; Civilopedia.txt
;	Notes: for Conquests main game
;     Keys:
;       to add a game concept one must first add a Key for it.  these are of the form:
;			GCON_Name
;	    where Name contains only alpha-numerical symbols.
;		these Keys are used to look up the game concept Name and Text.
;       Keys are NOT translated.
;       Keys for other items (units, techs, etc.) are set by Civ3Edit.
;
;	  Game concepts follow the form:
;			#Key
;			Name
;			Text
;		Links in game concepts follow the form:
;           $LINK<Text=Key>
;		the Text -- everything between the '<' and the '=' must be translated.
;		the Key  -- everything between the '=' and the '>' must be a valid key
;					for the link to work
;
;	  Descriptions follow the form:
;			#Header
;			Text
;		the Header for descriptions must be in the form DESC_Key
;		so, for the game concept: "Territory" that has the key "GCON_Territory",
;		the Header should be "DESC_GCON_Territory"
;		A complete list of all Civilopedia Keys is coming soon.
;


#GAME_CONCEPTS_KEYS
GCON_Age_of_Science
GCON_Agreements
GCON_Air_Missions
GCON_Airfields
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Collateral_Damage
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_Embassies
GCON_Enslavement 
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Food
GCON_Fortresses
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Keypad
GCON_Landmark_Terrain
GCON_Leaders
GCON_Locked_Alliances
GCON_Maintenance
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plants
GCON_Plague
GCON_Pollution
GCON_Radar_Towers
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Stealth_Attack
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Tourist_Attraction
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC


#GAME_CONCEPTS


#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%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^Marsh						  20%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Volcano					  80%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Barricade					+100%
^Town Walls				  +50%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.




#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Rail							Shift-R
^*   Rail to							Ctrl-Shift-R
^Build Road/Rail 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/Barricade				Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle/Marsh		Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Wetlands					Shift-W
^*   Clear all Damage					Shift-D
^Automate Worker					A
^Automate Worker (virgin terrain)		Shift-A
^
^{Air Missions}
^Bombing							B
^Recon							R
^Air Superiority						S
^Re-Base							Shift-R
^Precision Strike						P

#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						X, J
^*	Stack Go to With Same Units			Ctrl-X, Ctrl-J
^Disband							D
^Load/unload						L
^Explore							E
^Pillage							Shift-P
^Bombard							B
^Airdrop							P
^Airlift								T
^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






#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
^Victory Status Screen			F8
^Palace						F9
^Spaceship						F10
^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	Ctrl-M
^Pause						Pause
^Perform Automation			Ctrl-U
^Send Voice Message			Tab
^Send Text Message			~~



#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.
^
^
^{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_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 specificed in the editor) and is immediately under the control of the victorious player. 
^
^The $LINK<Privateer=PRTO_Privateer>, the English $LINK<Man-O-War=PRTO_Man-O-War>, and the Mayan
$LINK<Javelin Thrower=PRTO_Javelin_Thrower> have the Enslavement capability. 



#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_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<Sanitation=TECH_Sanitation>
is understood the effect of plague is much reduced.



#GCON_Plants
Power Plants
^
^
^Once a city has a $LINK<factory=BLDG_Factory>, it may also build a [Power Plant]. There are four kinds:
^
^$LINK<Coal Plant=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Hydro Plant=BLDG_Hydro_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Nuclear Plant=BLDG_Nuclear_Plant>
^Increases factory output by 100%.
^
^
^$LINK<Solar Plant=BLDG_Solar_Plant>
^Increases factory output by 50%.




#GCON_Revolution
Revolution
^
^
^If your civilization has knowledge of more than one system of $LINK<government=GCON_Governments>,
you can cause a revolution to usher in a [new] system of government.
^
^On the [Domestic Advisor] click the "Government" button to start a revolution.



#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<Aegis Cruisers=PRTO_AEGIS_Cruiser>
^* $LINK<Armies=PRTO_Army>
^* $LINK<Cavalry=PRTO_Cavalry>
^* $LINK<German Panzers=PRTO_Panzer>
^* $LINK<Mechanized Infantry=PRTO_Mech_Infantry>
^* $LINK<Modern Armor=PRTO_Modern_Armor>
^* $LINK<Mongol Keshik=PRTO_Keshik>
^* $LINK<Ottoman Sipahi=PRTO_Sipahi>
^* $LINK<Modern Paratroops=PRTO_Paratrooper>
^* $LINK<Radar Artillery=PRTO_Radar_Artillery>
^* $LINK<Russian Cossacks=PRTO_Cossack>
^* $LINK<Spanish Conquistador=PRTO_Conquistador>
^* $LINK<Tanks=PRTO_Tank>



#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 civilization controls.
^
^{Government			Town	City		Metro}
^Anarchy				  0		  0		  0
^Despotism				  4		  4		  4
^Monarchy				  2		  4		  8
^Republic				  1		  3		  4
^Feudalism			  	  5		  2		  1
^Communism			  6		  6		  6
^Fascism				  4		  7		  10
^Democracy			  0		  0		  0




#GCON_Governments
Governments
^
^
^There are eight forms of government that you can use to control your civilization.
Each has advantages and disadvantages. The type of government you use determines:
^
^How efficient your $LINK<workers=PRTO_Worker> are (how quickly they get their jobs done).
^How much $LINK<Corruption and Waste=GCON_Corruption> affects your civilization.
^The number of citizens you can $LINK<draft=GCON_Draft> per turn.
^The number of military units that can be used as $LINK<military police=GCON_Moods>.
^The number of military units you can have before you must $LINK<support=GCON_Unit_Support>
them from your $LINK<treasury=GCON_Treasury>.
^
^The possible government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Feudalism=GOVT_Feudalism>
^* $LINK<Communism=GOVT_Communism>
^* $LINK<Fascism=GOVT_Fascism>
^* $LINK<Democracy=GOVT_Democracy>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.




#GCON_Mobilization
Mobilization
^
^
^When a civilization develops $LINK<Nationalism=TECH_Nationalism>, it can [Mobilize] its economy for war.
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 civilization 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_Barbarians
Barbarians
^
^
^[Barbarian tribes] inhabit every continent of the world and there are two types: Passive and Aggressive.
^
^
^{Passive Tribes} 
^Passive barbarians reside in small villages. When you send a unit into one of these villages, several
things can happen -- some good and some bad. Possible results range from learning a new Civilization Advance 
to enraging the residents and having to battle them.
^
^
^{Aggressive Tribes}
^These [named] tribes also reside in villages on the map, but they send out raiding parties
to fight your units and pillage your cities and towns. By destroying a tribal village you can stop the raids from
that village. But the survivors will move to a new site in explored or unexplored $LINK<territory=GCON_Territory>
and begin raiding from there.



#GCON_Strengths
Civilization Strengths
^
^
^There are eight areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Agricultural}
^Agricultural city improvements (sewer, for instance) are easier to build, and the center city square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^The civilization starts the game with a $LINK<scout=PRTO_Scout> and can build more later, and 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 cities and metros.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^
^(continued)
#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious civilizations do not experience prolonged periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious city improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization 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 (such as the Harbor or Commercial Dock) are easier to build.  Ships move faster and are less likely to sink in the sea or ocean.




#GCON_Draft
Draft
^
^ 
^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens can be drafted into
military service. Each city can draft some of its population each turn, depending upon the government currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* A city in a $LINK<Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A city in a country under $LINK<Communism=GOVT_Communism>, $LINK<Despotism=GOVT_Despotism>, $LINK<Fascism=GOVT_Fascism>,  $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 7 or higher.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon your level of 
scientific development:
^
^$LINK<Spearman=PRTO_Spearman>
^$LINK<Pikeman=PRTO_Pikeman>
^$LINK<Musketman=PRTO_Musketman>
^$LINK<Rifleman=PRTO_Rifleman>
^$LINK<Infantry=PRTO_Infantry>
^$LINK<Mech. Infantry=PRTO_Mech_Infantry>
^
^However, drafting citizens will cause unhappiness in the city.



#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<Sewer=BLDG_Aqueduct>,
$LINK<Bank=BLDG_Bank>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Civil Defense=BLDG_Civil_Defense>,
$LINK<Courthouse=BLDG_Courthouse>,
$LINK<Granary=BLDG_Granary>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>, and
$LINK<Temple=BLDG_Temple>.
^
^
^{These require two gold per turn}
^$LINK<Airport=BLDG_Airport>,
$LINK<Cathedral=BLDG_Cathedral>, 
$LINK<Colosseum=BLDG_Colosseum>,
$LINK<Commercial Dock=BLDG_Commercial_Dock>,
$LINK<Hospital=BLDG_Hospital>,
$LINK<Mass Transit System=BLDG_Mass_Transit_System>,
$LINK<Police Station=BLDG_Police_Station>,
$LINK<Recycling Center=BLDG_Recycling_Center>,
$LINK<Research Lab=BLDG_Lab>,
$LINK<SAM Battery=BLDG_SAM_Missile_Battery>, and
$LINK<University=BLDG_University>.
^
^
^{These require three gold per turn}
^$LINK<Factory=BLDG_Factory>,
$LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>,
$LINK<Offshore Platform=BLDG_Offshore_Platform>,
$LINK<Stock Exchange=BLDG_Stock_Exchange>, and
$LINK<all Power plants=GCON_Plants>. 




#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 civilizations 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 to its base and the attacks can destroy enemy units.
^[Air combat] occurs between air 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 a $LINK<barracks=BLDG_Barracks> heals ground units completely in one turn.
^A city with a $LINK<harbor=BLDG_Harbor> heals sea units completely in one turn.
^A city with an $LINK<airport=BLDG_Airport> heals air units completely in one turn.
^A civilization with $LINK<Battlefield Medicine=BLDG_Battlefield_Medicine> heals in enemy territory.



#GCON_Conversion
City Defection
^
^
^Cities with little culture who are members of culturally-poor civilizations can [defect]
to other, stronger, more impressive civilizations. This can occur when the city is located close
to a culturally rich rival civilization 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 civilization in the city.
^* The application of $LINK<propaganda=GCON_Espionage> by the other civilization.
^* $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_Air_Missions
Air Missions
^
^
^Air units are not moved around the map like other units. Instead, they are stationed in a city,
and assigned missions which they execute immediately against targets within their operational range.
^
^When an air unit is active, choose the mission you want it to perform (command button or hot key) and
choose a target within the plane's range.
^
^{Air Superiority (S)}
^The plane attempts to intercept enemy aircraft that attack targets within the inner half of its operational range.
^
^{Bombing Mission (B)}
^The plane flies to the target and attacks, sometimes affecting city improvements,
and sometimes population.
^
^{Precision Strike (P)}
^Performed by $LINK<stealth aircraft=PRTO_Stealth_Fighter>,
precision strikes destroy city improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
^The plane flies to the target and reveals the map.
^
^{Re-Base Mission (Ctrl-R)}
^The unit can be moved to another city or a $LINK<carrier=PRTO_Carrier> a distance equal to up to Six
times the plane's operational range.



#GCON_Transport
Transport
^
^
^Some naval and one air unit can carry or [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.
^
^{Helicopters}
^Helicopters are the only air unit that can [transport] ground units, and they may only be foot soldiers.
To board a helicopter a ground unit must start its turn in a city with the chopper and use the Load command button.



#GCON_Espionage
Espionage
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center>,
it can conduct [espionage missions] to find out classified information about other civilizations, 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<Writing=TECH_Writing>.
^
^Your opponents are displayed followed by icons that indicate your Espionage status within that civilization. If the Embassy Icon 
is displayed, you currently have an embassy within that civilization's capitol city. If the Spy icon is present, you have a spy
planted within that civilization.
^
^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 (note that most missions become available after you have 
researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{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 Civilization.
^
^{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<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^To launch a diplomatic or spy mission:
^
^{1 -} Select the target civilization 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 (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)
^
#DESC_GCON_Espionage_Missions
^
^
^(continued)
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization. 
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{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 Civilization.
^
^{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_Spaceship
Space Ship
^
^To win the space race $LINK<victory=GCON_Victory>, you have to be the first to build, then launch, the spaceship.
The spaceship is comprised of components:
^
^$LINK<Thrusters=BLDG_SS_Thrusters>
^$LINK<Cockpit=BLDG_SS_Cockpit>
^$LINK<Docking Bay=BLDG_SS_Landing_Docking_Bay>
^$LINK<Engine=BLDG_SS_Engine>
^$LINK<Fuel Cells=BLDG_SS_Fuel_Cells>
^$LINK<Life Support System=BLDG_SS_Life_Support_System>
^$LINK<Stasis Chamber=BLDG_SS_Stasis_Chamber>
^$LINK<Storage/Supply=BLDG_SS_Storage_Supply>
^$LINK<Planetary Party Lounge=BLDG_SS_Planetary_Party_Lounge>
^$LINK<Exterior Casing=BLDG_SS_Exterior_Casing>
^
^The components may be built in any order.




#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 six basic ways to win:
^
^{Space Race}
^One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha Centauri, the nearest star 
system. In order to achieve this victory, the player must be the first to launch a completed $LINK<spaceship=GCON_Spaceship> 
to Alpha Centauri.
^
^[Building the Ship]
^Each civilization can build an "Alpha Centauri-worthy" spacecraft, and construction can begin when
the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder).
The ship is comprised of [ten] components, which must be built prior to launch.
^
^
^{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
#DESC_GCON_Victory
^
^
^total culture points is needed, based on map size:
^
^Tiny: 60,000
^Small: 80,000
^Standard: 100,000
^Large: 130,000
^Huge: 160,000
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.
After the $LINK<United Nations=BLDG_United_Nations> is built, there
are periodic votes by the council to elect a Leader. To be elected, a candidate must win a majority of all votes.
If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, 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 civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern 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 civilizations explore the world and found new cities, they gather information and create a map of
the world that is unique. For each civilization, it is comprised of the area its people currently see
and the explored areas (as they were when last seen). This is called the civilization's [world map] and
can be very valuable in negotiations with other, less knowledgeable, civilizations. You will be able to trade world
maps after your civilization discovers $LINK<Navigation=TECH_Navigation>.
^
^
^{Territory Maps} Each civilization 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 civilization 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 civilization's Golden Age is triggered in one of two ways:
^
^{Unique Unit Victory}
^Each civilization has a unique military unit -- one that only it can build.
A civilization's Golden Age can begin when its unique military unit is victorious in battle.  Note that only victories
versus other civilizations 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 civilization strengths.
If a civilization 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 Egyptians (industrious and religious) build the Pyramids (which is both a
feat of construction and a place of worship), Egypt's Golden Age could begin. Or if the
Babylonians (scientific and religious) build the Great Library (scientific) [and] the Oracle
(religious) Babylon's Golden Age could begin.




#GCON_Age_of_Science
Age of Science
^
^
^Every civilization 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_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
^
^
^[Disease] kills citizens and units that spend too much time in unhealthy areas like
$LINK<floodplains=TERR_Flood_Plain>, $LINK<jungles=TERR_Jungle> and
$LINK<marsh=TERR_Marsh>. Military units that fortify in these terrains are susceptible
to [disease].
^
^Your workers can $LINK<clear jungles or marsh=TFRM_Clear_Wetlands> and eliminate that risk.
Floodplains continue to be risky until you discover $LINK<sanitation=TECH_Sanitation>.




#GCON_Agreements
Diplomatic Agreements
^
^
^When your civilization 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 civilization. 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 and railroads).
^
^
^{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 civilization that attacks your partner.
^
^
^There is a fifth item that you can trade through your Embassies: {Communications}. These are
introductions to a third civilization you can grant or receive from a rival.




#GCON_Culture
Culture
^
^
^[Culture] represents the impact of your civilization'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.
^ 
^
^{Civilization Culture Value}
^The sum of the cultural values of all of your cities is your [civilization'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 civilization 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 civilization 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<civilization cultural values=GCON_Culture> of the two civilizations 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 civilization 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 civilization 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 civilization'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 civilizations cannot benefit from the roads or rails 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 civilization 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 civilization. Excess resources may
be traded to other civilizations if the capital cities of both civilizations are connected. You trade
strategic and luxury resources with other civilizations 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> or $LINK<railroad=GCON_Worker_Jobs> running between them,
^* there are $LINK<harbors=BLDG_Harbor> in both cities and a visible water route between them,
^* or both cities contain an $LINK<airport=BLDG_Airport>.
^
^
^[Water Routes]: In order to use a water trade route, your civilization must be able to safely traverse
^every square of the route and this depends upon having
$LINK<Map Making=TECH_Map_Making>,
$LINK<Navigation=TECH_Navigation>, and/or
$LINK<Magnetism=TECH_Magnetism>.
^
^
^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 27 [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 civilizations. 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 a Civilization 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<Tropical Fruit=GOOD_Bananas>	+1		+0		+1
^$LINK<Cattle=GOOD_Cattle>			+2		+1		+0
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Oasis=GOOD_Oasis>			+2		+0		+0
^$LINK<Sugar=GOOD_Sugar>			+1		+0		+1
^$LINK<Tobacco=GOOD_Tobacco>		+0		+0		+1
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0





#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<Dyes=GOOD_Dye>				+0		+0		+2
^$LINK<Furs=GOOD_Furs>				+0		+1		+1
^$LINK<Gems=GOOD_Diamonds>				+0		+0		+4
^$LINK<Incense=GOOD_Incense>			+0		+0		+1
^$LINK<Ivory=GOOD_Ivory>				+0		+0		+2
^$LINK<Silk=GOOD_Silk>				+0		+0		+3
^$LINK<Spice=GOOD_Spice>				+0		+0		+2
^$LINK<Wine=GOOD_Wine>				+1		+0		+1





#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.
^
^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<Aluminum=GOOD_Aluminum>			+0		+2		+0
^$LINK<Coal=GOOD_Coal>				+0		+2		+1
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Oil=GOOD_Oil>				+0		+1		+2
^$LINK<Rubber=GOOD_Rubber>			+0		+0		+2
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Uranium=GOOD_Uranium>			+0		+2		+3





#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].
Occasionally your men will discover barbarian tribes that contribute [conscripts] to your army, and sometimes you
may institute the draft, which also produces conscripts.
^
^
^[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 three units, though the $LINK<Pentagon=BLDG_Pentagon>
increases this limit to four, if you have built it.
^
^
^{Building an Army}
^Armies can be built in cities that have the $LINK<Military 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.
^
^{Spotting}
^An army can "see" up to two squares away, due to its intrinsic scouts.




#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>, $LINK<Communism=GOVT_Communism>, $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Fascism=GOVT_Fascism> 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>, $LINK<Republic=GOVT_Republic>, and $LINK<Democracy=GOVT_Democracy> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your civilization 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
civilization. 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<courthouse=BLDG_Courthouse>, $LINK<police station=BLDG_Police_Station>, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> or $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>
reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road, harbor, or airport also reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.





#GCON_Pollution
Pollution
^
^
^Pollution is a problem usually associated with the Industrial Age. It is caused by certain city improvements, the meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>, $LINK<volcanic eruptions=GCON_Volcanic_Eruptions>, nuclear
explosions, and large city populations.
^
^
^{Global Warming}
^If world pollution reaches sufficiently critical levels, there is a chance that global warming will occur.
It can cause forests and jungles to disappear, and grasslands to become plains, and plains to become desert.
World pollution is the sum of all city pollution, nuclear explosions, and meltdowns.
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>, and pollution from cities can be lessened by
building the $LINK<Mass Transit System=BLDG_Mass_Transit_System> and the $LINK<Recycling Center=BLDG_Recycling_Center>.





#GCON_Embassies
Embassies
^
^
^When a civilization learns $LINK<Writing=TECH_Writing>, 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 developed a sense of $LINK<Nationalism=TECH_Nationalism>,
you can engage in $LINK<Mutual Protection Pacts=GCON_Agreements> and Trade Embargoes 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 Writing.





#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.
^
^{Build Railroad (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited 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 Wetlands (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh>.
^
^{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 resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.


#DESC_GCON_Worker_Jobs
^
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.




#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.
^
^{Rail to (Ctrl-Shift-R)}
^Builds a railroad 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: Clear Forest (Shift-F)}
^Automates the worker, giving it the task of clearing all nearby forests.
^
^{Automate: Clear Wetlands (Shift-W)}
^Automates the worker, giving it the task of clearing all nearby jungle and/or marsh.
^
^{Automate: Clear Damage (Shift-D)}
^Automates the worker, giving it the task of clearing all nearby pollution, including $LINK<craters=GCON_Craters>
and fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>.
^
^{Automate: This City Only (Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city.

#DESC_GCON_Worker_Jobs_Advanced
^
^ 
^{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.



#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<Draft=GCON_Draft>.
^* $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<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, or $LINK<cathedral=BLDG_Cathedral>.
^* 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<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Cure for Cancer=BLDG_Cure_for_Cancer>
^
^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<Republic=GOVT_Republic>, $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Democracy=GOVT_Democracy> 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_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a city has been well provided for and are happy, a city-wide
celebration will occur in that city, called "We Love the King Day" (or Emperor, or Regent, or President, etc.).
^
^The provisions for this to occur are:
^
^	The city cannot be starving,
^	The city cannot have any resisters,
^	The city cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The city must be large enough (typically size 6).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the city converting to another civ is halved,
^	Waste in the city is reduced, and
^	The effectiveness of enemy spy propaganda missions against the city is reduced.



