LINK<commercial=GCON_Strengths>. 
^- They start the game with $LINK<Domestication=TECH_Domestication>.
^
#DESC_RACE_TILEA
^
^Tilea stretches from the Appucini Mountains in the east to the Abasko Mountains in the west, curving around the Tilean 
sea and bordered by the Irrana Mountains in the north. The Apucinis shelter the Tileans from the lawless areas known as 
the Border Princes, or that is how the Tileans see it, at least. But the forest and the foothills are dangerous, 
harbouring many predatory beasts, not all of natural or earthly origin. There are Goblins, and brigands are a constant 
threat, maintaining strongholds high in the mountain valleys. Few Tileans would willingly travel into these areas, 
and few of those who do ever return. The inland states are mostly agricultural, growing crops and raising goat and 
sheep herds or grazing cattle. To the west, the Abasko Mountains reach right down to the sea, offering little room for 
settlement other than small fishing villages and a few goat-herding settlements high up in one of the hidden valleys.
^  In the northwest lies the foul Blighted Marshes, a lifeless area of shallow pools covered by a great swirling mist of 
foul gases and fed by innumerable stinking streams. The Marshes form countless miles of fetid, sluggish pools in which 
indescribable things slime and slither, it is a lightless land of mist and foul vapour, so repellent that humans avoid 
the area. The Marshes are home to pestilence and countless disease-carrying insects, but also to the arch-servants of 
Chaos, the Skaven, whose great monument to decay, the city of Skavenblight, stands crumbling amongst the stinking mire. 
The few that dare breath the city's name insist that it is but an evil legend. [(by Thomas Setzer)]

#RACE_ESTALIA
^
^Estalia is a hot, barren peninsula located west of Tilea and Bretonnia. Being isolated by water and the Abasko Mountains, 
Estalian people have little or no contact with the rest of the Old World. They live in constant struggle to keep their 
settlements alive. Skaven, orcs and goblins - all raid the area regularly, giving the Estalians no time to rest. Their greatest struggle came when the Sultan of Araby invaded the region at the suggestion of the Skaven. However, the other nations of Men in the Old World rallied to defend the Estalian people, and their sovereignty was preserved.
^
^{Special features}
^- The Estalians are $LINK<agricultural=GCON_Strengths> and $LINK<commercial=GCON_Strengths>. 
^- They start the game with $LINK<Farming=TECH_Farming>.

#RACE_ALBION
^
^The great island of Albion is situated between the Sea of Claws and the Middle Sea. It is a land shrouded by myths and 
mists, and the scholars of the Old World always write in their maps about Albion "Here Be Dragons" with bold red letters... [(from warhammer.net)]
^
^{Special features}
^- The Albioners are $LINK<religious=GCON_Strengths> and $LINK<militaristic=GCON_Strengths>. 
^- They start the game with $LINK<Domestication=TECH_Domestication>.
^- Albionese workers can build powerful $LINK<Monoliths=TFRM_Monolith>.

#RACE_NORSCA
^
^["This cold land north of the Empire is the home of the fierce Vikings. It is a land of mountains, forests and snow, 
with few habitable places. People born here in this inhospitable land grow up tough or not at all. The mountains have 
permanent snow caps, and narrow fjords reach into the heart of the country, burrowing through the mountains, creating 
imposing views of breathtaking beauty. But the view is not the only thing that'll take your breath away. Here you'll 
find blood thirsty Trolls and Ogres, Giants and Goblins, all ready to take your life, given half a chance."]
^- excerpt from a lecture by Hans Furcht, Professor at the Zauber Entstellung, Altdorf [(from warhammer.net)]
^
^Norsca is inhabited mostly by barbaric human tribes and $LINK<dwarfs=PRTO_Norse_Dwarf>. They spend their whole lives 
drinking and fighting. Norsemen are known for their $LINK<longships=PRTO_Longship>, horned helmets and considerably large
population of $LINK<giants=PRTO_Jotun>.
^
^{Special features}
^- The Norsemen are $LINK<seafaring=GCON_Strengths> and $LINK<militaristic=GCON_Strengths>. 
^- They start the game with $LINK<Domestication=TECH_Domestication>.