#GCON_Research
Scientific Research
^
^
^Your civilization is constantly striving to learn about the world, science, 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<Civilization Advance=MENU_Technologies>.
^
^To increase the science production in only one city, you can convert a citizen or two to a $LINK<scientist=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<Copernicus' Observatory=BLDG_Solar_System>
^	$LINK<Libraries=BLDG_Library>
^	$LINK<Newton's University=BLDG_Great_University>
^	$LINK<Research Labs=BLDG_Lab>
^	$LINK<SETI Program=BLDG_SETI_Program>
^	$LINK<Universities=BLDG_University>


#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}
^Floodplains				3	4 if irrigated.
^Grasslands					2	3 if irrigated.
^Plains						1	2 if irrigated.
^Hills						1	cannot be irrigated.
^Forests					1	cannot be irrigated.
^Marsh						1	cannot be irrigated.
^Coastal					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Jungle						1	cannot be irrigated.
^Tundra					1	cannot be irrigated.
^Fresh Water Lake			2	cannot be irrigated.
^Desert					0	1 if irrigated.
^Mountain					0	cannot be irrigated
^Volcano					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				0	1 if mined.
^Outcropping			1	2 if mined.
^Plains					1	2 if 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.
^Marsh					0	cannot be mined.
^Volcano				0	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}
^Floodplains				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.
^Jungles					0	1 with road.
^Marsh						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 civilizations 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 civilization 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 50% 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 faces of the appropriate sort in a city, extra faces will have a limited "carry over" effect. For example, if a city has the capability to generate 5 happy faces, yet there are only 2 content faces in the city, then those 2 content faces will become happy and the remaining 3 happy faces will carry over to unhappy citizens at reduced efficiency.
^
^Certain political events, such as winning or losing battles and wars, can also influence the overall happiness in your civilization's cities.



#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 civilization 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 or commerce.
Instead, they produce extra happy faces, enhance scientific research, tax revenue, or shield production, or
help control corruption.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Police Officers}
^Once $LINK<Nationalism=TECH_Nationalism> has been researched, a police officer can be used to help keep a
lid on $LINK<corruption=GCON_Corruption> in a city.
^
^{Civil Engineer}
^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to
produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city
Improvements and wonders.
^
^
^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. Note that Police Officers and Civil Engineers are not available until Nationalism or
Replaceable Parts (respectively) have been researched.



#GCON_Airfields
Airfields
^
^
^Airfields function in the same manner that a city with an airport would for air units.  To construct an Airfield, 
move a worker to any neutral or owned land tile and select the Build Airfield unit action.  Construction of the 
Airfield consumes the worker.  Airfields can be a re-base mission destination.  All air missions can be launched 
from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield.  Airfields 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research 
Flight, in which case the airfield is destroyed).  Airfields can be pillaged like a terrain improvement, which 
also destroys the airfield.  Airfields can only be built in tiles that have no other improvements, an airfield, 
a colony, a road or a railroad. The "Build Airfield" unit-action becomes available after the Flight advance is 
researched.

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

#GCON_Radar_Towers
Radar Towers
^
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in a tile that is empty, 
has a mine, irrigation, a road and/or a railroad.  The "Build Radar Tower" unit-action becomes available after 
the Radio advance is researched.

#GCON_Short_Game_Modes
Short Game Modes
^{Regicide}
^Regicide is a victory condition, in which each player has a "King" unit. This unit represents the 
civilization'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 victory condition, in which each player has several "King" units. These units represent 
the civilization'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 victory condition. When this victory condition is enabled, any civilization 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.
^
^{Wonder Victory}
^This is a new method of suddenly bringing a game to conclusion. If this condition is enabled the game ends as
soon as [all] Great Wonders have been built. The winner is then determined based on victory points -- not
necessarily on building the greatest number of wonders, nor a specific wonder.


#DESC_GCON_Short_Game_Modes
^
^{Capture the Princess}
^Capture the Princess is a 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 1000 
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 owner's 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 method of scoring victory points. Victory Location tiles are scattered about the map,
represented on the map by a Victory Location icon. Players score points by capturing and holding Victory
Location tiles. 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. 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.
^
^{Reverse Capture the Flag}
^Reverse Capture the Flag is a new method of scoring victory points. This condition cannot be enabled for a random
map game; it can only be used in a custom-made scenario. When in effect, one or more Victory Units (which might
look like a "Holy Relic") will be present on the map. Like a "Princess" unit, a "Holy Relic" can only be
transported by another unit. When the Victory Unit is delivered to a Victory Location (see above), the player
scores a substantial amount of victory points.


#GCON_Ruins
Ruins
^
^
^When a city is destroyed, Ruins take its 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_Stealth_Attack
Stealth Attack
^
^
^Stealth attack allows a unit to specify which enemy unit -- in a stack -- it will attack. As soon as a unit with stealth capability attacks a stack of enemy units, a selection box appears listing the target units. >From this box, you may select the unit to attack. The stealth unit then conducts its attack normally against the unit you've targeted. 


#GCON_Tourist_Attraction
Tourist Attraction
^
^
^A Great Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain number of years. A Tourist
Attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time
passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based upon the number of years that it has existed. 
^
^1000 (years) - 1500   +2 (gold)
^1501 - 1750   		+4
^1751 - 1875  		+6
^1876 - 2000  		+8
^2001 - 2250   		+10
^2251 - 2500   		+12
^2501 +         		+14
^
^Given time, the following wonders can become tourist attractions:
^	* $LINK<The Pyramids=BLDG_Pyramids>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<The Statue of Zeus=BLDG_Zeus>
^	* $LINK<The Temple of Artemis=BLDG_Artemis>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Great Library=BLDG_Great_Library>
^	* $LINK<The Great Lighthouse=BLDG_Lighthouse>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<Leonardo's Workshop=BLDG_Inventor's_Workshop>
^	* $LINK<Copernicus' Observatory=BLDG_Solar_System>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<Newton's University=BLDG_Great_University>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Hoover Dam=BLDG_Hoover_Dam>
^	* $LINK<The United Nations=BLDG_United_Nations>



; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

#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.
#DESC_PRTO_Settler
^
^
^When cities grew to a size where the resources were insufficient to adequately insure a decent standard of 
living for the populace, adventurous groups of citizens set out on their own in search of a place to build 
a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land 
surrounding the city. Eventually the whole process repeated, and the new city would send out settlers of 
its own. This process allowed civilizations to grow throughout history, from the empires of the ancient 
world to the discovery and settlement of the New World.



#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 civilizations.
#DESC_PRTO_Worker
^
^
^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a 
worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society. 
In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more 
specialized workers organized themselves into craft guilds. The technological advances of the Industrial Age gave 
rise to a new class of semi-skilled workers: wage laborers, most of which worked in factories and offices. 
Continuing trends in the specialization and professionalism of labor during the late 20th century has not altered 
the fact, however, that civilization still rests upon the shoulders of those who till the fields and build the 
roads.



#PRTO_Scout
^
^
^[Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside.
#DESC_PRTO_Scout
^
^
^Smart application of a nation'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_Explorer
^
^
^[Explorers] are unarmed, non-combat units that treat all terrain as if it were a road.
This makes them very adept at exploring the wilderness.
#DESC_PRTO_Explorer
^
^
^Throughout history there are those whose thirst for adventure led them from the safe confines of civilized lands. These
explorers, frequently funded by government stipends, would then journey into the unknown, charting their progress all the 
way. These expeditions, and the maps they helped create, became blueprints for the conquest and domestication of the
once uncharted regions of the world.



#PRTO_Warrior
^
^
^The [warrior] is late Stone Age infantry, armed with stone axes and clubs.

#DESC_PRTO_Warrior
^
^
^The earliest military forces were simply the citizens of the city, armed with whatever implements they could 
use as weapons. Although a militia made up of warriors was inexpensive, they were no match for organized 
armies. Warriors were usually used as stopgap measures while waiting for superior units to be trained, or to 
defend a city that had been temporarily cut off from military support. In a crisis situation, an assembly of 
warriors is better than no defense at all.



#PRTO_Jaguar_Warrior
^
^
^The Aztec [Jaguar Warrior] is a dangerous military unit. It's as strong as normal warriors, but moves twice as fast.
#DESC_PRTO_Jaguar_Warrior
^
^
^The most feared predator of their Mexican empire, the Aztecs embraced the wild jaguar as a totem for their warrior
elite. These soldiers were ferocious fighters, often emerging victorious even when badly outnumbered.



#PRTO_Archer
^
^
^[Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.
#DESC_PRTO_Archer
^
^
^The bow and arrow, invented in prehistoric times, greatly improved the hunting skills of early man, allowing 
him to kill his targets from a distance. The bow was eventually adapted for use in battle, and was first used 
by Egyptian, Persian, and Assyrian armies as early as 5000 BC. The range provided by the bow allowed small 
forces of archers to rout armies of superior number armed only with hand-to-hand weapons. Archers were often used 
to soften enemy resistance prior to sending in mounted and skirmishing forces. Refinements in design and 
construction allowed the bow to remain an effective weapon until firearms finally replaced it in the 1500s.



#PRTO_Longbowman
^
^
^[Longbowmen] are excellent attackers in the ancient era.
#DESC_PRTO_Longbowman
^
^
^Longbowmen were highly skilled archers capable of firing up to six arrows a minute over long distances into massed enemy formations. Using bows constructed from a 
type of wood called Yew, they used arrows specifically designed to penetrate chainmail armor -- even plate if close enough. Frequently they would
comprise approximately four-fifths of an army, and their devastating attacks helped to reverse the dominance of knights in warfare. Only lightly-armored,
they enjoyed a great mobility advantage should their opponents survive their barrages.
^
^Once gunpowder began to find applications in the military, their
use began to wane. Guns allowed foot soldiers the same effectiveness against knights, but without the decades of training required to be proficient
with the longbow.



#PRTO_Bowman
^
^
^[Babylonian bowmen] are excellent marksmen of the ancient era.
#DESC_PRTO_Bowman
^
^
^The Babylonians utilized a number of different archer types, typically categorized by the amount of armor they wore. These units
fulfilled a number of useful roles in the conquest-focused armies of the time, including sophisticated combined-arms tactics.
Their composite bows, when massed in sufficient numbers, could assist chariots and other horse units in disrupting lines and 
formations. When used in sieges, they would keep the ramparts clear of soldiers so that the infantry could safely close and 
scale the city walls. Sometimes these skilled warriors enjoyed the benefit of a shield 
carrier. These wicker, curved  shields would help protect the bowman from attacks coming from the front and above.



#PRTO_Spearman
^
^
^[Spearmen] are the first and best defensive units of the Bronze Age.
#DESC_PRTO_Spearman
^
^
^Though early man probably employed spears of fire-hardened wood, spearheads of knapped stone were used long 
before the emergence of any distinction between hunting and military weapons. Bronze spearheads closely followed 
the development of alloys hard enough to keep a cutting edge and represented, with the war ax, the earliest 
significant military application of bronze. Spearheads were also among the earliest militarily significant 
applications of iron, no doubt because existing patterns could be directly extrapolated from bronze to iron. 
Though the hafting is quite different, bronze Sumerian spearheads of the 3rd millennium BC differ only marginally 
in shape from the leaf-shaped spearheads of classical Greece. The spears of antiquity were relatively short, 
commonly less than the height of the warrior, and typically were wielded with one hand. As defensive armor and 
other weapons of shock combat (notably the sword and mounted troops) improved, spear shafts were made longer and 
the use of spearmen became increasingly specialized. The Greek hoplite's spear was about nine feet long; the 
Macedonian sarissa was twice that length in the period of Alexander's conquests. The Middle Ages would see the 
evolution of the spear into the pike and halberd.


#PRTO_Pikeman
^
^
^The [pikeman] is an excellent defender.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a pikeman.
#DESC_PRTO_Pikeman
^
^
^The growing deployment of knights on the battlefield demanded that foot soldiers develop new means of fighting 
that would lessen their vulnerability to mounted opponents. One of the best ways to do this was to 
lengthen the reach of the infantrymen by arming them with long, sturdy spears known as pikes. Massed infantry 
armed with pikes -- particularly in conjunction with archers -- managed to even the battlefield odds. Armies equipped in this 
manner were able to hold their own until the invention of gunpowder made archers, pikemen, and knights a thing of the past.



#PRTO_Hoplite
^
^
^Perhaps the best defender in the ancient era, the [Greek Hoplite] can dominate the Bronze Age world.
#DESC_PRTO_Hoplite
^
^
^Hoplites were well-trained citizen-soldiers of ancient Greece. Armed with spears and durable armor, they
fulfilled the heavy infantry role in most engagements.
^
^Hoplites will always be associated with the phalanx unit formation. This tactic involved 
tightly packed groupings of eight or 16 rows of soldiers, who, against other citizen-soldiers, move and attack
in unison scattering less densely organized enemy forces. This tactic worked well, but broke down when facing
more mobile and well-trained professional soldiers. The Roman legions victory over the Macedonian phalanx at Pydna in 
168 BC effectively ended the Hoplite's battlefield usefulness. 



#PRTO_Impi
^
^
^The [Zulu Impi] is perhaps the first "mechanized infantry"... they are fast defenders that will [withdraw]
from combat if they are losing (unless fighting another fast unit).
#DESC_PRTO_Impi
^
^
^Upon coming to power, one of Shaka's first acts was to reorganize the Zulu army. Shaka first rearmed his men with 
long-bladed, short-hafted stabbing assegais, which forced them to fight at close quarters. He then instituted a 
regimental system based on age groups, quartered at separate kraals (villages) and distinguished by uniform 
markings on shields, headdress and ornaments. And he developed standard tactics, which the Zulu used in every 
battle thereafter. Each impi was divided into four groups. The strongest, termed the "chest," closed with the 
enemy to pin him down, while two "horns" raced out to encircle and attack the foe from behind. A reserve, known 
as the "loins," was seated nearby, with its back to the battle so as not to become unduly excited, and could be 
sent to reinforce any part of the ring if the enemy threatened to break out. Besides their prowess in battle, the 
Zulu warriors could cover tremendous distances, an impi consistently covered 50 miles a day, living off grain and 
cattle requisitioned from the kraals it passed and accompanied by young boys who carried the warriors' sleeping 
mats and cooking pots.



#PRTO_Enkidu_Warrior
^
^
^The [Sumerian Enkidu Warrior] is a very tough early defensive unit.
^
#DESC_PRTO_Enkidu_Warrior
^
^
^The Enkidu Warrior is named for Enkidu, a near-savage man created by the Sumerian god Anu to accompany and aid Gilgamesh 
on his quest for immortality.  Enkidu was a fierce warrior and prophet, and the Sumerian armies strove to emulate his 
ferocity in battle and his iron loyalty to the King.



#PRTO_Swiss_Mercenary
^
^
^The [Dutch Swiss Mercenary] is an excellent defender that boasts an even better defense strength than the
formidable $LINK<pikeman=PRTO_Pikeman>.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Swiss
Mercenary.
#DESC_PRTO_Swiss_Mercenary
^
^
^Mercenaries first came to prominence in Europe in the 14th century, when soldiers from the Hundred Years' War preferred to 
continue fighting for a living rather than learn peacetime trades.  Swiss soldiers in particular enjoyed an especially high 
reputation for loyalty and professionalism, and several European nations incorporated Swiss mercenary regiments into their armies.  
The Netherlands, in particular, employed huge numbers of mercenaries, since the strength of the Dutch nation was commerce and wealth.  
This allowed Dutch princes and stadtholders to pay mercenaries well and regularly, which led to extremely effective fighters.  
The most famous assignment of Swiss mercenaries is the personal safety of the Pope; a special unit of Swiss soldiers, the Swiss Guard, 
has pledged to protect the Pope and the Vatican for the last 500 years.  



#PRTO_Chasquis_Scout
^
^
^The [Incan Chasqui Scout] is a scout unit that replaces the basic scout for the Inca. He has a modest attack and defensive capability. He is also very fast and ignores movement costs for both hills and mountains.
#DESC_PRTO_Chasquis_Scout
^
^
^The Chasqui scout system was the Incan equivalent to the Pony Express. Fast, agile, and capable of running long distances, Chasqui scouts carried memorized messages along the Imperial road systems of the Andes Mountains. Couriers donned with distinctly white feathered headdresses, Chasquis would memorize information, carry it to other scouts waiting along the relay system, and then run along with them until they memorized the message, and so on until the message was delivered. In this way, 
a message could travel over hundreds of miles within a few short days. 
^
^Chasqui scouts were also used by the Incan army on campaign, to retrieve and deliver messages between the moving columns.




#PRTO_Javelin_Thrower
^
^
^The [Mayan Javelin Thrower] hurls javelins in rapid succession, using the [atl-atl]. He is strong on both the attack and on the defense. The Javelin Thrower also possesses the ability to "enslave". When the javelin thrower wins a battle, there is a 1/3 chance that the defeated unit will be “enslaved” and immediately turned into a Worker, which is then the property of the Maya. 

#DESC_PRTO_Javelin_Thrower
^
^
^The Mayan army was comprised of warriors armed with a variety of weapons: lances, clubs, daggers, and even tridents. When the Aztecs introduced them to the [atl-atl] (a tool used to extend the throwing range and penetration strength of a javelin) in the 9th century, the javelin thrower became a staple in the Mayan warrior class. Capable of launching spears in rapid succession, the javelin thrower is a powerful force on the battlefield. 
^
^The primary purpose of war for the Mayans was not to kill the enemy, but to enslave him. In particular, the capture of the enemy’s leader. He and his direct subordinates were carried triumphantly to the captors’ city, where they were summarily sacrificed to the gods. The rest of the vanquished army was enslaved. Therefore, the Javelin Thrower has the ability to "enslave".


;   ____________________________________________IRON-AGE UNITS_____________________________________________


#PRTO_Swordsman
^
^
^The [swordsman] is the first effective unit of the Iron Age.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a swordsman.
#DESC_PRTO_Swordsman
^
^
^The advantages of a long, sharp blade in battle had to await advanced smelting and casting technologies before 
they could be realized. By about 1500 BC the war ax had evolved into the sickle sword, a bronze sword with a 
curved, concave blade and a straight, thickened handle. Bronze swords with straight blades more than three feet 
long have been found in Greek grave sites; however, because this length exceeded the tensile strength of bronze, 
these swords were not practical. As a serious military weapon, the sword had to await the development of 
ironworking, and the first true swords date from about 1200 BC. Swords in antiquity and classical times tended 
to be relatively short, at first because they were made of bronze and later because they were rarely called upon 
to penetrate armor. The blade of the classic Roman stabbing sword, the gladius, was only some two feet long, 
though in the twilight years of the empire the gladius gave way to the spatha, the long slashing sword of the 
barbarians and forerunner of the great broadswords of medieval Europe.



#PRTO_Medieval_Infantry
^
^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Medieval Infantry] are skilled warriors who
are suitable for dispatching ancient-era units and civilizations.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build medieval infantry.
#DESC_PRTO_Medieval_Infantry
^
^
^Troops who fight on foot, even though transported to the battlefield by horses, ships, aircraft, tanks and other 
motorized vehicles, skis, or other means are classified as Infantry.  This term applies equally to troops armed 
with weapons such as the spear, sword, and mace in ancient and medieval times.  As with most foot-soldiers, the 
objective of the Medieval Infantry was to seize and hold territory, often in an attempt to occupy enemy territory. 
Despite the temporary dominance of cavalry in the feudal and middle ages, infantry has been the largest single 
element in Western armies since ancient times.



#PRTO_Legionary
^
^
^The [Roman Legionary] is a highly-skilled swordsman good in both offense and defense.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a legionary.

#DESC_PRTO_Legionary
^
^
^The Roman Legions, created during the early wars of the Republic and tested during the three Punic Wars against 
Carthage, were the fighting force that conquered and held the Roman Empire together for five centuries. Each legion was 
composed of 6000 men, divided into 60 smaller groups known as centuries. Nearly unstoppable on the attack, the 
legion was relatively weak on defense. The legion's demise as a military unit was accelerated by the destruction 
of Emperor Valens' army by gothic knights in the fourth century.



#PRTO_Immortals
^
^
^The [Persian Immortals] are highly-trained and skilled swordsmen that are excellent attackers in the ancient era.
^
^A Persian city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build Immortals.
#DESC_PRTO_Immortals
^
^
^The Immortals were a strong corps of heavy infantry deployed by the Persian Empire in the fifth century BC.
Gifted soldiers, they drew their moniker from the fact that regardless of the casualties sustained in battle,
the unit was restored to full strength, no matter the cost. Equipped with bow and spear, the front rank would
advance upon the enemy while rear ranks rained arrows to ease the assault. 



#PRTO_Samurai
^
^
^[Japanese Samurai], are dedicated unmounted warriors armed with excellent weapons. 
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Samurai.
#DESC_PRTO_Samurai
^
^
^Similar to the European knights, Japanese 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. While their
armor provided some safety from early gunpowder weapons, soon more advanced weaponry and skilled
marksmen relegated them to administrative and leadership roles. The samurai caste was abolished in 1868.



#PRTO_Crusader
^
^
^[Crusaders] are devout and dangerous medieval fighters with a mission. Crusaders also have a special ability
that allows them to also build fortresses.
^
^The $LINK<Knights Templar=BLDG_Knights_Templar> Great Wonder, unless rendered obsolete, automatically produces
a Crusader every five turns.
#DESC_PRTO_Crusader
^
^
^Years of fighting in the Holy Land led to the development of a new class of Christian knight -- one
accustomed to harsh conditions and constant battle against opponents using unfamiliar and "un-Christian"
tactics. Crusader knights fought both mounted and on foot, and brought their experience and learned
ruthlessness and aggression back to Europe when the Crusades ended -- as in the case of the Teutonic
Knights, who offered to defend Poland from invaders and ended up taking charge of a big chunk of the
kingdom they promised to defend. Often originating in apparently benign orders (such as the Hospitallers,
who, true to their name, ran hospitals all over Europe), crusaders were often motivated by ambition and
the desire to rule their own kingdoms in the Near East. 



;   ____________________________________________MOUNTED UNITS_____________________________________________



#PRTO_Cavalry
^
^
^Fast and well-organized, [Cavalry] packs a huge offensive punch but will [withdraw] if 
losing (unless fighting another fast unit).
^
^A city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build cavalry.
#DESC_PRTO_Cavalry
^
^
^Cavalry is composed of soldiers trained to fight on horseback. Because of their speed, cavalry units were often 
used for reconnaissance missions and hit-and-run raids on enemy installations and troops. Although warriors 
fighting from horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we 
generally think of it today actually began in the late 1700s. Under Napoleon, the cavalry became an elite 
force, frequently deployed simultaneously with foot soldiers to mask the movements of the main battle force. 
Cavalry were used extensively in the American Civil War, and in other conflicts throughout the mid to late 
19th century. When the repeating rifle replaced earlier single-shot firearms, horse-mounted troops became 
easy targets for infantrymen. The South African War, from 1899 to 1902, was the last major conflict where 
cavalry played an important role. Today, the roles once performed by horse-mounted cavalry have been assumed by 
troops utilizing armored assault vehicles and aircraft.



#PRTO_Chariot
^
^
^The first wheeled unit you can build, [chariots] move fast and [withdraw] from combat if losing the battle 
(unless fighting another fast unit).
Being wheeled, chariots may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build chariots.
#DESC_PRTO_Chariot
^
^
^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops 
to the battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought 
from inside the chariot itself, turned the vehicle into a fearsome offensive weapon. Few enemies were able 
to withstand an onslaught of Assyrian chariots. This devastating form of attack was soon adopted by many of 
the Assyrians' enemies, who used the chariot against them with good effect.



#PRTO_Cossack
^
^
^The Russian special unit, [Cossacks] take the place of $LINK<cavalry=PRTO_Cavalry>. The [Cossack] is a fast moving unit that can [attack multiple times] in a single turn and will [withdraw] from combat if losing the fight (unless fighting another fast unit, of course).
^
^A Russian city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build cossacks.
#DESC_PRTO_Cossack
^
^
^Skilled horsemen dwelling in the northern steppes of the Black and Caspian Sea regions, the Cossack hosts had a 
tradition of fierce independence and, after decades of conflict, finally received privileges from the Russian 
government in return for military services. In the 16th century there were six major Cossack hosts: the Don, the 
Greben (in Caucasia), the Yaik (along the Ural River), the Volga, the Dnieper and the Zaporozhian (west of the 
Dnieper). Under the Russian umbrella, the Cossacks expanded eastward from their settlements in the Don and were 
early colonizers of Siberia. From the 18th through the 20th centuries, the Czars used Cossacks extensively to 
suppress revolutionary activities and conduct foreign wars. During the Russian Civil War (1918-20), the Cossacks 
in southern Russia formed the core of the White armies there and suffered extensively. Under Soviet rule, the 
Cossack communities ceased to function as distinctive entities.



#PRTO_Horseman
^
^
^The first mounted unit you can build, [horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit).
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a horseman.
#DESC_PRTO_Horseman
^
^
^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of 
some ancient armies would ride horses to get from one engagement to another, dismounting to fight when they 
reached the battlefield. Because of their speed, horsemen could also be used as scouts to pinpoint enemy 
positions. In the second century BC, the Chinese invention of the stirrup allowed this concept of mobility to 
go one step further. Stirrups provided the stability and leverage necessary to allow soldiers to fight from 
horseback, leading to the earliest examples of mounted combat units. Continuing developments in arms and armor 
eventually led to knights, dragoons, and finally to the advanced cavalry of the 18th and 19th century.



#PRTO_Knight
^
^
^[Knights] are fast [and] powerful. They are the first armored unit, and good at attack and defense. Knights
will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build knights.
#DESC_PRTO_Knight
^
^
^Knights were heavily armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of ancient Japan, 
knights followed a strict code that covered their behavior both in battle and in their personal pursuits. 
Fighting astride powerful horses, armored knights had a distinct advantage over enemies on foot and remained 
the dominant force on the battlefield when battles were fought primarily hand-to-hand. Occasionally, brilliant 
infantry tactics allowed knights to be outmaneuvered, but it wasn't until the development of gunpowder that knights 
were rendered obsolete.



#PRTO_War_Elephant
^
^
^Indian [War Elephants] are powerful offensive units, and, like all fast units, will [withdraw] from battle if
they are losing the conflict. But when engaged with other fast units, they do not withdraw.
^Only India can build war elephants instead of $LINK<knights=PRTO_Knight>.
^
^The War Elephant receives an additional Hit Point on its Health Bar. 

#DESC_PRTO_War_Elephant
^
^
^The war elephant was first used in India and was known to the Persians by the 4th Century BC. Using war elephants,
Candra Gupta defeated Alexander's successor Seleucus and established the Mauryan Empire. Though Carthage's African 
war elephants accomplished little subsequently, their presence in Hannibal's army during his transit of the Alps 
into the heart of Rome in 218 BC established their reputation as a fearsome weapon. The elephant's tactical 
importance apparently stemmed in large part from its willingness to charge both foot soldiers and cavalry and from 
the panic that it inspired. Although used in Indian military forces until the 20th Century, as with so many 
traditional weapons, the utility of elephants in war ended with the widespread use of gunpowder.


#PRTO_Mounted_Warrior
^
^
^[Iroquois Mounted Warriors] take the place of $LINK<horsemen=PRTO_Horseman>. They move quickly and will [withdraw]
from combat if they are losing (unless fighting another fast unit).
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to
build a mounted warrior.
#DESC_PRTO_Mounted_Warrior
^
^
^Around the year 1600 AD, Spanish horses were introduced into the Americas and spread northward from the region of 
New Mexico, quickly covering almost the entire Plains and reaching the edges of the Eastern Woodlands by 1750. 
Horses revolutionized the hunting of game for the North American natives, making it much more profitable and 
allowing ever larger populations to move beyond subsistence. Although the Iroquois and other Eastern tribes did not 
use the horse in warfare as extensively as did the Plains Indians, nevertheless mounted warriors served as scouts 
and couriers during times of war. By the time of the American Revolution and subsequent destruction of the 
Confederacy, many of the chiefs of the Six Nations themselves rode into combat.



#PRTO_Rider
^
^
^[Chinese riders] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^A Chinese city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to
build a Rider.
#DESC_PRTO_Rider
^
^
^The age of mounted combat has generally been viewed from a European perspective, since it was there that infantry 
was overthrown and that the greatest and most far-reaching changes in cavalry tactics occurred. But it was by no 
means an exclusively European phenomenon; indeed, the mounted warrior's tactical supremacy was less complete in 
western Europe than in the vast Asiatic steppes that bordered China. Evidence from the region suggests that horses 
were first mounted about 4000 BC, but their role in warfare was trivial until the Han dynasty. The fame of the 
large Parthian warhorses reached the Chinese imperial court and led the emperor Han Wu Ti to send an expedition 
westward as far as Fergana to bring back specimens of the new breed in 101 BC. These were mated with the sturdy 
Mongolian horses, and for the next several centuries the Chinese emperors employed both horse archers and armored 
horsemen to guard the borders against barbarian incursions and the vital Silk Road caravans from raiders. 
Ironically, the invading Mongols would eventually turn these against Chinese rulers themselves.



#PRTO_War_Chariot
^
^
^[Egyptian War Chariots] take the place of normal chariots. They move quickly and will [withdraw]
from combat if they are losing (unless fighting another fast unit). War Chariots are wheeled, thus they may not enter
$LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>, $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain
unless following a road.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to
build a war chariot.
#DESC_PRTO_War_Chariot
^
^
^The chariot was the earliest means of transportation in combat other than man's own powers of locomotion. The 
earliest known chariots, shown in Sumerian depictions from about 2500 BC, were not true chariots but four-wheeled 
carts with solid wooden wheels, heavy and cumbersome and lacking a pivoting front axle. The Hyksos apparently 
introduced the Assyrian chariot into Egypt shortly thereafter, where it was perfected for transportation and 
warfare. Within 500 years, Egyptian, Hittite and Palestinian chariots were extraordinarily light and maneuverable 
vehicles, the wheels and tires in particular exhibiting great sophistication in design and fabrication. Egyptian 
war chariots were drawn by either two or three horses, which were harnessed by means of chest girths secured by a 
pole and a yoke. The decline of the war chariot by the end of the 2nd millennium BC was probably related to the 
spread of iron weaponry, but it was surely related also to the breeding of horses with sufficient strength and 
stamina to carry an armed man into battle. Armed horsemen replaced the chariot in most Mediterranean civilizations. 
The use of chariots in war lingered in areas of slower technological advance, but in classical Egypt they were 
retained mainly for ceremonial functions.


#PRTO_Three_Man_Chariot
^
^
^[Hittite Three-Man Chariots] take the place of normal chariots. They move quickly and will [withdraw]
from combat if they are losing (unless fighting another fast unit). Like other chariot units, they are wheeled and
may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>, $LINK<jungle=TERR_Jungle> or
$LINK<marsh=TERR_Marsh> terrain unless following a road.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to
build a three-man chariot.
#DESC_PRTO_Three_Man_Chariot
^
^
^The Hittites were perhaps most famous for waging fast, deadly warfare with their powerful
heavy war chariots.  The Three-Man Chariot was an improvement over other contemporary
chariots in close combat, because it sacrificed speed for stability and "elbow room" with
which to fight. At the battle of Kadesh, the Hittites used three-man chariots to closely
engage the Egyptian forces; this almost routed the entire Egyptian host.


#PRTO_Hussar
^
^
^[Austrian Hussars] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^An Austrian city must have $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to
build a Hussar.
#DESC_PRTO_Hussar
^
^
^Light cavalry has been used in warfare since the domestication of horses, but in eastern Europe, Hungarian and Croat scouts earned a 
reputation for being elite scouts and deadly raiders.  Hussars were the result of other European nations' attempts to duplicate this sort
of unit.  Hussar uniforms are elaborate and dramatically colored, and becoming a hussar is often a great honor or awarded to those of 
noble birth.  They were typically armed with straight cavalry swords, although towards the end of the 18th century hussars often carried 
pistols as well.


#PRTO_Ancient_Cavalry
^
^
^[Ancient Cavalry] represents highly trained mounted men, and thus receives an additional Hit Point on its Health Bar.
Like other fast units, Ancient Cavalry move quickly and will [withdraw] from combat if they are losing (unless fighting
another fast unit).
^
^The $LINK<Statue of Zeus=BLDG_Zeus> Great Wonder, unless rendered obsolete, automatically produces an Ancient Cavalry unit
every five turns.
#DESC_PRTO_Ancient_Cavalry
^
^
^Given sufficient training and motivation, as well as better weapons and heavier armor, mounted troops can become
accomplished cavalry. By the time of Alexander the Great, both the Persians and Macedonians were fielding large
bodies of heavily-armed and armored cavalry. Cavalrymen of this time typically carried heavy spears, and some had round
shields. Alexander, noting the success of barbarian cavalry, introduced mounted bowmen and javelineers into his ranks.
The Athenians, in fact, were known to employ Scythian mercenaries as mounted archers.



;   ____________________________________________GUNPOWDER FOOT UNITS_____________________________________________


#PRTO_Musketman
^
^
^The first gunpowder unit, [musketmen] are powerful defenders.
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a musketman.
#DESC_PRTO_Musketman
^
^
^One of the most important developments in the history of warfare was the invention of firearms. Originally 
developed in the 14th century, firearms evolved quickly, and by the late 17th century flintlock muskets had 
become commonplace in battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly 
foe for the knights who had dominated the battlefield for so many years. Armies were often comprised of a 
combination of musketeers, cannon, and knights, each complementing the strengths and weaknesses of the others.
Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult 
obstacle to an attacking army. Muskets were the primary firearms in use until they were replaced by repeating 
rifles in the mid-19th century.



#PRTO_Musketeer
^
^
^[French Musketeers] are troops specifically trained to use the new weapon, the musket. They are better on defense than
normal musketmen.
^
^A French city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a musketeer.
#DESC_PRTO_Musketeer
^
^
^Although often used to designate the flintlock-armed formations of a number of European countries, the term 
"Musketeer" generally refers to the King's Guard under Louis XIII and Louis XIV of France, immortalized in Dumas's 
famous novel. As such, the Musketeers served as a training ground for the young nobility, intended to be the elite 
of the army. Training not only included mastery of all weapons, from epee to musket, but instruction in social 
skills and military etiquette as well. In peacetime, the Musketeers served as the King's personal escort. Monsieur 
Treville, one of the Louis XIII's advisors and ardent sponsor of the Musketeers, and Cardinal Richelieu, who 
maintained his own company of guards, were political adversaries until the banishment of Treville following a 
1642 plot to assassinate the Cardinal. Following that, the prestige of the Musketeers declined. In the military 
reforms that followed the death of Louis XIV, the Musketeers were disbanded and absorbed into the ranks of the 
French army.



#PRTO_Rifleman
^
^
^[Riflemen] are powerful defenders. By the time you can build these, saltpeter is in abundance and is not needed.
#DESC_PRTO_Rifleman
^
^
^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the invention 
of a spiral groove, or "rifling," inside the barrel of a gun. Second was the development of the repeating 
rifle, which could fire multiple shots before it required reloading. The rifle was a better weapon than its
ancestors, with much more accuracy over a greater range than the musket and a much higher rate of fire. 
^    
^Riflemen were first employed in large numbers during the American Civil War. The rifle gave a strong 
defensive advantage, since riflemen could fire several times while the attackers advanced to within 
hand-to-hand distance. This was normally enough to hold any position. Riflemen dominated the
battlefield until the appearance of armored attack vehicles.



#PRTO_Infantry
^
^
^[Infantry] represents the first well organized ground troops with rifles. They are extremely good defenders 
but are also formidable on the offensive.
^
#DESC_PRTO_Infantry
^
^
^Modern infantry is given the challenging task of taking and holding terrain, which often involves dangerous,
close range fighting. Organized into small squads, their strength lies in their training and equipment (rifle, 
grenades, helmet, and other critical gear). Often individuals in the squad are trained to be specialists, allowing
them access to anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy,
these hard-fighting men play an important and versatile role in modern military conflict.


#PRTO_German_MG_Battalion
^
^
^[Machine Gun Battalions] are infantry armed with heavy MGs. They are very strong defensively.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
MG Battalions.
#DESC_PRTO_MG_Btln
^
^
^Many WWII-era divisions had a heavy weapons unit composed of a number of heavy machine guns, and perhaps
a battery of 8cm field mortars. While such units were sometimes attached on the company level to a battalion,
there were also entire battalions of machineguns attached at the division or corps level. The defensive ability
of massed machineguns was first illustrated with deadly earnest during WWI by windrows of dead. By WWII the
typical machinegun's rate of fire and increased and its bulk decreased, thus making it even deadlier and
more mobile. Machinegun units are very strong defensively, but less useful offensively due to the time
required to set up a machinegun after it being repositioned.


#PRTO_American_GI
^
^
^The [American GI], the basic infantry unit of America during WWII, was probably the best equipped
soldier of his time.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an American GI.
#DESC_PRTO_American_GI
^
^
^The American "GI" (for "General Infantry") was probably the best equipped, if not the best trained, soldier
of WWII. His rapid-firing M1 Garand, as well as a plethora of automatic weapons -- along with an ample supply of
ammunition -- meant that the firepower of the U.S. infantryman was seldom equaled. This high firepower was
especially felt by the $LINK<Nipponese infantryman=PRTO_Nipponese_Infantry>, who was typically equipped with a
slower-firing bolt-action rifle and less automatic weapons. Unlike his Japanese counterpart, however, the
American soldier was not as well trained in night fighting, nor for living in the jungle.



#PRTO_Anzac_Infantry
^
^
^[Anzac Infantry], WWII infantry of the British Commonwealth countries of Australia and New zealand, saw
lots of heavy action in the Pacific Theatre of WWII.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Anzac infantry.
#DESC_PRTO_Anzac_Infantry
^
^
^The infantryman of the Commonwealth "nation" in this scenario is the "Anzac Infantry", representing the soldiers
of the Australia and New Zealand Army Corps (or ANZAC). These soldiers were a tough lot, receiving their first
baptism of fire of WWII in the sands of North Africa. When war suddenly broke out in the Pacific, most of the
Anzac forces serving in the European Theatre were rushed home to defend Australia and New Zealand from the
encroaching $LINK<Nipponese infantry=PRTO_Nipponese_Infantry>. Like their Asian enemy, Anzac forces were
well trained in jungle warfare, which was put to good use in the jungles of New Guinea along the Kokoda Trail.


#PRTO_Marine
^
^
^[Marines] are infantry units specially trained to execute [amphibious assaults].
They can unload from a sea $LINK<transport=PRTO_Transport> into any coastal land square, including enemy
cities and enemy-occupied squares.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a marine.
#DESC_PRTO_Marine
^
^
^The Marines Corps is a branch of the military service whose training prepares them to 
carry out integrated land, sea, and air operations. The first marines were commissioned during the American 
Revolution, only to be inactivated after the war. Congress permanently reestablished the Marine Corps 
in July, 1798. Legendary for their toughness, rigid codes of behavior, and adaptability, they have played 
an important role in almost every major war and conflict of the 19th and 20th centuries.



#PRTO_Paratrooper
^
^
^Modern [Paratroops] are infantrymen specially trained to execute {airdrops}. When a paratrooper is active
in a city with an $LINK<airport=BLDG_Airport> it may perform an airdrop. Press [A] then click a target
square within range to launch the airdrop. Otherwise, paratroops act as normal infantry.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a paratrooper.
#DESC_PRTO_Paratrooper
^
^
^Modern paratroopers are highly trained soldiers capable of fighting behind enemy lines for
long periods of time. They use a variety of techniques including HALO (high altitude, low opening) jumps, which permit covert insertion of paratroopers -- the transport plane
flies too high to be detected, and the paratroopers open their chutes too low for the chutes
to be spotted by the enemy. Virtually all military Special Forces training includes
parachute training, since it is a key element of modern commando
operations.


#PRTO_Guerilla
^
^
^[Guerilla] infantry units are typically used to exert pressure on enemy units and civilizations.  They are equipped 
to act as both offensive and defensive units, possessing equal amounts of training in both.
#DESC_PRTO_Guerilla
^
^
^Guerillas are typically members of an irregular military force fighting small-scale, limited actions, in concert 
with an overall political-military strategy, against conventional military forces.  Guerrilla tactics involve 
constantly shifting attack operations and include the use of sabotage and terrorism.  Traditionally, guerrilla 
warfare has been a weapon of protest against alleged wrongs imposed on a people by a foreign invader or ruling 
government. Guerrillas may operate independently or complement orthodox military operations. The underlying 
strategy in guerrilla warfare is to harass the enemy until sufficient military strength has accumulated in order 
to defeat him in battle or until enough political and military pressure is applied to cause him to seek peace.

#PRTO_WWII_Paratrooper
^
^
^[Paratroops] are infantrymen specially trained to execute {airdrops}. When a paratrooper is active
in a city with an $LINK<airport=BLDG_Airport> it may perform an airdrop. Press [A] then click a target
square within range to launch the airdrop. Otherwise, paratroops act as normal infantry.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a paratrooper.
#DESC_PRTO_WWII_Paratrooper
^
^
^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the 
first parachute was not invented until the late 1700s. For years, parachutes were standard emergency 
equipment for balloonists. Claire Chennault, an American pioneer of aviation pursuit tactics during World War 
I, was the first to suggest using parachutes to drop troops behind enemy lines. This idea was widely used during World War II. 
Paratroopers were flown behind enemy lines in transport planes and dropped from low altitude, allowing them 
to attack the enemy from behind. All sides in WWII made extensive use of paratroopers; German paratroopers seized the island of Crete, albeit at great cost, and American and British paratroopers played a key role in the liberation of France.

#PRTO_Allied_Flamethrower
^
^
^[Combat Engineers] are infantry units specially trained to tackle tough, heavily fortified positions.
As such, they are very potent offensively, and are also good defensively.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
combat engineers.
#DESC_PRTO_Combat_Engineer
^
^
^Most infantry divisions of WWII had a subunit (usually battalion) of engineers specially trained for a
variety of tasks, such as bridge-building, road repair or assaulting fortifications. When equipped for combat,
the engineers would pack many special weapons: lots of automatic weapons, flamethrowers, satchel charges of TNT,
and perhaps even bangalore torpedoes. This explosive combination of offensive firepower made the combat engineer a
much-feared weapon. In the Pacific Theatre U.S. Combat Engineers armed with flamethrowers and demolition charges
were the preferred weapon when attacking stubborn $LINK<Nipponese infantry=PRTO_Nipponese_Infantry> burrowed
deep into caves in the side of hills.

#PRTO_Allied_Bazooka
^
^
^[TOW Infantry] uses high-tech missile systems to fight tanks. They can [bombard] when attacked.
^
^
#DESC_PRTO_TOW_Infantry
^
^
^TOW stands for Tube-launched Optically-tracked Wire-guided (missile). A TOW missile can be fired by a lone infantry soldier; its purpose is armor penetration, meaning that TOW-armed infantry units can effectively fight tanks, destroying very expensive and difficult-to-train units at the risk of a substantially cheaper one. TOW missiles are especially effective in tank-unfriendly terrain, permitting pot-shots from heavy cover. TOW missiles are gaining popularity in nations whose armed forces are not cutting edge, although they are still a little too expensive for wide use among poorly funded irregular forces.



#PRTO_German_Infantry
^
^
^[Infantry] represents the first well organized ground troops with rifles. They are extremely good defenders 
but are also formidable on the offensive.
^
#DESC_PRTO_Infantry
^
^
^Modern infantry is given the challenging task of taking and holding terrain, which often involves dangerous,
close range fighting. Organized into small squads, their strength lies in their training and equipment (rifle, 
grenades, helmet, and other critical gear). Often individuals in the squad are trained to be specialists, allowing
them access to anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy,
these hard-fighting men play an important and versatile role in modern military conflict.




;   ____________________________________________MECHANIZED UNITS_____________________________________________


#PRTO_Mech_Infantry
^
^
^[Mechanized infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless
fighting another fast unit).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build mechanized infantry.
#DESC_PRTO_Mech_Infantry
^
^
^The introduction of armored tanks meant that armies could quickly break through enemy defensive positions 
and move aggressively forward on the battlefield. Such a quick advance, however, left the ground won in the 
advance largely undefended. Mechanized infantry, which was first used during World War II, was designed to 
move in quickly and defend the conquered area behind the tanks. Infantry were mounted in armored vehicles, 
such as half-tracks and Armored Personnel Carriers (APCs), to carry them quickly and safely along with the 
rapidly-advancing armored divisions.