#RACE_ARABY
^
^Araby is an arid region to the south of the Old World, populated by dark-skinned humans who worship a single god. They are known to wield dark powers, and are able to summon powerful spirits known as $LINK<Djinni=PRTO_Djinn>.
^
^{Special features}
^- The Arabyans are $LINK<religious=GCON_Strengths> and $LINK<expansionist=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.
#DESC_RACE_ARABY
^
^Araby is a huge empire composed of many theocratic Caliphates, ruled over by the Sultan of All Araby. Arabyan society is 
dominated by a religious fundamentalism and is not so technically advanced as that of the Old World. Around 1,000 years 
ago (in the year 1500, by Old World reckoning), Sultan Daryus-e Qabir launched a series of religious wars against the Old 
World, without any lasting successes. Legends dating from that time has coloured Old World attitudes to inhabitants of 
Araby, although there is a fair amount of trade between the two areas.
^  The Sultan of All Araby claims the whole Arabyan peninsula as belonging to the Empire of Araby. This claim is hardly a 
realistic claim. Most of the land is covered by hot deserts and dry shrubland. The population lies largely in the coastal 
cities or the towns and villages surrounding them. The main feature of the region is the Great Desert of Araby, a vast sea 
of sand taking up most of the interior of the peninsula. The desert is bordered by dry shrublands from the north-east to 
the south-west. In the north-west lies the Alzim mountains, a jagged line of rock clawing at the skies. Only on the highest 
peaks of this mountain-range can snow be found, though few travellers brave the perils of the perils of the mountains far 
enough to reach it. From these mountains flow the only true river of Araby, the Chewan-el Alzim, Son of Alzim. Rain falls 
in the mountains, making the lands to the west the most fertile of all Araby. Here are even dense jungles covering the 
area, known as the Land of Assassins.
^  West again, across the Shark Straits lie the fabled Sorcerers' Islands, where legend has it that the mighty Sorcerer 
Kings once ruled the whole of Araby and the lands beyond. Nothing remains of them except ruins of cities destroyed by 
some unfathomable cataclysm.
^  The coast winds south along the Arabyan Sea before swinging sharply east to the Gulf of Medes. The inner reaches of the 
gulf marks the end of the Arabyan peninsula, but the gulf is in effect Arabyan territory. The Arabyan outposts along the 
coast are the gateways to the wealth of the Southlands, and the Arabyan jealously defend what they consider theirs.

#RACE_KHEMRI
^
^This faction represents the people of ancient Nehekhara, turned into the Kingdom of the Dead, after Nagash's experiments 
with necromancy. Cities of Khemri are ruled for thousands of years by the same Tomb Kings.
^
^{Special features}
^- Khemri are $LINK<scientific=GCON_Strengths> and $LINK<agricultural=GCON_Strengths>. 
^- They start the game with $LINK<Mysticism=TECH_Mysticism>.
^- Two great wonders are available exclusively to Khemri: $LINK<Pyramid of Eternity=BLDG_Pyramid_of_Eternity> and $LINK<Black Pyramid of Nagash=BLDG_Black_Pyramid>.
^- At the end of the first age, most living units are replaced by undead equivalents, which have no upkeep but require the sacrifice of the living to construct.
#DESC_RACE_KHEMRI
^
^The ancient realm of Nehekhara was once the greatest civilisation of Men in the world, but hundreds of years before the 
rise of Sigmar the treachery of the Great Necromancer, Nagash, almost destroyed and enslaved this mighty realm. Brought 
back to immortal unlife by arcane magic, the Tomb Kings of Nehekhara continue to lead their Undead armies, fighting to 
protect their mighty empire from the depredations of the lesser races and expand their dominion even further.

#RACE_CATHAY
^
^Imperial Cathay is known for its immerse size, unified priesthood and omnipresent bureaucracy.
^
^{Special features}
^- The Cathayans are $LINK<commercial=GCON_Strengths> and $LINK<industrious=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.