#PRTO_Light_Tank
^
^
^[Light tanks] are fast-moving offensive units that can [attack multiple times] in a single turn and [withdraw]
from combat if they are losing (unless fighting another fast unit, of course).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Light Tank.
#DESC_PRTO_Light_Tank
^
^
^During WWII, the Pacific theatre proportionally saw more light tanks in combat than $LINK<medium=PRTO_Tank>
or heavy models. This was no doubt due in large part to the lower ground pressure of the light tank compared to
its heavier brethren (thus less chance of bogging in soft terrain), and to the relative ease of transporting the
smaller, lighter vehicles on transport ships and amphibious landing vehicles. Light tanks had thinner armor than
medium tanks, and their guns were generally of smaller size. The U.S. supplied both their own and Commonwealth
troops with many hundreds of light tanks (models M3 and M5, both with a 37mm main gun). On the other side, the
most common Japanese light tank during WWII was the Type 95 "Ha Go" (also sporting a 37mm main gun), which saw
its first action with the Kwantung Army during 1937 in China.


#PRTO_Tank
^
^
^[Tanks] are fast-moving offensive units that can [attack multiple times] in a single turn and [withdraw]
from combat if they are losing (unless fighting another fast unit, of course).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build tanks.
#DESC_PRTO_Tank
^
^
^The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to 
the demise of horse-mounted cavalry. As a result, attackers lost a significant advantage in both scouting and deployment. 
It was only with the development of tanks, armored mobile attack 
vehicles equipped with high caliber-guns, that a weapon was found which could once more punch a 
hole through enemy field forces. First appearing in World War I, armored attack vehicles move quickly and 
strike with power, while still possessing an effective defensive strength. Tanks are powerful weapon against 
any ground unit.



#PRTO_Panzer
^
^
^The [German Panzer] is an awesome offensive and screening unit that can [attack multiple times]
in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). 
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Panzers.
#DESC_PRTO_Panzer
^
^
^The increased speed of the German Panzer makes their blitz maneuvers much more dangerous to their enemies, a power 
which is noted by all nations foolish enough to stand against Germany in the industrial age.



#PRTO_Modern_Armor
^
^
^[Modern armored units] are faster and much more powerful than ordinary tanks. These are truly awesome
war machines that can [attack multiple times] in a single turn and [withdraw] from combat
if losing the fight (unless fighting another fast unit, of course).
^
^A city must have $LINK<aluminum=GOOD_Aluminum>, $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build modern armor.
#DESC_PRTO_Modern_Armor
^
^
^Modern armor's goal is to provide versatile firepower that can operate in any battlefield condition, while at the
same time ensuring the safety of its crew. Sophisticated electronics allows modern tanks to operate in any weather,
day or night, with no significant performance degradation. Capable of nearly 50 mph in rugged terrain, these fighting vehicles are often
in the 50-60 ton range. Though their firepower varies, most of these advanced tracked vehicles are equipped with 100mm+ 
cannons, in addition to other smaller caliber machine guns. Depending on the assignment, some versions include 
"reactive" armor, which helps to thwart the advanced armor-penetrating munitions seen on today's battlefields. 

#PRTO_TOW_Infantry
^
^
^[TOW Infantry] uses high-tech missile systems to fight tanks. They can [bombard] when attacked.
^
^
#DESC_PRTO_TOW_Infantry
^
^
^TOW stands for Tube-launched Optically-tracked Wire-guided (missile). A TOW missile can be fired by a lone infantry soldier; its purpose is armor penetration, meaning that TOW-armed infantry units can effectively fight tanks, destroying very expensive and difficult-to-train units at the risk of a substantially cheaper one. TOW missiles are especially effective in tank-unfriendly terrain, permitting pot-shots from heavy cover. TOW missiles are gaining popularity in nations whose armed forces are not cutting edge, although they are still a little too expensive for wide use among poorly funded irregular forces.

#PRTO_Flak
^
^
^[Flak] is a mobile anti-aircraft cannon available only to North Vietnam. It has an 'Anti-Air' rating of 2.
^
^
#DESC_PRTO_Flak
^
^
^Flak, an acronym for the German Fliegerabwehrkanone (flyer defense cannon), is a type of short-to-medium range air defense system. Flak cannons fire shells that explode in the air, generating shrapnel and shock waves that damage enemy aircraft -- they are not aimed at specific aircraft but at formations and to screen avenues of bombing attack. They are usually employed in large numbers, creating screens and clouds of shell explosions in the air. Since they are as much a danger to friendly aircraft as to enemy, they are typically the last line of air defense. The earliest flak cannons were used during World War I, targeting enemy observation balloons and aircraft.

#PRTO_Mobile_SAM
^
^
^The [Mobile SAM] is a powerful anti-aircraft weapon.
^
^
#DESC_PRTO_Mobile_SAM
^
^
^SAMs, or Surface to Air Missiles, are the primary means by which modern armies defend themselves against air attack. They come in a staggering variety of cost, effectiveness, and portability, and can be used against enemy planes or missiles. During the Soviet invasion of Afghanistan in 1979, Afghan rebels made extensive use of U.S.-supplied Stinger missiles, a type of shoulder-launched SAM, to inflict massive losses on the Soviet helicopter forces. Some SAMs are fired from much larger launchers and use sophisticated radar systems, or communications systems that link them to dedicated radar arrays, to target supersonic aircraft at high altitudes. The neutralization of an enemy's SAM defense capability is often the first objective for an attacking air force.

#PRTO_German_MG_Battalion
^
^
^[Machine Gun Battalions] are infantry armed with heavy MGs. They are very strong defensively.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
MG Battalions.
#DESC_PRTO_MG_Btln
^
^
^Many WWII-era divisions had a heavy weapons unit composed of a number of heavy machine guns, and perhaps
a battery of 8cm field mortars. While such units were sometimes attached on the company level to a battalion,
there were also entire battalions of machineguns attached at the division or corps level. The defensive ability
of massed machineguns was first illustrated with deadly earnest during WWI by windrows of dead. By WWII the
typical machinegun's rate of fire and increased and its bulk decreased, thus making it even deadlier and
more mobile. Machinegun units are very strong defensively, but less useful offensively due to the time
required to set up a machinegun after it being repositioned.


#PRTO_German_Bazooka
^
^
^[TOW Infantry] uses high-tech missile systems to fight tanks. They can [bombard] when attacked.
^
^
#DESC_PRTO_TOW_Infantry
^
^
^TOW stands for Tube-launched Optically-tracked Wire-guided (missile). A TOW missile can be fired by a lone infantry soldier; its purpose is armor penetration, meaning that TOW-armed infantry units can effectively fight tanks, destroying very expensive and difficult-to-train units at the risk of a substantially cheaper one. TOW missiles are especially effective in tank-unfriendly terrain, permitting pot-shots from heavy cover. TOW missiles are gaining popularity in nations whose armed forces are not cutting edge, although they are still a little too expensive for wide use among poorly funded irregular forces.


#PRTO_British_Churchill
^
^
^[Tanks] are fast-moving offensive units that can [attack multiple times] in a single turn and [withdraw]
from combat if they are losing (unless fighting another fast unit, of course).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build tanks.
#DESC_PRTO_Tank
^
^
^The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to 
the demise of horse-mounted cavalry. As a result, attackers lost a significant advantage in both scouting and deployment. 
It was only with the development of tanks, armored mobile attack 
vehicles equipped with high caliber-guns, that a weapon was found which could once more punch a 
hole through enemy field forces. First appearing in World War I, armored attack vehicles move quickly and 
strike with power, while still possessing an effective defensive strength. Tanks are powerful weapon against 
any ground unit.


#PRTO_American_M26_Pershing
^
^
^[Tanks] are fast-moving offensive units that can [attack multiple times] in a single turn and [withdraw]
from combat if they are losing (unless fighting another fast unit, of course).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build tanks.
#DESC_PRTO_Tank
^
^
^The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to 
the demise of horse-mounted cavalry. As a result, attackers lost a significant advantage in both scouting and deployment. 
It was only with the development of tanks, armored mobile attack 
vehicles equipped with high caliber-guns, that a weapon was found which could once more punch a 
hole through enemy field forces. First appearing in World War I, armored attack vehicles move quickly and 
strike with power, while still possessing an effective defensive strength. Tanks are powerful weapon against 
any ground unit.


;   ____________________________________________ARTILLERY UNITS_____________________________________________


#PRTO_Catapult
^
^
^Primitive artillery, [catapults] are devastating siege weapons in Ancient Times. 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. Finally,
catapults are wheeled so they may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless along a road.
#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
^
^
^The [trebuchet] is a powerful siege weapon developed during the Middle Ages. It is most effective when used to
$LINK<bombard=GCON_Combat> a fortified city to soften its defenses.
Like its sister unit the catapult, a trebuchet needs to be protected by an escort as it has no attack or defense power on its own. Finally, a trebuchet is wheeled, thus it may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road.
#DESC_PRTO_Trebuchet
^
^
^Siege weaponry and technology deteriorated during the Dark Ages.  However, the invention of the trebuchet in 
the 12th century reversed that trend.  The trebuchet represented a leap forward in siege engineering.  Instead of 
throwing missiles purely through torque, as the catapult did, the trebuchet used a sort of see-saw motion, with a heavy 
counterweight opposite the launching end to accurately throw rocks and other missiles great distances.  Some trebuchets were 
even adjustable, so their force, arc, and range could be changed by the crew without moving the contraption itself.



#PRTO_Cannon
^
^
^The cannon is a more advanced artillery unit, 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.
Further, they are wheeled units, so they cannot enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build cannon.
#DESC_PRTO_Cannon
^
^
^Closely following the invention of gunpowder, the development of the cannon caused a revolution in siege 
warfare. Invented by a German monk in the 14th century, early cannons used gunpowder charges to fire rocks 
or metal balls. The cannon forced a redesign of most fortifications because the straight, high walls 
surrounding most cities could be easily destroyed by direct fire. This was the fate of the walls of 
Constantinople, which had held against countless sieges for over a thousand years. The cannon quickly 
assumed an important role on the battlefield.



#PRTO_Artillery
^
^
^The first long range unit, [Artillery] can bombard targets two squares distant with a rate-of-fire of 2. It does not have 
'lethal' land or sea bombardment capabilities.
#DESC_PRTO_Artillery
^
^
^Artillery is a general term covering several varieties of large-caliber weapons including mortars and field 
guns. Mortars fire an explosive projectile in a high arc, and are particularly effective against small, 
concealed targets. Field guns, long-range weapons that fire their projectiles in a flat arc, are used 
primarily for their ability to penetrate hard targets. Powerful enough to batter opposing forces even behind
the strongest fortifications, artillery is also able to move quickly from one firing position to another. 
This is an important capability when fighting a moving battle or when avoiding enemy fire.



#PRTO_Howitzer
^
^
^The Howitzer or heavy artillery although like the artillery can be used strategically to be much more lethal due to an 
increased range. 
#DESC_PRTO_Howitzer
^
^
^The howitzer is a specialized piece of artillery. As originally designed, the howitzer was a cross between the short-ranged 
mortar and the long-ranged field gun. When fired in a high arc, the howitzer shell was able to achieve the mortar's effectiveness
against small, concealed targets. When fired in a flat trajectory, the shell had more range than the mortar and the penetration
power of the field gun. Howitzers were easier to transport than other types of heavy artillery due to their smaller size, and
could be mounted on wheels and towed by a truck. Modern light howitzers fire a variety of specialized ammunition, and their 
accuracy now makes them more efficient and lethal than older heavy howitzers and field guns.



#PRTO_Radar_Artillery
^
^
^Radar Artillery are highly advanced stand-off attack units. The radar allow them to see up to two squares distant,
regardless of blocking terrain, and fire that far as well. Radar Artillery has no attack 
or defense value, so it should be protected by an escort.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build radar artillery.
#DESC_PRTO_Radar_Artillery
^
^
^Modern radar has had two major impacts on field artillery. The first is that it can accurately "trace" fire from enemy
artillery back to their firing location. The second is to better aim their own artillery to return fire more quickly
and accurately. While increasing the technical sophistication of indirect fire weapons (including the support personnel
required to maintain such high tech devices), it has also increased their flexibility. Radar has enabled the precise 
targeting of enemies at any time of day, in any weather condition.



#PRTO_Cruise_Missile
^
^
^Cruise missiles are long-range, fire-and-forget weapons that can find the target on their own. Like all artillery-type
units, cruise missiles have no attack or defense values, only bombardment.
^
^
^The Cruise Missle has both Lethal Land and Sea Bombardment. 
^
^
^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cruise missiles.
#DESC_PRTO_Cruise_Missile
^
^
^One of the most effective weapons in modern military arsenals is the cruise missile. The AGM-86 and the Tomahawk can be launched against a strategic target hundreds of miles away, traveling low 
to avoid radar and other means of detection, and hitting their target with unnerving accuracy.  They can also 
be used against short-range, tactical targets such as ships. In this role, it is often possible for a single, 
one million dollar missile to seriously damage or even destroy 80 million dollar warships.



#PRTO_Nuke
^
^
^Tactical nuclear missiles have a long range and devastating effect. They can be loaded onto nuclear subs and launched from
the sea. If used, nuclear weapons have a tremendous negative effect upon world opinion.
^
^The bombard range of a Tactical Nuke is 6 squares.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build tactical nuclear missiles.
#DESC_PRTO_Nuke
^
^
^Tactical nuclear weapons are those whose payload is typically less than five kilotons. These weapons are designed to be used
in close range of friendly troops, and attempt to minimize collateral damage. One method of this involves "boosting" the
radiation effects of a nuclear blast, which reduces the destructive fireball. Such bombs have the added benefit of 
irradiating tanks and other instruments of war. During the blast any crew of such a vehicle would be instantly killed from 
radiation 10 times stronger than the documented "lethal" dose. Should that vehicle be manned within the next 24-48 hours, 
the new crew would suffer the same fate. While fears of blurring the line between conventional and nuclear warfare have 
restricted deployment of these weapons, many world powers continue to investigate the concept of battlefield nuclear weapons. 



#PRTO_ICBM
^
^
^An [ICBM] (inter-continental ballistic missile) has an unlimited range, and like the tactical nuke, has a devastating effect. They cannot be moved from the
city that builds them but can strike any target on the map. Nuclear weapons, if used, have a tremendous negative effect
upon world opinion.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build ICBMs.
#DESC_PRTO_ICBM
^
^
^The use of atomic bombs at Nagasaki and Hiroshima at the end of World War II changed the world's 
standards for measuring military power. Nuclear weapons can eradicate ground forces and armored divisions, 
and flatten cities with their awesome explosive power. In the years following World War II, arsenals of 
nuclear weapons were rapidly built by opposing nations, each fearing the capabilities of the other. This 
massive arms buildup has acted as a deterrent to full-scale war, since all the governments involved are 
aware of the consequences should such a war take place. The threat imposed by the huge nuclear arsenals of 
the world powers may one day be eradicated by the development of the Strategic Defense Initiative, or SDI, 
a system designed to destroy enemy missiles in flight before they can reach their targets.



; _______________________________________________NAVAL UNITS_____________________________________________

#PRTO_Curragh
^
^
^The [Curragh] is the first naval unit you can build. It is a tiny, primitive boat that 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.
#DESC_PRTO_Curragh
^
^
^"Curragh" is an Irish name for a small boat made of skin stretched over a frame of wood. The origins of this small boat
date back many thousands of years, predating the more sophisticated and larger war galley. In the game the curragh
can represent any small boat (papyrus, wooden canoes or rafts, etc.) used by ancient people to expedite movement up and
down waterways and along coastal shorelines.

#PRTO_Galley
^
^
^The [galley] is a dangerous warship of the ancient era. A 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. 
If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, galleys may safely end turns at sea, but never ocean squares.
#DESC_PRTO_Galley
^
^
^The galley was the first ship designed for war. Introduced by the Greeks, galleys were powered by banks
of oars on each side, manned by well-trained oarsmen. These oarsmen were highly paid professionals or 
patriotic citizens, not slaves and prisoners as depicted in fiction. A huge, bronze "beak" mounted at the 
bow of the ship was used to ram and sink enemy ships. Because of its long, narrow hull, the galley was very 
unstable in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land 
for long periods of time, lest the ship be caught in a storm and sunk.



#PRTO_Dromon
^
^
^[Byzantine Dromons] are a type of galley with an enhanced offensive capability, as it can let loose
a hot stream of "Greek Fire." 
^
^
^The Dromon has Lethal Sea Bombardment.


#DESC_PRTO_Dromon
^
^
^The dromon was the end result of Byzantine ingenuity applied to old Greek ship designs. Powered by
rowers, its primary virtue was its versatility -- the wide, flat decks could be mounted with a variety
of weapons. There were many classes of dromon, from light escort and reconnaissance designs to heavy
warships. Dromons often included mini-forts made of wood from which marines could sally forth or fire
bows, as well as catapults, rams, ballistae, and later, Greek fire launchers. These dangerous and
devastating primitive flamethrowers spelled death to enemies in an age where all ships were made of
flammable wood and crew were constantly exposed on the upper decks.



#PRTO_Caravel
^
^
^The [Caravel] is a sea-going vessel that may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares. 
If it ends a turn in an $LINK<ocean=TERR_Ocean> square, it is in danger of sinking.
#DESC_PRTO_Caravel
^
^
^The caravel was a small sailing ship with three or four masts, a broad bow, and a high, narrow stern. Though 
often used as a warship, the caravel could also carry just over 100 metric tons of cargo. The Spanish and the 
Portuguese used caravels for both commerce and exploration. Christopher Columbus' three ships, the 
"Nina," "Pinta," and "Santa Maria," were caravels that risked the hazards of an ocean crossing.



#PRTO_Frigate
^
^
^The [Frigate] is the first purely military naval unit. It can safely traverse any water,
bombard into adjacent squares, and attack other naval vessels.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Frigates.
#DESC_PRTO_Frigate
^
^
^The frigate was a fast and powerful warship that evolved to fill several important roles, but one of its
primary roles was to raid enemy shipping. These three masted ships were lighter and faster than the European great 
ship or man-of-war, and usually carried 36 or fewer guns. The frigate was powerful enough to overcome most 
of its prospective opponents and fast enough to escape those it could not outgun. Because of their speed and 
strength, frigates were often employed as escorts for merchant vessels during times of war. The frigate 
remained the most useful and dominant naval vessel until the development of the ironclad.



#PRTO_Man-O-War
^
^
^The English [Man-O-War] is a powerful $LINK<frigate=PRTO_Frigate> that only the English may build.
^
^The English Man-O-War can $LINK<Enslave=GCON_Enslavement>, and a successful enslavement creates another Man-O-War. 
^
^An English coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Man-O-War.
#DESC_PRTO_Man-O-War
^
^
^By the middle of the 17th century cannons arrayed along the sides of fighting ships had become the decisive weapon
of naval warfare. Heavy guns required a gun deck and a short, sturdy hull, which were at odds with the galley's 
requirements of lightness and length. The late Elizabethan galleon that became the true man-o-war class reached 
its culmination in England's Prince Royal of 1610 and the larger Sovereign of the Seas of 1637, mounting guns on 
three decks; the Sovereign of the Seas, the most formidable ship afloat in its time, carried 100 guns. By the 
mid-1700s, great ships-of-the-line such as the British Victory and French L'Orient dominated naval warfare, and 
would continue to do so until the advent of the ironclad.



#PRTO_Privateer
^
^
^Privateers are small frigates that carry no nationality markings, allowing them to attack and be attacked
[without revealing the nationality] of the ship. Thus, you can attack another civilization's shipping
without precipitating war.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build privateers.
^
^A Privateer can $LINK<Enslave=GCON_Enslavement>.
#DESC_PRTO_Privateer
^
^
^Privateers were men who owned their own ship and were commissioned by a nation to attack the naval traffic of their
foes. To facilitate anonymity, very little compensation was paid to the crew and captain by their patron government. Rather,
they were given a portion of the cargo and goods seized in the execution of their duties. While this made the profession
popular with their crew, it eventually became a critical element of the practices disbanding. When nations attempted to
staff their own navies for brewing conflicts, they frequently were unable to secure the manpower needed (all able bodied sailors
already in privateering). Privateers were wide-spread throughout most European history, but they finally vanished during the 19th
century.



#PRTO_Galleon
^
^
^The [Galleon] is a large, lightly-armed, wooden transport. It is incapable of bombardment
but can carry numerous units.
#DESC_PRTO_Galleon
^
^
^By the late 15th century, oar-powered vessels had all but disappeared from the world's oceans, to be replaced 
by sailing vessels of various types. The galleon was one such vessel. Galleons were three- or four-masted 
ships, built high in both the forecastle and the stern. Developed in the 15th and 16th century, these versatile 
ships were mainly used as cargo vessels, although they were sometimes outfitted as light warships as well. 
Ships of this type served European nations well into the 1700s.



#PRTO_Ironclad
^
^
^The forerunner of the modern battleship, the [Ironclad] is a tough defender against anything but more modern warships.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build an ironclad.
#DESC_PRTO_Ironclad
^
^
^Ironclads were the forerunners of future generations of armored naval vessels. Instead of the simple wooden 
hulls found on the other ships at the time, ironclads were covered with strong metal plating. This plating 
made them nearly impervious to large-caliber explosive shells that would easily penetrate and destroy wooden 
vessels. Ironclads made their first appearance during the American Civil War, and quickly gained dominance 
over other ships of that era. Perhaps the most famous naval battle of the Civil War was the battle between 
the Confederate ironclad "Merrimack", and the Union ironclad "Monitor", which lasted for several hours before 
the "Merrimack" was forced to withdraw.



#PRTO_Transport
^
^
^While barely able to defend itself, the [Transport] can move large quantities of military forces over
the bounding main. A transport carrying $LINK<Marines=PRTO_Marine> can be a significant off-shore
threat to any nation.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a transport.
#DESC_PRTO_Transport
^
^
^The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means 
used by modern powers to move large quantities of military equipment and personnel over long distances. 
Because transports lack offensive weaponry, they require armed vessels as escorts during times of war. A 
properly escorted transport can move large military forces to a new area quickly to act as reinforcements 
or as an attacking force.



#PRTO_Carrier
^
^
^[Aircraft Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Carriers are equipped with [Radar], so they can see two squares in all directions,
regardless of any blocking terrain.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a carrier.
#DESC_PRTO_Carrier
^
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating airfields, 
carrying fighters and bombers far from friendly territory to be launched against enemy targets. This allows 
an air strike against targets on both land and sea that would otherwise be far out of range. The range of the
aircraft launched from carriers forever changed 
the methodology of naval battles. Opposing fleets could now engage in battle without either fleet ever entering 
the other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.	