#RACE_NIPPON
^
^Thousands of miles away from the Old World lies the island of Nippon, also known as the Land of the Rising Sun. The 
theoretical head of Nippon is the Emperor Takagura but far more powerful is the Shogun Yoritomo Ieysau, the country's 
military dictator. The Shogun came to power by defeating his rivals (with no small help from Marienburg guns) and 
overthrowing the puppet shogunate backed by the Emperor. Now Yoritomo rules the land with an iron grip and enforces 
strict edicts which forbid the lower classes from carrying weapons and ensures the obedience of the various provincial 
rulers or daimyo through the use of a complex network of spies as well as holding their wives and children in the capital 
city every two years. Nippon is the home of the warrior caste known as $LINK<samurai=PRTO_Samurai>, the highest rank of 
nobility in the land. They owe their allegiance to their master through pain of death. Then there are the $LINK<martial 
artists=PRTO_Sohei> and the sinister $LINK<ninja=PRTO_Ninja>. [(from critical-hit.co.uk)]
^
^{Special features}
^- The Nipponese are $LINK<militaristic=GCON_Strengths> and $LINK<religious=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.

#RACE_DOLGANS
^
^Dolgans represent the barbarian tribes dwelling in the tundra east of Kislev (they come from the same Gospodar culture). 
Dolgans spend most of their life on horseback, that is why their $LINK<horse archers=PRTO_Barbarian_Horse_Archer> are valued all over the Old World, 
often hired by kislevite or imperial generals. Unlike most barbarian tribes, Dolgans are not chaotic, though the proximity
to Chaos Wastes makes them vulnerable victims.
^
^{Special features}
^- The Dolgans are $LINK<militaristic=GCON_Strengths> and $LINK<expansionist=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.

#RACE_UNGOLS
^
^Ungols are the riders of Northern Steppes. The Ungol horde conquered Kislev and Ostland (a part of The Empire), but was later assimilated into Gospodar culture.
^
^{Special features}
^- The Ungols are $LINK<militaristic=GCON_Strengths> and $LINK<expansionist=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.
#DESC_RACE_UNGOLS
^
^The Ungols or Unkhol, are the nomadic people who make up the Ungol Empire.  This Empire spans the steppes of the Far 
East, and is the largest Empire to exist to date.  It's borders start to the West at the Hobgoblin Hegemony and the 
Mountains of Mourn, North to the frozen tundra and uninhabited forests, to the borders of Imperial Cathay, held off by 
the Emperor's Wall, to the South of the Kamalayan Mountains and the princes of Ind.
^  They are a tough and enduring people, battling not only their environment, but their enemies, to the East, South, and 
West.  They believe that one day, the Great Khan will return, and lead them to final victory, when the world will be 
theirs. Their armies are the most seasoned and maneuverable in the world. If it wasn't for the Chaos Dwarf Citadels 
and their Hobgoblin servants to the West, and Imperial Cathay to the East, they would be unstoppable.  But between two 
numerous enemies, to each side, has hindered their greater ambition.
^  Despite their massive Empire, the culture is a nomadic one, with dispersed populations.  The men herd cattle, sheep, 
and goats, while the women cook and maintain the household. They were organized around a traditional tribal and clan 
order, but with the rise of the Khans, this has changed.  
^  The Ungols are loyal to each other, and often adopt special relationships. A man is defined by his relationships with 
his friends, while a wife is defined by her role in the husband's household.  
^  The Ungol are mounted archers, riding fast steeds, and firing torrents of barbed arrows at their enemy, but never close 
enough to engage in melee combat. They are unparalleled horseman, and masters of the bow. The Dolgans are closely related 
to the Ungols.

#RACE_IND
^
^Kingdoms of Ind lie on a large peninsula between Imperial Cathay and the Darklands. The area is covered by dense primordial
forest with occasional spots of dry land. Mogul kings of Inja are brutal despots, full of greed for power and gold. 
Among people they are worshipped like gods. Indic elite $LINK<infantry=PRTO_Indic_Infantry> consist of the strongest
men taken by the kings and trained into beasts. The Ind are said to worship One Thousand and One Gods in total.
^
^{Special features}
^- The Indics are $LINK<religious=GCON_Strengths> and $LINK<agricultural=GCON_Strengths>. 
^- They start the game with $LINK<Farming=TECH_Farming>.