#PRTO_Mech_Landing_Craft
^
^
^While barely able to defend itself, the [Mech Landing Craft] can move large quantities of military forces across the South China Sea
and onto mainland Soth Vietnam. They are available to the US and SOuth Vietnam only.
^
^A coastal city needs $LINK<oil=GOOD_uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a transport.
#DESC_PRTO_Mech_Landing_Craft
^
^
^The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means 
used by modern powers to move large quantities of military equipment and personnel over long distances. 
Because transports lack offensive weaponry, they require armed vessels as escorts during times of war. A 
properly escorted transport can move large military forces to a new area quickly to act as reinforcements 
or as an attacking force.


#PRTO_Submarine
^
^
^[Submarines] can operate invisibly to enemy units because they travel beneath the waves. They remain
invisible until they attack a surface ship, after which they again disappear. However, other submarines
and $LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> and $LINK<Destroyers=PRTO_Destroyer> can see them plainly. In addition, Submarines have $LINK<Stealth Attack=GCON_Stealth_Attack>.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a sub.
#DESC_PRTO_Submarine
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden underwater. 
Although defensively weak, submarines are feared because of their ability to make a stealthy approach and 
attack without warning. Often, the presence of a submarine is not detected until the first of the sub's 
torpedoes strikes its target. The Germans first used submarine warfare extensively during World War I. 
Developments after the war, such as sonar, made the submarine even more effective. During World War II, 
submarines were used extensively by all the world's naval powers. Today's submarines, in addition to their 
role as fast attack vessels, also carry nuclear weapons that can be fired from underwater positions just off 
the coast of an enemy country.



#PRTO_Destroyer
^
^
^[Destroyers] are fast surface warships capable of bombardment and normal naval combat. They can also detect invisible units, such as $LINK<Submarines=PRTO_Submarine>.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.
#DESC_PRTO_Destroyer
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels were 
used extensively in World War II to provide air and sea cover for carrier groups. One of the primary functions 
of the destroyer is to locate and destroy enemy submarines. Using their sonar equipment to locate the subs, 
and their batteries of depth charges and torpedoes to destroy them, the destroyer forces of World War II were 
the key to the success of many crucial naval operations. Modern destroyers are still used in much the same 
role, as escorts for larger vessels and as submarine hunters. In addition to five-inch guns, the arsenal of 
today's destroyer includes anti-submarine helicopters, anti-ship cruise missiles, and the Phalanx system for 
defense against anti-ship missiles.



#PRTO_Battleship
^
^
^"The Queen of the seas," the [Battleship] has a bombardment range of two and packs a terrific punch both in
traditional naval engagements and in offshore bombardment.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a battleship.
#DESC_PRTO_Battleship
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy, its 
massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two primary 
functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in preparation for 
an invasion. The battleship's importance began to decline in World War II when the increasing use of fighters 
and bombers launched from aircraft carriers greatly extended the range of naval conflicts. Ship-to-ship combat 
became less frequent than long-range air attacks against enemy battle groups. The last of the U.S. Navy's 
battleships was decommissioned shortly after the Vietnam War, but the four battleships of the Iowa class were 
remodeled and re-commissioned in the 1980s.




#PRTO_AEGIS_Cruiser
^
^
^[AEGIS Cruisers] are nimble and lethal. They can bombard up to two squares away; they have [radar] so they can see two squares
regardless of blocking terrain; and they can see $LINK<submarines=PRTO_Submarine> when within their radar range.
All in all the AEGIS Cruiser is a formidable warship.
^
^A coastal city needs $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an AEGIS Cruiser.
#DESC_PRTO_AEGIS_Cruiser
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. In recent years, the abilities of the cruiser have been 
upgraded significantly. In addition to their traditional five-inch guns, cruisers also carry batteries of 
Harpoon and Tomahawk missiles. The latest development in cruiser armament is the AEGIS surface-to-air missile 
system, which allows cruisers to target and fire their missiles more accurately and more effectively than ever 
before. The cruisers of today are highly capable of intercepting and destroying enemy submarines, surface ships, 
aircraft, and missiles.




#PRTO_Nuclear_Submarine
^
^
^[Nuclear Submarines] are faster than normal subs and have the ability to carry a Tactical Nuclear Missile on board.
They can launch these from the sea. In addition, Nuclear Submarines have $LINK<Stealth Attack=GCON_Stealth_Attack>.
^
^A coastal city needs $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Nuclear Submarine.
#DESC_PRTO_Nuclear_Submarine
^
^
^Nuclear submarines are sea vehicles that are capable of remaining underwater for months at a time. This was possible because
of the transition into nuclear, rather than diesel, generators. Typically equipped with both nuclear and anti-submarine 
missiles, they presented a new threat to those nations engaging in nuclear deterrence. Since these mobile, virtually
invisible ships could close to within a few dozen miles of a target, the reaction time to a nuclear attack could be reduced to
minutes. Any nation who relied solely on land based missile launch systems stood a very good chance of being crippled before
any opportunity to retaliate. This imbalance was righted however, as all announced nuclear powers soon had their own
fleet of nuclear attack submarines. The difficulty in detection of nuclear submarines means that only other nuclear submarines
had a viable chance at stopping one. 



#PRTO_Carrack
^
^
^A [Portuguese Carrack] is a sea-going vessel that may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares. Unlike a caravel, if a carrack ends its turn in an $LINK<ocean=TERR_Ocean> square,
it will not sink, and the carrack has a higher attack strength than a caravel.
#DESC_PRTO_Carrack
^
^
^When Viking longships encountered Mediterranean trading galleys, enterprising shipbuilders combined the two designs.  The result 
was the carrack, a sturdy, square-rigged ship with three masts that retained the longships' sturdy construction (necessary in the 
treacherous northern seas) and the maneuverability of the Mediterranean trade ships.  This combination allowed carracks to foray into 
waters never before seen by European eyes -- and to carry back goods and maps from those faraway lands.

#PRTO_Cruiser
^
[Cruisers] are fast surface warships that can bombard one square away; they are stronger and more heavily armed than a $LINK<destroyer=PRTO_Destroyer>. They have [radar] so they can see two squares regardless of blocking terrain.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a cruiser.
#DESC_PRTO_Cruiser
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and 
amphibious assaults from enemy ships and aircraft. During WWII cruisers were classified as light ("CL") or
heavy ("CA"). Light cruisers typically had guns no larger than 6" in diameter, whereas heavy cruisers had
guns larger than 6" but smaller than 8". Unlike most cruisers fielded by the Allies, Japanese cruisers also
sported deadly banks of "Long Lance" oxygen-fueled torpedoes. Furthermore, Japanese cruisers carried
reloads for their deadly torpedoes (torpedoes were one-shot deals for other navies).

#PRTO_Allied_Carrier
^
^
^[Allied Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Allied aircraft carriers are equipped with [Radar],
so they can see two squares in all directions, regardless of any blocking terrain.
^
^An Allied coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build an Allied carrier.
#DESC_PRTO_Allied_Carrier
^
^
^Allied Carriers of WWII that saw action in the Pacific Theatre were of a wide and varied lot.
Prior to hostilities, the Allied carriers were, for the most part, poor step-sisters to the
big-gunned battleships, as both the Commonwealth and American navies were dominated by the
"Big Gun" school. When the war in the Pacific erupted in December 1941, the two American
carriers based at Pearl Harbor ([Enterprise] and [Lexington]) were fortunate to be out on maneuvers,
thus escaping the fury of the Japanese surprise attack. During WWII, carriers of the United
States were commonly named after famous battles, stinging insects, or famous people. By the
time the war was over in 1945 few could dispute the importance of large "fleet carriers".
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating
airfields, carrying fighters and bombers far from friendly territory to be launched against enemy
targets. This allows an air strike against targets on both land and sea that would otherwise be far
out of range. The range of the aircraft launched from carriers forever changed the methodology of
naval battles. Opposing fleets could now engage in battle without either fleet ever entering the
other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.

#PRTO_Japanese_Carrier
^
^
^[Japanese Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions>
to carriers, and can launch missions from them. Japanese aircraft carriers are equipped with [Radar],
so they can see two squares in all directions, regardless of any blocking terrain.
^
^A Japanese coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Japanese carrier.
#DESC_PRTO_Japanese_Carrier
^
^
^Prior to WWII, Japan was the first nation to commission and build an aircraft carrier 'from the
keel up' -- this was the [Hosho], or "Flying Phoenix". Prior to the [Hosho], carriers had been
conversions of other ships. Like many Japanese carriers (and unlike Allied carriers), the [Hosho]
had no "island" -- she was all flight deck. The curious omission of an "island" on the flight
decks of some Japanese carriers was due mainly to the narrowness of their decks. Like U.S. carriers
of the time, most Japanese carriers had wooden (non-armored) flight decks, thus making them extremely
vulnerable to attacks by dive-bombers. Aircraft carriers of the Imperial Japanese Navy were
frequently named after Japanese mountains, provinces or legendary birds.
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating
airfields, carrying fighters and bombers far from friendly territory to be launched against enemy
targets. This allows an air strike against targets on both land and sea that would otherwise be far
out of range. The range of the aircraft launched from carriers forever changed the methodology of
naval battles. Opposing fleets could now engage in battle without either fleet ever entering the
other's visual range, ending the dominance of the battleship as the strongest vessel on the sea.



;   ____________________________________________ AIR UNITS_____________________________________________



#PRTO_Fighter
^
^
^[Fighters] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes.
They may be based in any city or aircraft carrier on the map.
^
^
^The Fighter has Lethal Sea Bombardment.
^
^
^A city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.
#DESC_PRTO_Fighter
^
^
^The earliest military aircraft were used primarily in a reconnaissance role. In 1915, during World War I, 
aircraft designer Anthony Fokker developed a gear system that allowed a plane-mounted machine gun to fire 
through the propeller, giving birth to the first fighter aircraft. The fighter's mission was to shoot down 
enemy reconnaissance and fighter planes. Later, as the use of bombers became more widespread, fighters were 
called upon to act as interceptors against enemy bombing runs and escorts for friendly bombers. The best way 
to ensure the safe passage of friendly bombers to their selected targets is the destruction of enemy fighters.



#PRTO_Bomber
^
^
^[Bombers] are not as versatile as fighters, but they have a larger operational range and greater bombardment power.
They may be based in any city or aircraft carrier on the map.
^
^
^The Bomber has both Lethal Land and Sea Bombardment. 
^
^
^A city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a bomber.
#DESC_PRTO_Bomber
^
^
^The bombing of strategic targets from the air dates back to the beginning of World War I, when the Germans used 
zeppelins to bomb Paris and London. Because zeppelins proved to be extremely vulnerable, they were withdrawn 
from war in favor of airplanes. By the end of World War I planes were being designed specifically as bombers. 
The bomber's job is to carry bombs into enemy territory, normally beyond the range of artillery, and destroy 
targets of military and economic value. Bombers were often designed for specific missions, such as attacking 
ships, bombing vehicles and railroads, daylight precision bombing, and carpet-bombing.



#PRTO_Helicopter
^
^
^[Helicopters] are essentially air transports that can transport units to any square within their operational range,
regardless of enemy units. Helicopters may carry foot soldiers only -- no mechanized units allowed.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a helicopter.
#DESC_PRTO_Helicopter
^
^
^The concept that was to become the modern helicopter was first explored by artist/engineer Leonardo da Vinci. 
He made sketches of a rotor-driven aircraft in the early 16th century. It was not until 1939, however, that the 
first practical helicopter design was developed. Helicopters have a distinct advantage over fixed-wing aircraft 
in that they can take off and land vertically. This makes it possible for helicopters to operate in many places 
that would be too small to accommodate a runway. Today, helicopters are used in civilian roles as rescue 
vehicles and by law enforcement agencies. All branches of the military utilize many different types of 
helicopters, from giant cargo and troop carriers to fast and maneuverable gunships used as air support for 
ground troop operations.

#PRTO_Jet_Fighter
^
^
^[Jet Fighters] are faster versions of their predecessor. They may execute all $LINK<air missions=GCON_Air_Missions>
except precision strikes. Jet Fighters have [radar] that allows the unit to "see" two squares regardless of blocking terrain.
They may be based in any city or aircraft carrier on the map.
^
^
^The Jet Fighter has Lethal Sea Bombardment.
^
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box
to build a jet fighter.
#DESC_PRTO_Jet_Fighter
^
^
^The introduction of jet engines to fighter aircraft changed the way man wages war in the skies. The primary impact was
that of speed, since even early jet engines were able to outperform their rotary peers by three to one. While this improvement
was certainly appreciated by their pilots (speed advantages often translate to more options in air combat), it was some
time before the nature of this change was fully understood. Dogfighting became a significantly more difficult task, since the
window to 'take a shot' was reduced to an instant. The introduction of guided missiles helped address this, as well
as increase engagement ranges to beyond what the pilot could visually see. Though missiles dramatically changed air combat,
cannons still remained a staple of the vehicles' arsenal. Missiles could be jammed, and early attempts were fraught with
unreliability. Without a backup weapon, pilots were often at the mercy of inferior planes, but ones where the pilot wasn't 
relying on shaky, emerging technologies.



#PRTO_F-15
^
^
^Like other jet fighters [F-15s] are faster versions of their predecessor and F-15s pack very potent attack power.
They may execute all $LINK<air missions=GCON_Air_Missions> and have [radar] that 
allows them to "see" two squares, regardless of blocking terrain. They may be based in any city or aircraft carrier
on the map. In addition, F-15's have $LINK<Stealth Attack=GCON_Stealth_Attack>.
^
^
^The F-15 has both Lethal Land and Sea Bombardment. 
^
^
^An American city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box
to build an F-15.
#DESC_PRTO_F-15
^
^
^The successor to the Grumman F-14 Tomcat, the F-15 was the first military aircraft with a genuine 
"look-down/shoot-down" capability, the product of pulse-Doppler radars that could detect fast-moving targets 
against cluttered radar reflections from the ground. Also designated the Eagle, the American F-15 was a 
twin-engine jet fighter produced by the McDonnell Douglas Corporation. Based on a design proposed in 1969 for an 
air-superiority fighter, it has also been extensively used in fighter-bomber versions. For two decades, it was the 
primary fighter of the American Air Force. F-15s were delivered to the U.S. Air Force between 1974 and 1994, and 
since have been sold to American allies and assembled under contract in Japan. The "Strike" Eagle carried out much 
of the nighttime precision bombing of Iraqi installations during the Persian Gulf conflict (1990-1991), as well as
sweeping the Iraqi Air Force from the skies.



#PRTO_Stealth_Fighter
^
^
^[Stealth fighters] can do almost everything normal jet fighters do and more. They can execute all
$LINK<air missions=GCON_Air_Missions>, except air superiority. Due to their stealth technology, stealth fighters
are very difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or
$LINK<SAM=BLDG_SAM_Missile_Battery> batteries. And they have [radar] that allows them to see two squares,
regardless of blocking terrain.
^
^
^The Stealth Fighter has both Lethal Land and Sea Bombardment. 
^
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a stealth fighter.
#DESC_PRTO_Stealth_Fighter
^
^
^Starting in the Second World War, radar technology came into widespread use both for detection and targeting of 
aircraft. Because of this, aeronautical engineers began searching for ways to make aircraft less "visible" to 
electronic tracking and weapon systems. The earliest stealth technologies consisted of coating aircraft with 
materials that would absorb rather than deflect a radar signal. In the late 1970s, designs incorporating this 
technology, as well as a unique fuselage shape designed to deflect radar away from its source, were prototyped. 
The first true stealth fighter, the Lockheed F-117A, flew for the first time on June 18, 1981. This fighter, 
incorporating the latest anti-radar and anti-thermal innovations, is capable of entering enemy territory, 
delivering its payload, and returning to base with little chance of detection. These unique, black aircraft 
served well in the Persian Gulf War in 1991, and have served as the basis for further development of stealth 
aircraft technology.



#PRTO_Stealth_Bomber
^
^
^[Stealth Bombers] can do everything normal bombers can do and more. They can execute all
$LINK<air missions=GCON_Air_Missions>, except air superiority. Due to their stealth technology, stealth bombers
are very difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or
$LINK<SAM=BLDG_SAM_Missile_Battery> batteries.
^
^
^The Stealth Bomber has both Lethal Land and Sea Bombardment. 
^
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a stealth bomber.
#DESC_PRTO_Stealth_Bomber
^
^
^Concurrent with the development of a stealth fighter, aeronautical engineers began to apply stealth technology 
to a full-scale bomber. The B-1B bomber, which went into service in 1986 as a replacement for the B-52, 
incorporated some of these innovations. The radar signature of the B-1B was reduced to a mere one percent that of 
the B-52 due to its low cross-section and its minimal use of radar-reflective, hard-edged surfaces. Soon after 
the B-1B entered service, the U.S. Air Force commissioned Northrop to develop a true stealth bomber as an 
eventual replacement. First revealed to the public in 1988, the B-2 stealth bomber uses a flying wing design 
similar in shape to the F-117A stealth fighter. The flying wing design reduces the profile of the B-2 by 
incorporating its engines into the body of the plane. The engine exhausts and intakes are shielded to prevent 
infrared tracking. The B-2 also makes use of curved surfaces and radar-absorbing materials to enhance its 
"invisibility", and make it far less detectable than the B-1B. As of the late 1980s, it was announced that 132 
B-2's would be constructed, and would enter service sometime in the 1990s.


;   ____________________________________________LEADER / ARMY UNITS_____________________________________________



#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 build the Army unit
and then 'load' other units into it. You can load up to three units, though the $LINK<Pentagon=BLDG_Pentagon>
increases this limit to four, if you have built it.
^
^{Building an Army}
^Armies can be built in cities that have the $LINK<Military 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.
^
^{Spotting}
^An army can "see" up to two squares away, due to its intrinsic scouts.


#DESC_PRTO_Army
^Armies are the military forces of a nation, commissioned to defend the security of their country, as well as to protect its
interests across the world. Complex organizations, armies are capable of supporting extended campaigns in lands far from home.
They are frequently large groups of soldiers, though armies can be comprised of diverse combat specialties. Since these organs
wield considerable force, their integration and power within a nation's ruling body is heavily scrutinized. 
 

;   ____________________________________________ EXPANSION UNITS_____________________________________________

#PRTO_Keshik
^
^
^A Mongol city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Keshik. They replace the $LINK<knight=PRTO_Knight> and can cross mountains and hills as if they were grasslands.
#DESC_PRTO_Keshik
^
^
^The skill of a Mongol on horseback was notoriously keen.  Having been taught to ride on horseback from the age 
of three, and by five given bow and arrows to use from horseback for hunting and war, it was a natural way for 
the Mongols to conduct war.  The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war; 
they often thrived in conditions that would be considered intolerable by any other military of its time.  When 
the need arose Mongol horsemen could last up to ten days at a time without cooking food, during which they would 
sustain themselves by drinking the blood and milk of their horses.

#PRTO_Conquistador
^
^
^A Spanish city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a 
Conquistador. They replace the $LINK<explorers=PRTO_Explorer> and are fast, military scouts that treat all terrain
as if it were a road.
#DESC_PRTO_Conquistador
^
^
^Following Columbus, a Spanish military group known as Los Conquistadores, 'The Conquerors', were directed by 
Hernan Cortes to the New World with the sole purpose of seeking out new frontiers and riches in the unknown. 
The Conquistadores undertook their expeditions in the vast landmasses of the Americas at their own expense, 
risking their lives without aid from the Spanish royalty.  Horses adorned with many bells enabled the 
Conquistadores to launch indomitable offenses against the American Indian natives who had never seen a horse 
before the arrival of the Conquistadores.  Spanish-Conquistador conquests included campaigns in Guatemala, Peru, 
Cuzco, Columbia, Chile, the Bay of Honduras, and the Pacific Coastal regions.

#PRTO_Berserk
^
^
^The Berserk replaces $LINK<Longbowmen=PRTO_Longbowman> for the $LINK<Viking=RACE_Vikings> civilization.
In addition to being formidable foot soldiers, berserkers are one of the first available amphibious units 
in the game, which allows them to attack enemy units or structures directly from within sea-based transport vessels.
#DESC_PRTO_Berserk
^
^
^In the pagan era, before Scandinavia was converted to Christianity, the berserkir warriors were looked upon as 
possessing supernatural powers attributed to the Viking's chief god, Odin and a belief in lycanthropy.  These 
warriors were known to rush into battle without armor, as mad as wolves, and as strong as wild boars.  This 
infamous berserkir frenzy reportedly allowed them to kill men in single blows with great bearded axes and shrug 
off blows from fire and iron alike.  Today it is believed that these frenzies were the result of epileptic 
attacks.

#PRTO_Sipahi
^
^
^An Ottoman city must have $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Sipahi. They replace $LINK<cavalry=PRTO_Cavalry> and are very strong offensive units.
#DESC_PRTO_Sipahi
^
^
^During the 15th century and beyond the Ottomans imported expertise in firearms and gunpowder.  A form of Turkish 
heavy cavalry, known as Sipahi, became the predominating military unit utilized by the Ottoman Empire.  The 
earliest variations of these soldiers were well-armored men on well-armored horses, who typically used a mace 
as their primary weapon.  During the 17th century the Sipahi replaced their archaic weaponry with sabers and 
pistols, establishing them as a fearsome presence on the battlefield.  While European infantry were more than 
a match for the standard Ottoman infantry, the Sipahi were far superior to any medieval knights.

#PRTO_Gallic_Swordsman
^
^
^A Celt city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Gallic Swordsman. They replace the $LINK<swordsman=PRTO_Swordsman> and are much faster.

#DESC_PRTO_Gallic_Swordsman
^
^
^While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior nobles 
who wielded swords that were the most feared.  These Gallic Swordsmen were wealthier than their peers, and could 
afford to equip themselves not only with their slashing and stabbing sword, but also with a helmet and 
shield.  They often charged into battle bare-chested or completely naked, occasionally wearing vividly patterned 
pants or cloaks.  Similar to the Viking Berserker, Gallic Swordsman began their battles by viciously taunting 
their enemies, followed by a mad rush against enemy lines.  Celtic warriors were also known to serve as 
mercenaries to numerous armies of the classical period.  The best-known instance of this is when Celtic 
mercenaries joined Hannibal in his invasion of Italy during the 2nd Punic War, contributing to victories against 
Rome.