#RACE_DWARFS
^
^["There is nothin' as sure in the world as the glitter of gold and the treachery of Elves."]
^- Old Dwarf Saying
^
^The Dwarven Kingdom of old was prosperous and full of splendor and glory. The majority of the Dwarven strongholds have 
fallen, one by one, in the bitter wars with the Orcs, Goblins or Skaven, even now the remaining few Dwarf cities are under 
constant siege. These centuries of war have hardened the Dwarfs and moulded them into some of the finest warriors of the 
Old World. Always a stubborn race, the Dwarfs still cling to what remains of their Kingdom, and dream of one day reclaiming 
their own (and extracting a terrible vengeance!)
^
^{Special features}
^- The Dwarfs are $LINK<industrious=GCON_Strengths> and $LINK<scientific=GCON_Strengths>. 
^- They start the game with $LINK<Mining=TECH_Mining>.
^- Dwarven units are slow but tough (+1 Hit Point bonus for all units). 
^- Dwarven Engineers (upgraded workers) work 50% faster than ordinary workers.
^- Whilst the Dwarfs cannot create spells like other nations, they may build the $LINK<Anvil of Doom=BLDG_Anvil_of_Doom>, which generates $LINK<bolts of lightning=PRTO_SPELL_Lightning_Bolt>.

#RACE_ULTHUAN
^
^["Though our fair homeland is beset on all sides, we shall resist, as our forefathers did before us. In these dark times, as our tainted brethren ravage our shores, we stand defiant and shall emerge victorious. For we are the Asur, the true kin of Aenarion, and Ulthuan shall never fall."]
^- Prince Tyrion, Defender of Ulthuan
^
^An ancient and noble race, the High Elves have refined their martial skills and magical prowess over the centuries. As the 
primitive tribes of Man fought amongst themselves, the High Elves navigated the oceans and mapped the heavens. They have 
watched empires rise and fall, and ferociously repel all who seek to conquer their homeland.
^
^{Special features}
^- High Elves of Ulthuan are $LINK<scientific=GCON_Strengths> and $LINK<seafaring=GCON_Strengths>.
^- They start the game with $LINK<Mysticism=TECH_Mysticism> and $LINK<Warrior Code=TECH_Warrior_Code>.
^- High Elves can build powerful $LINK<Monoliths=TFRM_Monolith>.
^- $LINK<Clear Forests=TFRM_Clear_Forest> action is unavailable to high elven workers.
^- The High Elves alone may construct the magnificent $LINK<White Tower=BLDG_The_White_Tower>.

#RACE_NAGGAROTH
^
^["We shall strike down our foes with sharp steel and cold hearts. The weak die so that the strong prevail and none 
shall be spared. Then and only then will our enemies know the true meaning of fear"]
^ - Malekith, Witch King of Naggaroth.
^
^Those are the elves that were driven from the Ulthuan centuries ago, after a horrible civil war. Dark Elves, or [Drucchi], 
as they are known in the Elven tongue, are close kin to High Elves, except for being paler, due to environment of their 
new, dark and cold home.
^
^{Special features}
^- Dark Elves of Naggaroth are $LINK<scientific=GCON_Strengths> and $LINK<militaristic=GCON_Strengths>. 
^- They start the game with $LINK<Mysticism=TECH_Mysticism> and $LINK<Warrior Code=TECH_Warrior_Code>. 
^- Slaves captured by Dark Elves can be $LINK<sacrificed=GCON_Ritual_Sacrifice> to Khaine, the God of Murder.
^- Like every chaotic faction, Dark Elves can turn their citizens into $LINK<Taskmasters=GCON_Specialists>.
#DESC_RACE_NAGGAROTH
^
^Dark Elves, or Druchii as they call themselves, dwell in the realm of Naggaroth, the Land of Chill, far in the northern 
part of the New World. From their six menacing fortified cities, they march forth to enslave the free peoples of the Old 
World. The bulk of the Dark Elf army is made up of Spearmen & Warriors drawn from amongst the citizens of the Dark Elf 
cities. Sacrifices of blood are made in the name of Malekith the Witch King, and the bodies of slain victims litter the 
battlefields of their armies.

#RACE_LOREN
^
^Long ago the High Elves abandoned their cities in the Old World to return to their island home of Ulthuan. Some, however, 
stubbornly stayed, unwilling to leave their forest behind. These are the ancestors of the Wood Elves, who still live in the 
enchanted forest of Athel Loren. Having tamed the wild beasts and befriended the strange $LINK<Treemen=PRTO_Treeman> and $LINK<Dryads=PRTO_Dryad>, a Wood Elf army is unlike any other. Adapting well to their surroundings, the Wood Elves have developed many new troop types ideal for protecting their land. To this day the sacred forest of Athel Loren has never been conquered.
^
^{Special features}
^- Wood Elves of Loren are $LINK<religious=GCON_Strengths> and $LINK<militaristic=GCON_Strengths>.
^- They start the game with $LINK<Mysticism=TECH_Mysticism> and $LINK<Warrior Code=TECH_Warrior_Code>. 
^- $LINK<Clear Forests=TFRM_Clear_Forest> action is unavailable to wood elven workers.
^- The Wood Elves alone may construct the fabled $LINK<Oak of Ages=BLDG_Oak_Of_Ages> in the heart of their forest woodland realm.
^- Wood Elves can build powerful $LINK<Monoliths=TFRM_Monolith>.
#RACE_ORCS
^
^["I'm gonna stomp 'em to dust. I'm gonna grind their bones. I'm gonna pile 'em up inna big fire and roast 'em. I'm gonna 
bash 'eads, break faces and jump up and down on da bits dat are left. An' den I'm gonna get really mean."]
^- Grimgor Ironhide, Black Orc Warboss
^
^The Orcs aren't a subtle race. They like war and are built for it. Their hugely muscled forms are almost immune to 
disease and can survive wounds that would be fatal for almost any other race. Couple this with their total disdain 
for any election campaign more subtle than a severe beating and you have an army of violent monsters led by the biggest 
and most psychotic of the lot.
^
^{Special features}
^- Ironclaw Orcs are $LINK<militaristic=GCON_Strengths> and $LINK<expansionist=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.
^- After the $LINK<Taktiks=TECH_Taktiks> advance is researched, Orcs & Goblins can $LINK<mobilize=GCON_Mobilization> for war.
^- Orcs can $LINK<sacrifice=GCON_Ritual_Sacrifice> captured slaves to gods Gork and Mork.
^- Like every chaotic faction, Ironclaw Orcs can turn their citizens into $LINK<Taskmasters=GCON_Specialists>.

#RACE_GOBLINS
^
^["I'm gonna bash 'eads, break faces and jump up and down on da bits dat are left."]
^
^In every forest and under every mountain lurk the warlike tribes of Greenskins - countless Orcs and Goblins who love 
nothing more than a good fight. Orcs and their smaller cousins, the Goblins, are ferocious raiders and relentless warriors 
whose ceaseless attacks are always threatening to engulf the entire Old World into eternal warfare.
^
^{Special features}
^- Red Eye Goblins are $LINK<militaristic=GCON_Strengths> and $LINK<scientific=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.
^- After the $LINK<Taktiks=TECH_Taktiks> advance is researched, Orcs & Goblins can $LINK<mobilize=GCON_Mobilization> for war.
^- Goblins can $LINK<sacrifice=GCON_Ritual_Sacrifice> captured slaves to gods Gork and Mork.
^- Like every chaotic faction, Redeye Goblins can turn their citizens into $LINK<Taskmasters=GCON_Specialists>.