#PRTO_Ansar_Warrior
^
^
^An Arab city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Ansar Warrior. They replace the $LINK<knight=PRTO_Knight> and are much faster.

#DESC_PRTO_Ansar_Warrior
^
^
^While early Muslim forces consisted of very few soldiers, it's understood that they retained higher morale and 
mobility than their enemies, as well as the luxury to retreat into the desert where they alone knew the location 
of water and grazing land.  The one military unit that was present in nearly all of the Arabic expansion of the 
7th to 9th centuries was the Ansar Warrior.  Directly translated as "Helper of Muhammad", these warriors 
participated as infantry, but most commonly rode on horseback.  The quality of the Arabian horses quickly led 
to these soldiers dominating the battlefield, making ample use of their array of weaponry, which consisted of 
javelins, a sword, as well as bow and arrows.


#PRTO_Libyan_Mercenary
^
^
^[Numidian Mercenaries] replace $LINK<spearmen=PRTO_Spearman> as the first and best defensive units of the Bronze Age
for the $LINK<Carthaginians=RACE_Carthaginians>. They replace the $LINK<spearman=PRTO_Spearman> and have an increased attack ability.
#DESC_PRTO_Libyan_Mercenary
^
^
^Carthage maintained a monopoly of trade from the 6th to 3rd century BC by sinking all intruders and exacting 
recognition of its position from neighboring Mediterranean states.  This wealth was attested by the vast 
mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known for any other 
advanced state of its time. While frequently led by Carthaginian soldiers, the majority of the Carthaginian 
armies was comprised of mercenaries.  Celts and Iberians contributed large numbers of infantry and horsemen, but 
Numidian Infantry dominated their ranks.  These Numidian mercenaries were equipped with loot from assorted 
engagements against Rome, and were generally regarded as capable soldiers and spearmen.

#PRTO_Hwacha
^
^The [Hwach'a] replaces the $LINK<cannon=PRTO_Cannon> as the siege weapon of choice for the $LINK<Korean=RACE_Koreans> 
civilization in the Middle Ages.  The [Hwach'a] is a more advanced artillery unit, capable of bombarding adjacent 
targets.  Hwach'a have no attack or defense value, so they should be protected by an escort.  Further, they 
are wheeled units, so they cannot enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road.
^
^
^The Hwach'a has both Lethal Sea and Land Bombardment.
^
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a Hwach'a.
#DESC_PRTO_Hwacha
^
^
^Some of the first anti-personnel devices created in Korea were comprised of small rockets attached to arrows, 
which flung spikes upon detonation.  When it was discovered that several of these rockets could be launched from 
the same container, larger versions of these anti-personnel devices were created and utilized in battle.  These 
larger anti-personnel devices were designed to be transported on wheeled vehicles such as a two-wheeled carts 
and wheelbarrows.  The Hwach'a, which was invented in 1451, allowed a single man to transport approximately 100 
rockets into battle, and was well suited to combat the invading Japanese Samurai who typically advanced on the 
Koreans in dense groups, presenting ideal targets for the Hwach'a operators.



;   ____________________________________________ SGM UNITS_____________________________________________

#PRTO_BTR60
^
^A Russian-made armoured personel carrier available only to North Vietnam. It boasts weak A/D values but does possess +1 HP.
^
^The BTR-60 armored personnel carrier, the first in the line of Russian 8-wheeled APC's, was developed in the late 1950s to replace the BTR-152 (6x6) APC and was first seen in public in 1961. It was continuously improved throughout the 1960s culminating in the production of the BTR-60PB, and was subsequently replaced in production by the similar BTR-70 (8x8). Numerically, the BTR-60 was the most important vehicle in the Soviet Army. It was issued in quantity to the East German, Bulgarian and Romanian Armies. It has also been exported to Yugoslavia. Significantly, it was the standard armored personnel carrier of the Soviet Naval Infantry [the Soviet Marine Corps]. 
^
#DESC_PRTO_BTR60

#PRTO_Flak_Armour
^
^An advanced air defense artillery unit available only to North Vietnam.
^
^The accuracy and effectiveness of FLAK or anti-aircraft artillery fire was derided at the start of the war but it gained a healthy 
respect as the war dragged on. By 1942 15,000  88mm (3.46 in) guns formed the bulk of heavy flak defenses for Germany. Large numbers 
of 37mm (1.47 in) and 20mm (0.79 in) guns filled the skies with shells during every air raid. Often arrayed in "belts" around a city 
or target 88s could fire 22 lb (10 kg) shells up to 35,000 ft (10600 m) at a rate of 15-20 rounds per minute. The excellent 88mm (3.46 in) 
gun proved very effective especially when radar was used to help with aiming. The shells exploding at a preset altitude sending metal 
splinters flying in all directions. Later groups of up to 40 heavy flak guns Grossbatterien fired rectangular patterns of shellbursts 
known as box barrages that proved very deadly to enemy bombers.
^
#DESC_PRTO_Flak_Armour

#PRTO_Junk
^
^A North Vietnamese only sea unit with a high transport capability.
^
#DESC_PRTO_Junk

#PRTO_K-63
^
^A Chinese-made tank available only to North Vietnam.
^
#DESC_PRTO_K-63

#PRTO_MiG21
^
^This is the upgrade unit for the [Soviet Advisor] and is obviously only available to North Vietnam.
^
^The MiG-21 is the most built jet ever. Fast, small, agile dependable, and above all, it could be turned out in prodigious numbers, and was. It flooded the skies above Europe, Asia, Africa, and even Central America with literally thousands of modern, deadly fighters. It has flown in more wars than any other airplane in the world. An estimated 10,000 (some sources state as much as 13,000 copies) of them have been produced by the Soviet Union, it's allies and (without license) China. The MiG-21 is outnumbered only by WWII airplanes and in modern days only by one, the Lockheed C-130 Hercules. First introduced in service with the Soviet Air Force in 1959, it continued front line service for more than 30 years. A record equal, and parallel, to the McDonnell Douglas F-4 Phantom II. The operational record, now entered its fourth decade, may well extend into the next century with i.e. the Chinese and Eastern Europe Air Forces.
^
#DESC_PRTO_MiG21

#PRTO_Mortar
^
^Available to both civs once the [Mortar Tactics] tech is discovered.
^
^An extremely light and safe weapon for special missions, especially for difficult terrain, as in mountain or in jungle warfare.
^
#DESC_PRTO_Mortar

#PRTO_NVA
^
^North Vietnam's standard infantry unit. 
^
^
^
#DESC_NVA

#PRTO_PT-76
^
^A Chinese-made light tank available only to North Vietnam.
^
#DESC_PRTO_PT-76

#PRTO_SA7
^
^A shoulder-fired RPG soldier with a high bombard value. This unit is available only to North Vietnam. 
^
#DESC_PRTO_SA7

#PRTO_T34
^
^Russian-built main battle tanks available to North Vietnam only by way of the [Soviet Armour School] small wonder.
^
#DESC_PRTO_T34

#PRTO_T55
^
^Russian-made main battle tank available to North Vietnam once the [Advanced Soviet Weaponry] tech is discovered late in the game.
^
#DESC_PRTO_T55

#PRTO_Vietcong
^
^Viet Cong translated roughly into English means "South Vietnamese communist". They can not be built. Instead, they are autoproduced by the [VC Hamlet] improvement every 10 turns. 
^
#DESC_PRTO_Vietcong

#PRTO_GI
^
^American GIs in the Vietnam War made up a bulk of the ground forces in South Vietnam. They are unbuildable and are autoproduced by the [US Army Barracks] every 10 turns.
^
#DESC_PRTO_GI

#PRTO_B52
^
^An absolutely lethal air unit capable of destroying full-strength enemy units in a single turn.
^
#DESC_PRTO_B52

#PRTO_Cobra
^
^An extremely swift and mobile attack helicopter unit available only to South Vietnam.
^
#DESC_PRTO_Cobra

#PRTO_Patton
^
^An American-made M48 MBT. It is unbuildable and can only be autoproduced by the [American Armour School] small wonder.
^
#DESC_PRTO_Patton

#PRTO_Phantom
^
^The F4 Phantom is a modern fighter/bomber plane available only to South Vietnam.
^
#DESC_PRTO_Phantom

#PRTO_M113
^
^An American-made armoured personel carrier available only to South Vietnam. A solid defender, it boasts a +1 HP bonus.
^
#DESC_PRTO_M113

#PRTO_F100
^
^The F100 Super Sabre is an American-made fighter jet available only to South Vietnam.
^
#DESC_PRTO_F100

#PRTO_UH1
^
^The Huey is an American-made attack/transport helicopter available only to SOuth Vietnam.
^
#DESC_PRTO_UH1

#PRTO_Green_Beret
^
^An American Green Beret is an upgrade unit for an [American Advisor] unit and can not be built.
^
#DESC_PRTO_Green_Beret

#PRTO_M60
^
^A South Vietnamese Heavy Machine Gunner which has a high defense value but low attack value.
^
#DESC_PRTO_M60

#PRTO_DP7.62
^
^A Light Machine Gunner with good defensive stats but low offensive ones.
^
#DESC_PRTO_DP7.62

#PRTO_155MM_Howitzer
^
^An American-made long range artillery unit capable of 'lethal land bombardment'.
^
#DESC_PRTO_155MM_Howitzer

#PRTO_M107
^
^An American-made long range artillery unit capable of 'lethal land bombardment'.
^
#DESC_PRTO_M107

#PRTO_M41
^
^The M41 is a highly manueverable, reasonably potent, simple to operate, and effective in combat, it also used fuel at an alarming rate and was extremely noisy. Its main gun was fully stabilised and very accurate for the time. Produced in the 1950´s by Cadillac´s Cleveland Tank Plant with first production models completed in 1951. By 1953 the M41 Bulldog had totally replaced the M24 Chaffee. The US did not use the M41 in combat in Vietnam but did provide a number of them to the South Vietnamese during 1965 as part of a massive re-equipment program. The M41 was highly effective against North Vietnamese T-54/55 tanks in the Vietnam war with its 76mm gun. However, in Vietnam the M41 suffered from being too light for most traditional battlefield support tasks and too heavy for most internal security tasks.
^
#DESC_PRTO_M41

#PRTO_Khmer_Rebel
^
^A decent attack value with light defensive stats. It's unbuildable and autoproduced by the [Khmer Rouge] small wonder.
^
#DESC_Khmer_Rebel

#PRTO_Pathet_Lao
^
^A decent attack value with light defensive stats. It's unbuildable and autoproduced by the [Pathet Lao] small wonder.
^
#DESC_Pathet_Lao

#PRTO_Napalm_Bomber
^
^A deadly American air unit with 'lethal' land and sea bombardment capabilities.
^
#DESC_Napalm_Bomber

#PRTO_Mechanized_Combat_Engineer
^
^Available only to SOuth Vietnam, the Mech Combat Engineer can sniff out (see invisible) all invisible enemy units.
^
#DESC_Mechanized_Combat_Engineer

#PRTO_Land_Mine
^
^The Land Mine unit is an "invisible" and "immobile" unit that wreaks havoc on its unsuspecting enemies. They can only be transported by the Viet Cong unit. A North Vietnamese Land Mine was constructed primarily by the Vietcong and NLF forces from un-detonated American bombs and shells.
^
#DESC_PRTO_Land_Mine  

#PRTO_Fire_Base
^
^
^A Fire Base is a secured site from which field artillery can lay down interdicting fire upon encroaching enemies. It is auto-produced
by the Fire Base Construction small wonder and is available only to SOuth Vietnam. American fire bases were located all throughout South Vietnam during the war. They were at locations that were somewhat isolated in the jungles and highlands of South Vietnam and frequently came under fire by NVA troops as well as the North Vietnamese Communists. Among the more notorious American fire bases was Khe Sanh, in the north western corner of SOuth Vietnam. It was beseiged numerous times during the war and AMerican generals absolutely swore that the Commies were making an attempt to seize Khe Sanh just prior to the Tet Offensive in January 1968. They were mistaken.  
^
^
#DESC_PRTO_Fire_Base

#PRTO_Katyusha
^
^Available only to North Vietnam, the 82mm BM-8 and 132mm BM-13 Katyusha rocket launchers were built and fielded by the Soviet Union in World War II. The launcher got this unofficial, but immediately recognized in the Red Army, name from the title of a Russian wartime song, Katyusha about a girl longing for her beloved, who is away on military service. Katyusha is a tender diminutive of a female name: Ekatherina (Katherine) -> Katya -> Katyusha.
^
#DESC_PRTO_Katyusha


#PRTO_NLF_Infantry
^
^The NLF Infantry is a National Liberation Front foot soldier available only to North Vietnam. It sports decent A/D values and is unbuildable. Instead, it is autoproduced by the [NLF Barracks] improvement.
^
#DESC_PRTO_NLF_Infantry

#PRTO_AATTV_Officer
^
^AATTV (Australian Army Training Team Vietnam) Officers are high A/D foot units available only through autoproduction. The [AATTV Barracks] small wonder pops them out every 20 turns.
^
#DESC_PRTO_AATTV_Officer

#PRTO_S_Korean_Infantry
^
^The S Korean Infantry sports decent A/D values & is available only to S Vietnam. It is unbuildable and is autoproduced by the [S Korean Barracks] small wonder.
^
#DESC_PRTO_S_Korean_Infantry

#PRTO_Mech_Landing_Craft
^


#PRTO_Escorted_Worker
^
^The Escorted Worker is the only unit in the scenario capable of building 'highway' terrain.
^
#DESC_PRTO_Escorted_Worker

#PRTO_Militia
^
^The low-end and immobile defense-type unit available to both civs.
^
#DESC_PRTO_Militia

#PRTO_Popular_Force
^
^South Vietnam's form of a local police force. It possesses fairly low A/D values but plays an important role early in the scenario.
^
#DESC_PRTO_Popular_Force

#PRTO_Viet_Minh
^
^An unbuildable and pre-placed North Vietnamese foot unit. The Viet Minh are communist veterans of the First Indochina War against France and initiated the struggle against the Republic of South Vietnam.
^
#DESC_PRTO_Viet_Minh

#PRTO_ARVN_Marine
^
^The Army of the Republic of Viet Nam's (ARVN) amphibious assault unit. It possesses decent A/D values.
^
#DESC_PRTO_ARVN_Marine

#PRTO_US_Marine
^
^Unbuildable, the US Marine is autoproduced by the [US Marine Corps Barracks] improvement.
^
#DESC_PRTO_US_Marine

#PRTO_Soviet_Advisor
^
^Unbuildable, the Soviet Advisor is autoproduced by the [Soviet Embassy] small wonder. The key to this unit is that it upgrades to the unbuildable MiG21 fighter/bomber.
^
#DESC_PRTO_Soviet_Advisor

#PRTO_American_Advisor
^
^Unbuildable, the American Advisor is autoproduced by the [MACV] small wonder (Military Assistance Command Vietnam). It upgrades to the unbuildable Green Beret unit.
^
#DESC_PRTO_American_Advisor

#PRTO_Regional_Force
^
^South Vietnam's form of a local police force. It possesses fairly low A/D values but plays an important role early in the scenario.
^
#DESC_PRTO_Regional_Force

#PRTO_ARVN_Airborne_Infantry
^
^ARVN's (Army of the Republic of South Viet Nam) airborne assault unit. 
^
#DESC_PRTO_ARVN_Airborne_Infantry

#PRTO_PAVN_Irregular
^
^An early North Vietnamese foot unit. The Provisional Army Viet Nam gradually evolved into an effecient fighting force as the war progressed.
^
#DESC_PRTO_PAVN_Irregular

#PRTO_T-28_Recon
^
^Unbuildable, the T-28 is preplaced and available only to SOuth Vietnam. The aircrafts were left behind by the French after their departure from Vietnam in 1954.
^
#DESC_PRTO_T-28_Recon

#PRTO_A1Skyraider
^
^
^The Skyraider was the last great single-seater combat plane with a piston engine. Designed during the last years of World War Two as a dive-bomber, and torpedo-carrier, it proved itself more versatile and efficient than even its makers had imagined. The Douglas AD (as it was designated) proved its worth during the jet era, first in Korea, where it covered itself with glory, and then in Vietnam, so much so that in 1966 (nine years after the closure of the production lines which, from 1947 to 1957, had turned out 3,180 aircraft in seven basic versions) serious consideration was given to resuming production. 
^
^
#DESC_A1Skyraider
^
^
^During World War II the Navy began looking for a new dive-bomber torpedo aircraft to meet its changing tactical and operational requirements. Several planes, among them the AD's direct predecessor, the SB2D/BTD, were developed by the Bureau of Aeronautics. Design difficulties and over-weight problems, however, ultimately led to a decision not to produce the SB2D/BTD. This in turn led to a new design which incorporated the good features of the SB2D/BTD while overcoming its inherent difficulties. The AD series (later redesignated A-1) that emerged from the combined efforts of the Bureau of Aeronautics and Douglas, who was the contractor, had two particularly significant design aspects. First, great emphasis was placed on the importance of the stringent weight control policy. Secondly, the standard bulky, heavy bomb displacing gear was replaced by a light, explosive device which literally blew the bomb clear. In comparison with the most advanced operational dive-bombers in 1945, the AD's initial design compared most favorably with a 27 percent greater top speed and a capability of carrying up to 4,000 pounds of either bombs or torpedoes in addition to it's 4 20mm wing-mounted cannons. For the next 12 years there was constant improvement in the airplane up through the AD-7, and 3,180 Skyraiders were delivered to the Navy, many of which were used during the Korean Conflict and Vietnam War also. 

#PRTO_Delta_Patrol_Boat
^
^South Vietnam's principle 'Brown Water Navy' unit capable of safe-guarding the Mekong and coastal areas of South Vietnam.
^
#DESC_PRTO_Delta_Patrol_Boat

#PRTO_MiG15
^
^Buildable once the [Soviet Aid] tech is researched, the MiG15 is a Russian-made fighter jet.
^
#DESC_PRTO_MiG15

#PRTO_NVA_Patrol_Boat
^
^North Vietnam's coastal defence craft. It also has transport capabilities as well.
^
#DESC_PRTO_MiG15

#PRTO_S_Vietnamese_Worker
^
^Not nearly as efficient as its North Vietnamese counterpart, the S Vietnamese Worker operates at a fraction of the [N Vietnamese Porter].
^
#DESC_PRTO_S_Vietnamese_Worker

#PRTO_N_Vietnamese_Porter
^
^Famous for Ho Chi Minh Trail fame, the N Vietnamese Porter acts as both a worker unit and a transport. It can carry one (1) mechanized unit.
^
#DESC_PRTO_N_Vietnamese_Porter

#PRTO_A26
^
^A close-support American-made bomber available to SOuth Vietnam only. 
^
#DESC_PRTO_A26

#PRTO_Sniper
^
^An invisible communist foot unit with a high bombardment value with a high ROF. They are unbuildable and are autoproduced by the [Sniper Training] small wonder.
^
#DESC_PRTO_Sniper

#PRTO_88MM_Flak
^
^A second tier AA unit available only to North Vietnam. They possess an 'anti-air' value of three (3). 
^
#DESC_PRTO_88MM_Flak

#PRTO_SAM_Battery
^
^The top end AA unit available only to North Vietnam. They possess an 'anti-air' value of five (5).
^
#DESC_PRTO_SAM_Battery

#PRTO_M24_Light_Tank
^
^The M24 Chaffee -- arguably the best light tank of World War II -- was a fast light armoured vehicle with the ability to deliver relatively large caliber direct fire with the excellent 75 mm M6 gun. More than 4.000 produced by Cadillac and Massey-Harris during 1943-45. The first reached Europe in late 1944, where they proved very effective and highly reliable. 
However, at the outset of the Korean War American forces equiped with the with M24 Chaffees performed poorly against the enemy's T-34/85s, and these US units were soon augmented with M26 Pershings and M46 Pattons, along with M4A3E8 Shermans with the long 76mm gun. It remained in American service until 1953, by which time it wa totally replaced by the the M41 Bulldog. 
After 1945 the M24 Chaffee was used by many American allies. The French army used them in Indo-China, including at the battle of Dien Bien Phu. Though obsolete by the mid-1960's, it remains in service in some countries. In Taiwan the platform has been re-equipped with a 90mm gun. The M24 upgrades to the M41.
^
#DESC_PRTO_M24_Light_Tank

#PRTO_ZSU-23
^
^A light-armoured AA unit available only to North Vietnam. It possesses and 'anti-air' value of four (4).
^
#DESC_PRTO_ZSU-23

#PRTO_PAVN_Regular
^
^The Provisional Army of Viet Nam's standard infantry unit. They are an upgrade from the [PAVN Irregular]. 
^
#DESC_PRTO_PAVN_Regular

#PRTO_NVA_Sapper
^
^An advanced commie infiltrator trained specifically in sabotage and the element of surprise. They have the following flags: All Terrain as Roads, Invisible, Stealth & Hidden Nationality. They are also unbuildable and are autoproduced by either [Tunnels of Cu Chi] or [Liberation Movement] wonders depending on what version of the scenario you're playing.
^
#DESC_PRTO_NVA_Sapper

#PRTO_PT_Torpedo_Boat
^
^An American-made PT boat in service with the South Vietnamese and US Navies during the war. They are responsible for safeguarding the coastal areas and the Mekong.
^
#DESC_PRTO_PT_Torpedo_Boat

#PRTO_USS_New_Jersey
^
^The only US battleship in service in the Vietnam theatre. It is preplaced in an undetermined ;-> South Vietnamese port city.
^
#DESC_PRTO_USS_New_Jersey

#PRTO_F86_Sabre
^
^The first true US jet fighter, the F86 was supplied to the South Vietnamese Air Force during the first era of the scenario.
^
#DESC_PRTO_F86_Sabre

; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements


#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 civilization can have only one palace at a time. But each civilization can also build the
$LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
#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_Capitol
^
^
^[The Capitol] 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 civilization can have only one palace at a time. But each civilization can also build the
$LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
#DESC_BLDG_Capitol
^
^
^The Capitol building in this scenario are preplaced in Saigon and Hanoi, respectively.