#RACE_CHAOS
^
^In the cold wastes of the north, the followers of the gods of Chaos gather in their thousands. Hordes of 
$LINK<barbaric marauders=PRTO_Marauder> and $LINK<armour-clad warriors=PRTO_Chaos_Warrior> pour forth 
from the bleak wastelands to wage war against the soft-bellied wastrels who inhabit the rich lands of the south. 
$LINK<Daemonic legions=PRTO_Greater_Daemon> advance with them, proof that the Northmen are truly the favoured of the 
gods. There can be no bystanders in this eternal war, for the Dark Gods and their chosen servants will never rest until 
the world truly becomes a Realm of Chaos. 
^
^Deep within the dark and twisted forests dwell countless horrifying and deadly creatures – tainted beasts warped by 
Chaos. The $LINK<Beastmen=PRTO_Beastman> are a plague on the civilised races, preying on the weak and striking without 
warning in a rampage of killing and destruction before disappearing into the protective darkness of the wilderness. 
All manner of mutated and blood-hungry creatures join these raids – towering, nightmarish beasts whose whole existence 
centres on the rush of blood that comes during the slaughter.
^
^{Special features}
^- Hordes of Chaos are $LINK<militaristic=GCON_Strengths> and $LINK<religious=GCON_Strengths>.
^- Chaotic settlements can build $LINK<herdstones=BLDG_Herdstone>, primitive cultural improvements that help expanding influence quickly.
^- After the $LINK<Chaos Incursion=TECH_Chaos_Incursion> advance is researched, Hordes of Chaos can $LINK<mobilize=GCON_Mobilization> for war.
^- Slaves – native or captured – can be $LINK<sacrificed=GCON_Ritual_Sacrifice> to Chaos Gods.
^- Like every chaotic faction, Hordes of Chaos can turn their citizens into $LINK<Taskmasters=GCON_Specialists>.
#DESC_RACE_CHAOS
^
^The followers of Chaos can be roughly divided into three groups- mortals, beasts and the dreaded daemons. The mortal followers of Chaos comprise numerous tribes found in the northern regions of the world, such as the brutal Kurgan, Kul and Hung, who terrorise races across the entire planet from the men of the Old World to the Druchii of Naggaroth. 
^  The Beasts of Chaos swell in the darkest forests across the world, and when led by powerful Wargors and Bray-Shamans go from being a savage unruly horde to a deadlier force able to direct their considerable power with some aspect of strategy.
^  The Daemonic hordes are the greatest nightmares of people made real, and have marched across the entire world in ages past, and will once again at the End of Times.


#RACE_SYLVANIA
^
^Sylvania is a small county ruled by the infamous $LINK<vampire=PRTO_Vampire> bloodline of von Carsteins. 
^
^{Special features}
^- The Sylvanians are $LINK<militaristic=GCON_Strengths> and $LINK<scientific=GCON_Strengths>.
^- They start the game with $LINK<Domestication=TECH_Domestication>.
^- $LINK<Mausoleum=BLDG_Mausoleum>, a small wonder available only to vampiric factions, ensures immortality of the ruling bloodline.
^- At the end of the first age, most living units are replaced by undead equivalents, which have no upkeep but require the sacrifice of the living to construct.
#DESC_RACE_SYLVANIA
^
^The Vampire Counts are the immortal rulers of the evil Undead. Powerful and cruel beyond the comprehension of the living, they command armies of decaying Zombies, Skeletons, Wights and Ghouls to destroy the Old World. When a Vampire Counts army goes to war, entire graveyards give up their dead as the spirits of the fallen take up arms once more to fight under their unliving masters.

#RACE_SLANN
^
^$LINK<Slann Mage-Priests=PRTO_Slann> are descendants of the Old Slann - the race that shaped the world. However, 
they are degenerated creatures, with very little power compared to their ancestors. The Slann have formed a serpent 
cult to breed and control their armies of lizardmen. 
^
^{Special features}
^- Lizardmen are $LINK<scientific=GCON_Strengths> and $LINK<religious=GCON_Strengths>.
^- They start the game with $LINK<Mysticism=TECH_Mysticism> and $LINK<Warrior Code=TECH_Warrior_Code>.
^- Lizardman units and citizens are immune to $LINK<disease=GCON_Disease> from jungles, swamps and flood plains; plagues
have little or no effect as well.
^- Lizardmen make weapons out of hard wood and bones; therefore, none of their units require iron resources.
^- Slaves – native or captured by lizardmen – can be $LINK<sacrificed=GCON_Ritual_Sacrifice> to Sotek, the Serpent God.
^- $LINK<Clear Forests=TFRM_Clear_Forest> action is unavailable to lizardman workers and slaves.
#DESC_RACE_SLANN
^
^The Lizardmen are an ancient race, created by the god-like beings known as the Old Ones to be the guardians of the 
Warhammer world. Their age-old civilization is based deep within the steaming jungles of Lustria and the Southlands, 
where their mighty temple-cities rise amid the ancient trees and cloying swamps. The bloated Slann Mage-Priests are 
masters of magic and the original servants of the Old Ones, and it is they who oversee the entire Lizardmen civilization, 
guiding it forwards. At the heart of the Lizardmen armies are the powerful Saurus, hulking reptilian warriors spawned 
solely for the purpose of war. They are revered as sacred warriors of the gods, and each temple-city has an army of them 
dwelling beneath the temples, ever ready to march against their foes.
^  In ages past, the Old Ones departed the world in an event of catastrophic consequence, known as the Fall, that 
dramatically altered the world and stranded their servants alone there. Without the guidance of their creator-gods, 
the Slann work to interpret the Great Plan that their masters were working towards and attempt to continue the cause, 
restoring the order that was present before the coming of Chaos. With cold, alien indifference, the Slann guide their 
armies towards the fulfillment of this plan, and mercilessly punish any who stand in the way of their sacred mission. 

#RACE_AMAZONS
^
^The Amazons are the most significant inhabitants of Lustrian jungles after the Slann. It is not known whether they
are another experiment of the Old Slann, or as one of the myths says, that they are daughters of Valkyries left 
there centuries ago, after Norsemen's unsuccessful attempt to colonise Lustria. 
^
^{Special features}
^- The Amazons are $LINK<militaristic=GCON_Strengths> and $LINK<expansionist=GCON_Strengths>.
^- They start the game with $LINK<Warrior Code=TECH_Warrior_Code>.
^- $LINK<Clear Forests=TFRM_Clear_Forest> action is unavailable to slaves kept by the amazons.

#RACE_LAHMIA
^
^The Lahmians are the oldest of the $LINK<vampire=PRTO_Lahmian_Vampire> bloodlines and were the first to discover the secret
of immortality. These almost exclusively female vampires are faster than any living creature, and their beauty has seduced 
many an unwary soldier into lowering his guard to his doom. Among them are also their male guards - 
$LINK<Blood Dragons=PRTO_Blood_Dragon>, exceptionally skilled and powerful vampires.
^
^{Special features}
^- The Lahmians are $LINK<scientific=GCON_Strengths> and $LINK<religious=GCON_Strengths>.
^- They start the game with $LINK<Mysticism=TECH_Mysticism>.
^- $LINK<Mausoleum=BLDG_Mausoleum>, a small wonder available only to vampiric factions, ensures immortality of the ruling bloodline.
^- At the end of the first age, most living units are replaced by undead equivalents, which have no upkeep but require the sacrifice of the living to construct.

#RACE_CHAOSDWARFS
^
^The Chaos Dwarfs are the evil rulers of the Dark Lands, a massive bleak region littered with ziggurats and forges that churn out untold tonnes of ashes across the land in the name of industry. They have enslaved numerous races, particularly the Greenskins, and have an alliance with the Hobgoblin Hegemony that more than makes up for their own slow characteristics. 
^
^{Special features}
^- The Chaos Dwarfs are $LINK<industrious=GCON_Strengths> and $LINK<religious=GCON_Strengths>.
^- They start the game with $LINK<Stone Working=TECH_Stone_Working>. 
^- Captured slaves can be $LINK<sacrificed=GCON_Ritual_Sacrifice> in the furnaces of Hashut.
^- Like every chaotic faction, the Chaos Dwarfs can turn their citizens into $LINK<Taskmasters=GCON_Specialists>.


#EOF