#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.
#DESC_BLDG_Barracks
^
^
^Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. 
Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the 
possibility of war. When warring nations are closely matched in technology and manpower, the army with the best training usually wins battles.
Military schools and academies exist all over the world, established for the purpose of training military 
personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than 
average command and military and technological skills, making them more effective in combat situations.


#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.
#DESC_BLDG_Granary
^
^
^Early humans were nomadic, settling in specific regions only for brief periods of time. When the food supply was exhausted in 
one area, the nomads would move on to search for more. Cities became possible only when the development of agriculture made 
the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout 
all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary was designed 
for the storage and protection of surplus food. Food storage technology meant that a smaller percentage of the population could 
produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.


#BLDG_Temple
^
^
^The [Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
#DESC_BLDG_Temple
^
^
^In ancient times, almost every city had a temple dedicated to the city's patron god. Many cities also had temples dedicated to 
other gods as well. In modern times temples are thought of as places of worship, like churches and cathedrals. Ancient societies, 
however, considered temples to be the local dwelling place for the god or goddess to whom they were dedicated. The faithful citizens 
brought gifts of food, rare metals, and spices to the temple as a sign of homage and respect. The presence of a temple in the city 
had a comforting effect on the population, and wise rulers often constructed one as soon as the city began to grow.


#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> as per the following list:
^* 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
#DESC_BLDG_MarketPlace
^
^
^As cities grew and prospered, trade between the farmers, artisans, and craftsmen who lived in the vicinity contributed to the 
economic health of the city. It soon became apparent that the best way for conducting trade within the city was to have a central 
location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. As a city's 
marketplace grew larger and more active, the economic vitality of the city grew as well.


#BLDG_Library
^
^
^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
#DESC_BLDG_Library
^
^
^The development of writing meant that the accumulated knowledge of a society could be written down and stored rather than memorized 
and passed along by word of mouth. The accumulated written material was stored in a library. The libraries of the ancient world, 
especially those at Alexandria and Pergamum, became leading centers of science and scholarship. The librarians actively collected 
the books of the world, accelerating the spread of knowledge.


#BLDG_Courthouse
^
^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda.
#DESC_BLDG_Courthouse
^
^
^As kingdoms and empires expanded, it became increasingly difficult for the rulers to maintain control over the more distant regions 
of their realm. To ensure that the far-flung cities of the empire contributed their expected share of duties and taxes to the government, 
local magistrates and courts were established. In the courthouse, the ruler's representatives listened to the grievances of the people and 
defined and enforced the laws that governed social interaction. This reduced crime, and thereby kept the local population productive.


#BLDG_Walls
^
^
^[Walls] can be built only in town-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.
#DESC_BLDG_Walls
^
^
^Before the establishment of centralized governments capable of supporting strong, national armies, individual cities were left to fend for 
themselves when it came to defense. As a result, many cities constructed city walls to protect against raiders and bandits. City walls 
represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and 
integrity. However, these walls turned the city into a fortress capable of withstanding all but the most determined attack.


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


#BLDG_Bank
^
^
^A [Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50%, in addition to any marketplace benefit. You must have a $LINK<Marketplace=BLDG_Marketplace> to build a Bank.
#DESC_BLDG_Bank
^
^
^A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to individuals or groups, 
providing capital for industrial and real estate development. Banks also contribute to the economic growth of a city or region by stimulating 
the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the bank and  earning 
interest on it.


#BLDG_Cathedral
^
^
^[The Cathedral] produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have a $LINK<Temple=BLDG_Temple> in the city in order to build a Cathedral.
#DESC_BLDG_Cathedral
^
^
^Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian Church was a major influence in the revival of 
European civilization. In recognition of the expanding influence of the church, great cathedrals were built in the largest towns and 
cities, to act as centers of religious study and worship. In addition to their religious significance, cathedrals acted as the center 
of social and cultural activity in the town. They brought great pride, stability, and tradition to the citizens of the community.


#BLDG_University
^
^
^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%.
This is in addition to any $LINK<library=BLDG_Library> benefits already in place. You must have a Library in the city in order to build an University.
#DESC_BLDG_University
^
^
^Universities are institutions of higher learning. Early universities, established in the Middle Ages, were usually built in cities that 
had a large or important cathedral. Studies at these institutions focused on matters concerning the church. The curricula quickly expanded 
to include classical art, literature, and languages. Modern universities provide the opportunity to study a wide array of subjects. They have 
also become centers for research into many fields, serving as the source of major advances in computers, medicine, physics, and a variety of 
other subjects.


#BLDG_Colosseum
^
^
^The [Colosseum] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.
#DESC_BLDG_Colosseum
^
^
^The original colosseum provided entertainment for the common people of Roman society by presenting them with spectacles and events as a 
temporary escape from day-to-day life. This concept has been revived in the 20th Century. Modern-day stadiums and civic centers provide an 
arena for entertainment ranging from concerts to professional sporting events. Although the violent spectacle of gladiatorial combat is a 
thing of the past, today's colosseums still provide entertainment and diversion for the masses.


#BLDG_Factory
^
^
^A [Factory] increases $LINK<shield production=GCON_Shields> in its city by 50%. Building a power plant in the same city
increases this bonus. Note that factories produce $LINK<pollution=GCON_Pollution>.
#DESC_BLDG_Factory
^
^
^Early examples of factory-like production, where a number of individuals work cooperatively to produce goods for sale or trade, can be 
found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of specialized labor, where each worker 
performed a single step in the overall production of an item. This specialization allows factories to increase the speed and efficiency of 
the manufacturing process, far surpassing earlier means of production. The development of the factory system as a means of production played 
a key role in the Industrial Revolution.


#BLDG_Police_Station
^
^
^The [Police Station] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in its city.
#DESC_BLDG_Police_Station
^
^
^The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient 
Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and to arrest 
and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 
1829, this organization became the model for law enforcement organizations in the United States and many other 
industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to 
control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens
safe.


#BLDG_Recycling_Center
^
^
^The [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by city improvements.
#DESC_BLDG_Recycling_Center
^
^
^The continual growth in city populations leads to an inevitable increase in garbage. Eventually, existing landfills and garbage dumps 
are filled, forcing new dumping sites to be established. This leads to the gradual but steady destruction of the local environment. 
To reverse this problem, many areas have established recycling centers, where much of the garbage is sorted and reduced to reusable 
components through various means. These components are then used to manufacture new products. In this way, much of the trash produced 
is turned into raw materials for production, rather than contributing to the ever-increasing pollution problem.


#BLDG_Manufacturing_Plant
^
^
^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its city by 50%. Note that 
manufacturing plants produce $LINK<pollution=GCON_Pollution>. A Factory is required to build a Manufacturing Plant.
#DESC_BLDG_Manufacturing_Plant
^
^
^Manufacturing plants are large industrial complexes that produce goods of all types, although they are
generally used to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant
is a large, sophisticated factory that employs specialization of labor, complex machinery, and assembly
lines to gain efficiency and economies of scale. This combination of manpower and automation increases
productivity and reduces production costs.


#BLDG_Coal_Plant
^
^
^The [Coal Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It does produce $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Coal Plant.
#DESC_BLDG_Coal_Plant
^
^
^Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that produce electrical power. 
When electricity became widely and cheaply available, it meant that industries could convert from steam to electrical power to run their 
machinery. One central power plant could supply the electrical needs of a relatively large geographic area. However, increasing demands 
for electricity, by both consumer and commercial customers, led to a rise in the number of power plants. This, in turn, led to problems 
with air pollution. As more plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily 
on electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands.


#BLDG_Hydro_Plant
^
^
^The [Hydro Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Hydro Plant.
^
^A city must have a river within its $LINK<radius=GCON_Radius> to build a Hydro Plant.
#DESC_BLDG_Hydro_Plant
^
^
^One alternative to power generation utilizing coal or petroleum fuels is the hydroelectric power plant. This facility 
utilizes the energy of rapidly moving water to turn the turbines of its generators and produce electricity. In locations 
where a source of moving water is available, hydro plants offer a clean, safe alternative to coal, petroleum, and nuclear 
power generation. Hydro plants have their own set of  environmental dangers, however. The disruption of a river's normal 
flow and the massive flooding of the land behind the facility's dam can destroy the habitat of the wildlife inhabiting the 
river basin.


#BLDG_Nuclear_Plant
^
^
^The [Nuclear Plant] increases $LINK<factory=BLDG_Factory> output by 100%. 
^It does not create any $LINK<pollution=GCON_Pollution>. A Factory is required to build a Nuclear Plant.
^Nuclear Plants can [meltdown], causing all hell to break loose...
^
^A city must have fresh water within its $LINK<radius=GCON_Radius> to build a Nuclear Plant. It replaces any
other power plant in the city.
#DESC_BLDG_Nuclear_Plant
^
^
^Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and steam 
needed to run electrical generators and produce electricity. Because nuclear power doesn't cause the air pollution associated 
with the burning of coal or petroleum products, this means of generating power is considered a viable alternative energy source. 
However, the toxic nature of the byproducts produced by the fission process creates serious problems of its own. No method of 
safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of 
the reactor core if the reaction is not properly controlled. Because of these problems, the future of nuclear power is uncertain.



#BLDG_Solar_Plant
^
^
^The [Solar Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>, and replaces any other power plant in the city. A Factory is required to build a 
Solar Plant.
#DESC_BLDG_Solar_Plant
^
^
^One of the greatest natural sources of energy available on Earth is the sun. Solar energy can be converted directly 
into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively, 
large solar collectors known as heliostats can be used to focus solar energy into a water boiler, generating steam to 
run conventional electrical turbines. Unfortunately, at our current level of technology, both of these systems are 
prohibitively expensive to construct. However, because of  the dwindling supply of fossil fuels and increasing concern 
over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way 
to harness the clean and endless supply of energy provided by our sun.


#BLDG_Hospital
^
^
^A city with a [Hospital] can grow beyond population 12. You must have a population of 7 or higher to build a hospital.
#DESC_BLDG_Hospital
^
^
^Hospitals are institutions that focus on the diagnosis and treatment of disease and trauma. While dispensing these services, 
they also provide housing. With technological innovation in medicine, hospitals have increasingly become community hubs, 
expanding their role to include teaching and research. Throughout history a hospital's role has shifted from a place to secure
the ill or insane, to one of hope and health. 


#BLDG_Lab
^
^
^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%.
^This is in addition to any benefits from a $LINK<library=BLDG_Library> and/or $LINK<university=BLDG_University>.
A University is required to build a Research Lab.
#DESC_BLDG_Lab
^
^
^Historically, libraries and universities have acted as the primary centers of research for new ideas and technologies. The growth 
of private industry in the Modern Age has also given birth to hundreds of privately owned research facilities. These private laboratories, 
usually dedicated to research in a single field related to their founding company, have made tremendous advances in many fields including 
physics, biology, chemistry, and medicine. The growth of privately-funded  research has vastly increased the speed at which mankind achieves 
new advances in science and technology.


#BLDG_Mass_Transit_System
^
^
^The [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by population.
#DESC_BLDG_Mass_Transit_System
^
^
^Within a few decades of the invention of the automobile, the horse-drawn carriage disappeared from city streets. Along with all the 
advantages offered by the automobile, this new means of transportation quickly became a significant source of air pollution. As larger 
cities became more crowded, the number of cars increased, making travel difficult and adding to the pollution problem as automobile traffic 
clogged the streets. The development of mass transit systems, including busses, trolleys, subways, and light rail, led to a reduction in 
traffic and, as a result, a reduction in air pollution.


#BLDG_SAM_Missile_Battery
^
^
^[SAM Missile Batteries] attack enemy air units that attempt to attack the SAM site's city.
#DESC_BLDG_SAM_Missile_Battery
^
^
^The use of airplanes in warfare began in earnest during World War I. By the end of World War II, the use of fighter 
aircraft and bombers was commonplace and the importance of air warfare continued to grow, as did the importance of 
effective anti-aircraft defenses. During the 1950s, the refinement of rocket technology allowed for the construction 
of compact missiles which were used to deliver explosive warheads to targets swiftly and accurately. Batteries 
of surface-to-air missiles, or SAMs, were built to protect cities and ground installations against airborne attacks. 
The long range and high accuracy of SAM Missile Batteries provided a much more effective defense than the anti-aircraft guns 
of World War II.


#BLDG_Coastal_Fortress
^
^
^A [Coastal Fortress] gives the city a naval bombardment defense of eight.
^The fortress automatically bombards passing enemy ships.
#DESC_BLDG_Coastal_Fortress
^
^
^The construction of defensive structures such as city walls and fortified castles dates back to ancient times. 
City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately 
in such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city 
wall left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of 
the city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses, 
built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or thinning 
out the attacking force and minimizing damage to the city's port.


#BLDG_Harbor
^
^Cities with a [Harbor] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^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].
^A city with a [Harbor] can be used to upgrade naval units.
#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_Offshore_Platform
^
^
^An [Offshore Platform} causes all worked coastal, sea, and ocean squares to produce one $LINK<shield=GCON_Shields>.
#DESC_BLDG_Offshore_Platform
^
^
^Mankind's dependence on wood and coal as a main source of fuel ended when the first commercial oil well went into 
production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replaced wood 
and coal in many parts of the world. The growing dependence on oil caused the petroleum industry to grow rapidly and 
wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found 
that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms supported 
by pylons resting on the seabed proved very successful. Today, large floating platforms can drill for oil at water depths 
of more than 3300 feet.


#BLDG_Airport
^
^A city with an [Airport] produces $LINK<veteran=GCON_Experience> air units instead of regulars.
^An [Airport] is a link in the $LINK<trade network=GCON_Trade>, allowing luxuries
and strategic resources to be traded to other [Airports].
^A city with an [Airport] can be used to upgrade air units and airlift land units.
#DESC_BLDG_Airport
^
^
^Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the 
world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and 
ticketing, as well as facilities for refueling and repairing the aircraft that land there. Beginning in the 1940s, 
the growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 
of these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of 
the military.


#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of four to one.
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to two to one.
#DESC_BLDG_Wealth
^
^
^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. Modern manufacturing 
operations currently employ all sorts of workers, from laborers to managers to executives, and are the primary driving 
forces of many cities' and nations' economies.


#BLDG_Civil_Defense
^
^
^[Civil Defense] can be built in any size settlement and provides a 50% defensive bonus to units
defending in the town. Civil Defense can only be built in a city that has a barracks.
#DESC_BLDG_Civil_Defense
^
^
^An active Civil Defense plan in times of war reduces loss of life and property resulting from enemy actions.  During the 
Second World War the threat of aerial attack on cities was sufficient enough that many cities implemented organized civil 
defense strategies.  Citizens were trained in fire fighting, rescue, medical first-aid and shelters were built to protect 
against bombing raids and other attacks.  Other tactics included power blackouts that significantly reduced the glow of 
city lights, typically used as guides by enemy pilots in bombing campaigns.  The introduction of nuclear weapons, capable 
of destroying entire metropolitan areas, caused radical changes in how civil defense is now approached, including: plans 
for mass evacuation, and prolonged residence in shelters.


#BLDG_Stock_Exchange
^
^
^[Stock Exchange] provides a 50% tax output for the city it is constructed in. The Stock Exchange can only be built
in a city that has a bank.
#DESC_BLDG_Stock_Exchange
^
^
^The stock exchange is an organized market which specializes in the sale and purchase of securities such as shares, stocks, and bonds.  
In the most developed capitalist countries, the stock exchange functions as a ready market for securities, encouraging people to channel 
their savings into corporate investments.  In addition, the stock exchange acts as a pricing mechanism, determining prices that reflect 
the true investment value of a company's stock.  The membership requirements of exchanges vary mainly with respect to the number of members, 
the degree of bank participation, the rigor of the eligibility requirements, and the degree to which government participates in their management.


#BLDG_Commercial_Dock
^
^
^A [Commercial Dock] causes the city it is in to produce one extra Commerce in every water square that already produces one.
A Commercial Dock can only be bult in coastal cities. A Commercial Dock can only be built in a city that has a harbor.
#DESC_BLDG_Commercial_Dock
^
^
^Free-market freighters carry a variety of cargoes, between numerous ports. In many instances, the services of these ships are matched with 
cargoes of brokers who meet on a trading floor in an environment analogous to a stock exchange or a commodities exchange.  In times of low 
freight rates, a broker representing cargo interests may charter a ship for a future date, while having no cargo in prospect but expecting 
to resell the contract when the rates rise.  Most of the world's chartering business is carried out in the Baltic Mercantile and Shipping 
Exchange, commonly known as the "Baltic Exchange", located in London.  Other exchanges, especially for special cargoes, are in operation as 
well.  A large part of the immense world oil transportation business, for example, is chartered by brokers who are based in many different ports.


#BLDG_VC_Hamlet
^
^
^[VC Hamlet] autoproduces a Vietcong every twelve turns.
#DESC_BLDG_VC_Hamlet
^
^
^The literal translation of Viet Cong is "South Vietnamese Communist" and there were many small villages all throughout S Vietnam that were infiltrated by the Communists.

#BLDG_Brothel
^
^
^A place for the GI to blow off some steam.
#DESC_BLDG_Brothel
^
^
^"Me love you long time meester"..."too boocoo, too boocoo"


#BLDG_Radio
^
^
^A Communist propaganda tool that generates a whopping 10 culture points per turn.
#DESC_BLDG_Radio
^
^










; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


#BLDG_SS_Thrusters
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Thrusters
^
^
^The massive Thrusters are, much like the Engine, designed to function in a myriad of ways. Designed in stages like the 
Engines, the Thrusters channel the exhaust used to propel the Space Ship through all of its phases of travel. In the initial 
phase, the external booster rockets channel their fuel through the Thrusters array until they run out of fuel, at which 
point they are jettisoned. After that, the powerful electromagnets built into the Thrusters help accelerate the charged 
particles of the ion drive to near the speed of light, providing a great deal of thrust for the Space Ship. Finally, in 
the last stages of travel, the Thrusters are responsible for maneuvering the Space Ship into the planet's gravity well 
and providing a counter thrust to slow the vessel to a manageable velocity to settle into a geo-synchronous orbit. In 
order to fulfill all of these functions, the Thrusters array had to be capable of the ultra-sensitive duty of accelerating 
high energy ions as well as be able to handle the hundreds of thousands of pounds of thrust produced by the solid fuel 
boosters. The engineers who designed the Thrusters were able to fulfill both of these functions as well as making them 
articulated to allow for maneuverability that is remarkable considering the mass and projected velocities of the craft.




#BLDG_SS_Cockpit
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Cockpit
^
^
^The command and control center of the Space Ship, the Cockpit component is the brain of the vessel. Ergonomically 
designed for the comfort of the pilots, the Cockpit holds all of the advanced navigation and systems control computers 
necessary for interstellar travel and interplanetary colonization as well as providing for all of the long-term 
necessities of its occupants. A fully encased component, the Cockpit has no unshielded area, completely encasing 
the occupants in a protective shell of titanium, ceramic, and an electromagnetic repulsion system to shed unwanted 
radiation. It utilizes the latest in holographic technology for star chart navigation, heads up displays for a 360 
degree range of vision around the Space Ship, and the most advanced sensors available for collision detection and 
avoidance. The crowning jewel of the Cockpit component, however, is the advanced CAM Computer System, an artificial 
intelligence system designed to evaluate the potential dangers of deep space flight that may be encountered in the 
regions that no human has ever before penetrated. The CAM System continually monitors radiation fields and particle 
positions, judging the best way to deal with any potential threat and alerting the pilots in case of an emergency. 
The CAM system also helps keep the pilots entertained, having full access to the libraries of the Planetary Party 
lounge and being the most advanced Chess computer in the known galaxy. 


#BLDG_SS_Landing_Docking_Bay
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Landing_Docking_Bay
^
^
^Built entirely in space and for space travel, the Space Ship is a marvel of human technology. The Docking Bay module 
allows for the transfer of personnel and materials both during the initial loading of the Space Ship as well as during its 
final orbit, during which it will be converted to a Space Station for the first phase of the colonization and terraforming 
process. The Docking Bay module also holds the RCV Manned Shuttle, the main travel and transit vehicle for the Space Ship 
occupants, as well as providing access for the engineers to the exterior of the Space Ship during space walks. The Docking 
Bay is in essence a large air lock with a door large enough to release the RCV, flanked by a pair of smaller air locks for 
transferal of small teams of individuals. The Docking Bay also has large magnetic locks, allowing the Space Ship to join to 
the International Space Station prior to its departure during the final phases of supply loading before launching from 
Earth's orbit for its interstellar trip.


#BLDG_SS_Engine
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Engine
^
^
^The Space Ship Engine is actually a four part launch vehicle, designed to enable the Space Ship to complete its journey 
both within the high gravity space-time bends surrounding star systems and through the vast emptiness of deep space that 
separates our star from Alpha Centauri. Its first stage is the external booster rockets, which, much like the terrestrially 
launched shuttles of the late twentieth century, are solid fuel boosters and are jettisoned when they are no longer 
needed. They are crucial to build the initial impulse which will carry the Space Ship into Jupiter's gravity well, giving 
it the energy to slingshot to Uranus and then out into deep space. The second part to the Engine is the Space Ship's solar 
sail, which was designed both to use the radiation emitted from our sun and Jupiter for propulsion and to collect atomic 
particles for further future fuel and materials. The third part of the Engine array is the ion drive, which will harness 
both nuclear power and collected hydrogen to propel the craft through deep space, channeling high energy particles through 
the Thrusters. The fourth and most externally obvious component is the hydrogen solid fuel rocket, which will be used in 
the final phases of the Space Ship's travel to place it in orbit around Alpha Centauri's planetary system. 


#BLDG_SS_Fuel_Cells
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Fuel_Cells
^
^
^Essentially designed around the concept of a controlled hydrogen bomb explosion, the Fuel Cells for the Space Ship are 
based around the hydrogen collection system of the solar sail. The electromagnetic and solar energy collected by the solar 
sail are converted to electricity, which is used to slowly build the free hydrogen collected into fuel, which is stored in 
the fuel cell. The fuel cells also contain small, controlled amounts of fissionable material, which is in turn used with 
the hydrogen core to start a nuclear reaction. These reactions, contained in the Fuel Cells, supply the high energy 
particles which are funneled and accelerated through the ion drive to boost the Space Ship in deep space travel. In the 
final stages of travel the Fuel Cells provide the necessary hydrogen, collected in transit, to power the solid fuel rocket. 
The entire process is controlled through powerful electromagnets which channel the energy and prevent the escape of excess 
energy which could produce a dangerous meltdown. One byproduct of this nuclear reaction is heat, which is absorbed in the 
Fuel Cell walls and converted to the electrical energy which powers the computers, Life Support Systems, and other essential 
functions.


#BLDG_SS_Life_Support_System
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Life_Support_System
^
^
^Essential to the sustenance of human life are food, water, air, and heat, and the Life Support System provides all of 
these things. Recycling is the key to the Space Ship's Life Support System, and no organic component is left to waste in 
the vessel. Computers control the collection and recycling of waste, which is injected into large vats of algae which 
consume the waste or processed into fertilizer for the Space Ship hydroponics garden. Both the algae and the garden provide 
food and oxygen for the colonists as well as for their livestock, which consist of fish, shrimp, and a particularly hearty 
(and tasty) breed of Peruvian mountain llama. Extra oxygen is processed in the air filtration system, which electrically 
divides water into hydrogen and oxygen molecules and separates them for oxygen and fuel uses. Excess heat produced by the 
Fuel Cells is also absorbed into steam pipes, which are used to keep the interior of the vessel warm and to separate pure 
water out of waste water to a 99.44% purity. Extraplanetary travel has never before been attempted on this scale, and the 
Life Support System has been carefully crafted to provide indefinitely for the needs of the colonists as well as giving 
them a basis for redeveloping a food chain on the eventual planet of colonization.


#BLDG_SS_Stasis_Chamber
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type. 
#DESC_BLDG_SS_Stasis_Chamber
^
^
^With a journey predicted to take decades, if not centuries, one of the most important considerations of the engineers was 
the aging of the crew. Recent advances in cryogenics and chemical therapy have enabled scientists to chemically slow the 
metabolic process to a virtual standstill, which enables the scientists to then deep freeze the body without harm. Sensors 
regulate the zero-oxygen environment to ensure that the colonists will be kept as safe as possible, and a special warming 
system utilizing broad spectrum electromagnetic radiation is used to quickly and safely restore warmth to the body. The 
radiation also has the effect of breaking down the chemical agents that slow the colonists' metabolism, making them able 
to be thawed out in a matter of seconds and fully aware in a little over a minute. This is essential to the survival of 
the craft in a situation in which the computer is unable to determine a course of action and a pilot or navigator must be 
roused to assess the danger, or in a situation in which a technician must be roused to effect repairs. This system has been 
used very effectively in tests on pigs and monkeys, and it has been shown that such animals in deep cryogenic sleep have 
been able to be roused after three years with absolutely no visible side effects. A couple of military volunteers have also 
been frozen to test the system, but only for a matter of weeks. Although scientists have not yet tested the effects of 
long-term freezing on human beings, they are completely confident that there will not be any problems with the Stasis 
Chamber on the Space Ship. Completely confident.


#BLDG_SS_Storage_Supply
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Storage_Supply
^
^
^With a journey on which so much is dependent, including the future survival of humanity in the stars, many preparations 
have been made to insure the survival of the crew both on the journey and once the final destination has been reached. The 
large Storage/Supply module fulfills many functions for the colonists, all of which are considered vital for the perpetuation
of life on distant planets. The first and most obvious function that it fulfills is the storage of raw materials, including 
essential metals and elements which may not be in such plentiful supply in the further reaches of the galaxy. In addition 
to the non-organic elements stored there are also complex amino acid chains stored for eventual use to ensure the survival 
of organic material in the transition period during which the planet is being terraformed. Perhaps more important, though, 
is the storage of the terraforming machines and vehicles which are expected to be necessary once a distant planet is 
reached. They will be used not only to attempt terraforming the planet, but also to build the initial habitat of the 
colonists and mine the planet's resources for use. The most important part of the Storage/Supply unit, in the eyes of many 
scientists, is Project: ARK. A catalogue and series of samples of over 150 million species are included, cryogenically 
frozen and preserved to rebuild as much of Earth's plant and animal kingdom by the genetic engineers in transit with the 
Space Ship.



#BLDG_SS_Planetary_Party_Lounge
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Planetary_Party_Lounge
^
^
^Described as the most expensive discotheque and museum gallery ever made, the Planetary Party Lounge is the ultimate in 
terrestrial entertainment. With a full copy of the Library of the National Archives, including all human data able to be 
put on disk, the Planetary Party Lounge computers allow the colonists to read books, play video games, holographically 
browse art museums, and sample every existing bit of human culture from the most sublime to the least savory. Holographic 
instructional videos exist on all manners of craft and skill, from woodcarving to belly dancing, to help keep cultural 
traditions alive and archived for future generations of colonists. The finest entertainers from around the world have been 
recruited to accompany the colonists and keep them happy in their journey to the next star system, and professional masseuses
and physical therapists are on hand to see to the pleasures of the body. But the center of social life on board the Space 
Ship is bound to be the 13 tiered central lounge, boasting a quaint rural pub, a bustling casino, a hip disco, an auditorium
and concert hall, a full featured gymnasium with hot tub and swimming pool, and a number of restaurants, both large and 
small. With so much to do, the colonists and crew aren't likely to want to get back into their Stasis Chambers!



#BLDG_SS_Exterior_Casing
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Exterior_Casing
^
^
^Although humankind has mastered space flight, the concept of interstellar and deep space travel presents many new problems 
to engineers and physicists. The Exterior Casing of the Space Ship is itself a technological marvel. Designed around a 
composite system of layered ceramic, zero-gee manufactured aluminum-titanium alloy, and high density polymers, the Exterior 
Casing is made to withstand both the dangers of debris within star systems and of radiation throughout its travel. Built 
into the Exterior Casing is also a complex web of electric wiring, capable of carrying a very high positive or negative 
electromagnetic charge, providing a shield from radiation and literally funneling electromagnetic energy and space borne 
hydrogen dust into the solar sail where it can be collected and used for further fuel. It is also designed with multiple 
levels of sensors designed to collect scientific data and to give a clear picture to the navigational computer and to the 
pilots of what is going on outside of the vehicle. Although this composite design for an Exterior Casing is expensive, the 
protection and potential scientific information that it affords is well worth the cost of manufacture.


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_Pyramids
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious, Religious, and Agricultural
civilizations.
#DESC_BLDG_Pyramids
^
^
^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza 
plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens 
of thousands of workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remains
in existence today.



#BLDG_Hanging_Gardens
^
^
[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.
#DESC_BLDG_Hanging_Gardens
^
^
^The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people, and were often described in 
accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable 
feat of engineering: an ascending series of tiered gardens containing all manner of trees, shrubs, and vines. The gardens were said to have looked like 
a large green mountain constructed of mud bricks, rising from the center of the city.



#BLDG_Angkor
^
^
^
#DESC_BLDG_Angkor
^
^
^


#BLDG_Lighthouse
^
^
^$LINK<Galleys=PRTO_Galleys> and other early 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 [Great Lighthouse] may be built only in a coastal city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.
#DESC_BLDG_Lighthouse
^
^
^The Pharos was a marble watchtower and lighthouse built in 280 BC on an island in the harbor of Alexandria, Egypt. Estimated to have been 300 
feet high, the primary function of the lighthouse was to guide approaching ships to the harbor on an otherwise unmarked coast. Historians debate 
whether fires were burned on the top of the tower, or whether mirrors were used to reflect sunlight. Since ships rarely sailed along coasts at night, 
there was probably little need for the lighthouse after dark. The Pharos was destroyed in the 14th century, after having been damaged by several 
earthquakes.



#BLDG_Great_Library
^
^
^The civilization that builds the [Great Library] gets any Civilization Advance already discovered by two
other known civilizations for free.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Great_Library
^
^
^The Great Library of Alexandria was one of the two most important libraries of the ancient world. Ptolemy I  founded it around 300 BC, 
and was enhanced and expanded by his successors. The library attempted to obtain copies of all scrolls of any consequence, and eventually 
contained over 700,000 volumes. Religious fanatics destroyed the library in 391 AD, after nearly 700 years of operation. During this period, 
Alexandria served as the cultural center of the Hellenistic world. Today, only part of the catalog remains, providing us with a mere hint of what 
treasures the library contained.



#BLDG_Art_of_War
^
^
^Puts a $LINK<barracks=BLDG_Barracks> in every city on the same continent.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.
#DESC_BLDG_Art_of_War
^
^
^One of the earliest pieces of military literature is "The Art of War", written by Chinese general Sun Tzu in the 6th century BC. This book contained 
a detailed explanation and analysis of the Chinese military, from weapons and strategy to rank and discipline. Sun Tzu also stressed the importance 
of intelligence operatives and espionage to the war effort. Because Sun Tzu has long been considered to be one of history's finest military tacticians 
and analysts, his teachings and strategies formed the basis of advanced military training for centuries to come.



#BLDG_Sistine_Chapel
^
^
^Doubles the effects of all $LINK<Cathedrals=BLDG_Cathedral> in your cities. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Sistine_Chapel
^
^
^The beauty of Rome's Sistine Chapel has long served as a testament to the mixture of strong religious beliefs and the love of art shared by the 
people of Renaissance Europe. Michelangelo devoted four years to painting the mural that adorns the ceiling, a work depicting events in the book 
of Genesis and other Biblical stories. Few visitors to the Sistine Chapel have failed to be moved by the artist's dedication to his subject, or his
feeling for the nature of human struggle, suffering, and spiritual triumph.



#BLDG_Circumnavigation
^
^
^The movement rate of all naval units is increased by one.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.
#DESC_BLDG_Circumnavigation
^
^
^In 1519, Ferdinand Magellan sailed from Spain with the intention of reaching the spice-rich Malouccas Islands of Indonesia by sailing west, 
instead of east. Although natives in the Philippines killed Magellan, his expedition went on to prove conclusively that the world was round. More 
importantly, it proved that the Americas were indeed a New World. Magellan's expedition was one of the great sea voyages of history, and it 
inspired further expeditions by other explorers. The discoveries made along the way reduced the dangers to all the sea expeditions that followed.



#BLDG_Solar_System
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.
#DESC_BLDG_Solar_System
^
^
^Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the planets revolve around it. This 
knowledge was lost during the Dark Ages, but was re-introduced in the early 16th Century by Nicholas Copernicus. Copernicus' research and 
theories form the foundation for modern astronomy. Copernicus collected his data from his observatory, a small room in the spire of an East 
Prussian cathedral. His research methods and observations also marked the rebirth of the scientific method, and were an important step in the 
advance of knowledge.



#BLDG_Great_Playhouse
^
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. A city with [Shakespeare's Theater] can grow beyond population 12, but you must have a population of 7 or higher in order to build it.
#DESC_BLDG_Great_Playhouse
^
^
^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theater during the 1600s. Theaters offered people 
a diversion from their everyday lives by allowing them to enjoy comedies, tragedies, and triumphs acted out on stage. Similar theaters, such as the 
Comedie Francaise in Paris, and La Scala in Milan, fulfilled similar roles by offering entertainment to the citizens of their cities. Although the original 
Globe Theater burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters throughout the world.



#BLDG_Inventor's_Workshop
^
^
^Obsolete military units can be upgraded at half price.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.
#DESC_BLDG_Inventor's_Workshop
^
^
^Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. His most famous works include the "Mona Lisa" and "The 
Last Supper". Although best known for his art, da Vinci was also an accomplished observer and designer. Preserved in his sketchbooks are ideas 
for dozens of inventions, many of them centuries ahead of their time. These include designs for such devices as drawbridges, construction equipment,
parachutes, and even helicopters. His scientific and technical drawings became the basis for the development of many of these modern devices.



#BLDG_Grand_Cathedral
^
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Grand_Cathedral
^
^
^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the most well known member of a gifted family of German 
musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote numerous choral and orchestral pieces. During his 
lifetime, he was renowned as an organist and music director of St. Thomas' Church in Leipzig, and many of his compositions were religious in nature. 
After his death, Bach's music gained worldwide appreciation.


#BLDG_Great_University
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Great_University
^
^
^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He is credited with many important 
discoveries including the laws of gravity, the color spectrum of light, calculus, fluid dynamics, and an understanding of ocean tides. He also built the 
world's first reflecting telescope. For 32 years, he held an important teaching post at Cambridge University, where he continued his own research 
while instructing a generation of students.





#BLDG_Trading_Company
^
^
^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improvements
($LINK<Harbors=BLDG_Harbor>, $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=BLDG_Bank>, $LINK<Airports=BLDG_Airport>,
$LINK<Commerical Dock=BLDG_Commercial_Dock> and $LINK<Stock Exchanges=BLDG_Stock_Exchange>).
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial and Seafaring civilizations.
#DESC_BLDG_Trading_Company
^
^
^Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed the economic processes of 
supply and demand, and discussed how free trade and individual ambition would lead to both economic and social growth. Smith favored a political 
environment where the government would only become involved in business and trade to preserve justice and order. Smith's ideas of economics and 
the lack of government involvement form the basis of modern economic liberalism.





#BLDG_Universal_Suffrage
^
^
^Reduces $LINK<war weariness=GCON_War_Weariness> in all cities.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Agricultural civilizations.
#DESC_BLDG_Universal_Suffrage
^
^
^After decades of struggle, women in the United States won the right to vote in 1920 with the passage of the 19th Amendment to the U.S. 
Constitution. The achievement of women's suffrage was accelerated by the excellent record of women working in jobs traditionally held by men 
during World War I. Full voting rights were granted to women in Great Britain in 1928. Since that time, women have gained the right to vote in most 
countries in the developed world.





#BLDG_Hoover_Dam
^
^
^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all cities on the same continent.
^
^
^To build the Hoover Dam a city must have a river within its $LINK<radius=GCON_Radius>.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.
#DESC_BLDG_Hoover_Dam
^
^
^For centuries, mankind has been harnessing the power of rivers to move waterwheels for various purposes. With the advent of electrical power, it 
was found the rivers were also very useful for generating electricity. Hydroelectric power plants derive power from rivers by constructing dams to 
ensure a dependable supply of water. The overflow is then released through special chambers where the moving water turns giant turbines, 
generating electricity. When planned and engineered properly, this system provides an excellent power source with very limited environmental 
impact. The Hoover Dam, constructed on the Colorado River near Las Vegas, was one of the earliest hydroelectric power plants.





#BLDG_Manhattan_Project
^
^
^Allows the construction of nuclear weapons by {all} civilizations.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.
#DESC_BLDG_Manhattan_Project
^
^
^The Manhattan Project was the code name for an intensive and costly research effort during World
War II that resulted in the development of atomic weapons. The first two such weapons, the bombs
dropped on Nagasaki and Hiroshima in 1945, brought an end to the Second World War. For a short
time, the United States held a monopoly on atomic weapons. However, by 1949 the Soviet Union had
also developed similar technology, based in part on Manhattan Project information obtained through
espionage. The nuclear standoff that has resulted from this balance of power may be largely
responsible for the absence of major wars since World War II.


#BLDG_Cure_for_Cancer
^
^
^Makes one unhappy citizen $LINK<content=GCON_Moods> in every city.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Agricultural civilizations.
#DESC_BLDG_Cure_for_Cancer
^
^
^Despite the huge outlays of cash for research and study, cancer still looms as a terrifying and deadly plague on the human race. Although scientists 
and doctors have discovered many different forms of cancer, and have identified some of the factors that can trigger the disease, a true cure still 
eludes modern medical science. A cure for cancer would put an end to the source of much suffering and anguish, and allow millions of people, who 
would otherwise be doomed, to lead happy and productive lives.


#BLDG_Longevity
^
^
^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 civilizations.
#DESC_BLDG_Longevity
^
^
^As the lifespan of a human being has slowly increased over the centuries, a shift in medical focus began to take place. Infectious diseases, once the 
leading cause of death, began to be tamed by modern vaccinations. This allowed the field to spend more time combating those ailments associated 
with advanced aging, such as cancer and heart disease. This trend shows no signs of slowing, but rather accelerating. Modern technology permits 
sophisticated diagnosis and treatment of illness, while at the same time identifying their genetic roots.


#BLDG_Theory_of_Evolution
^
^
^Grants two Civilization Advances as soon as completed.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Theory_of_Evolution
^
^
^Charles Darwin, the main proponent of the theory of evolution based on natural selection, built up much of his evidence for this theory during a 
five-year voyage around the world. His voyage aboard the H.M.S. Beagle was instrumental not only in the establishment of his theory, but also 
in the application of the scientific method to the study of nature. Darwin published his theory of evolution in his book "On the Origin of Species by Means 
of Natural Selection". His studies were so thorough that the scientific world never challenged his findings. However, his findings were, and continue to be, 
challenged on philosophical and religious grounds. Darwin's research opened many new lines of inquiry, and inspired a wave of new biological research.



#BLDG_United_Nations
^
^
^Initiates the possibility of a $LINK<Diplomatic Victory=GCON_Victory>.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.
#DESC_BLDG_United_Nations
^
^
^Created in 1945 to maintain international peace and security, the United Nations was the second of two laudable efforts to 
establish an international authority on law and human rights between the self governing nations of the world. Headquartered 
in New York City, the United Nations was established at the end of World War II in response to the apparent ineffectiveness 
of the League of Nations to prevent another global conflict on the scale of "The War to End All Wars". The organization was 
originally conceived in 1941 as the Atlantic Charter, an agreement signed between Winston Churchill and Franklin D. 
Roosevelt, but developed into a pact signed by 26 countries to try to stop the aggression of the Axis powers. In 1945, in a 
conference between "The Big Three", Churchill, Roosevelt, and Stalin, the original charter was laid down. Throughout its 
history the United Nations has had great success in establishing many permanent international laws on subjects from human 
rights, international treaties, and worldwide decolonization. Although the United Nations does not have the power to enforce 
decisions or compel nations to take military action, the ability to compel member nations to impose economic sanctions 
against countries guilty of violating security orders gives it significant power in the world stage. 



#BLDG_SETI_Program
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.
#DESC_BLDG_SETI_program
^
^
^The Search for Extraterrestrial Intelligence (SETI) was officially initiated by the United States in the latter half of the 20th Century. The purpose of 
the program was to find some sort of conclusive evidence that intelligent life existed beyond the confines of our planet. Employing banks of radio 
telescopes and other detection equipment, SETI scans the skies hoping to find proof of extraterrestrial life in the form of radio transmissions and 
other activity. Although the program has yet to find such proof, the effort has produced many useful benefits to astronomy, telecommunications, and 
other high-tech fields.



#BLDG_Internet
^
^
^Puts a $LINK<Research Lab=BLDG_Lab> in every city on the same continent.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for all civilizations.
#DESC_BLDG_Internet
^
^
^The Internet is a computer system architecture that has revolutionized methods of communications and commerce by allowing various computer networks 
around the world to connect.  The internet provides a capability so powerful and general that it can be used for almost any purpose, supporting human 
communication via e-mail, chat rooms, newsgroups, forums, as well as in audio and video transmissions.  The Internet emerged in the United States in 
the 1970s, but did not become visible to the general public until the early 1990s. By the beginning of the 21st century, approximately 6% of the world’s 
population was estimated to have access to the internet.  It is widely assumed that at least half of the world's population will have some form of 
access to the internet by the year 2010.  Many experts believe that the Internet will continue to dramatically transform business as well as society.




#BLDG_Artemis
^
^
^Puts a $LINK<Temple=BLDG_Temple> in every city on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Artemis
^
^
^One of the original Seven Wonders of the Ancient World, the Temple of Artemis at Ephesus was an immense, grand temple and marketplace constructed of marble,
financed by the Greek king Croesus (whose name is now synonymous with great wealth). Filled with treasures and statues of bronze, gold, and silver from around
the civilized world, it stood for just two hundred years before it was burned by a fame-seeking arsonist. It was rebuilt twice, but never as grandly as it 
stood at its apex in the 6th century B.C. The Temple was destroyed for the last time by a Christian missionary and saint, who sought to eliminate this 
powerful symbol of the pagan world.



#BLDG_Zeus
^
^
^The [Statue of Zeus] produces a $LINK<Ancient Cavalry=PRTO_Ancient_Cavalry> every 5 turns.
^
^
^A city must have access to $LINK<ivory=GOOD_Ivory> to build The Statue of Zeus.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious and Militaristic civilizations.
#DESC_BLDG_Zeus
^
^
^The Statue of Zeus at Olympia, the site of the original Olympic Games held to honor the king of the gods, depicted him as a massive ivory figure clad in robes
and sandals of gold. The statue was almost four stories tall, with its head nearly touching the roof of the temple that housed it. The sculpture is described as
exquisite in even the tiniest details by historians and writers of the day -- its robes intricately carved with designs of animals, flowers, and images of Zeus'
children, and its base surrounded by sphinxes and other mythological creatures. Such a statue could not long escape the notice of greedy kings and warlords, and
several attempts were made to steal the statue -- including one by the crazed Roman emperor Caligula.  The statue was finally successfully stolen about the third
century A.D., and was destroyed in a fire in Constantinople just after the fall of Rome. No images or accurate reconstructions of this, one of the lost Wonders of the
Ancient World, survive today.


#BLDG_Mausoleum
^
^
^[The Mausoleum of Mausollos] makes three $LINK<unhappy citizens=GCON_Moods> content in its city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Seafaring civilizations.
#DESC_BLDG_Mausoleum
^
^
^The tomb of King Mausollos of Caria (from whose name the generic term "mausoleum" derives), a local Persian ruler, was not especially remarkable in its construction or size.  
Its status as one of the Ancient Wonders of the World comes from the dozens of painstakingly carved statues and sculptures that surrounded it. They depicted legendary and 
real people, and the noble animals of mythology and history.  Inside the mausoleum was a great frieze, or wall-carving, depicting an epic battle between the Greeks and the 
Amazons, and topping the mausoleum's dome was a huge statue of a four-horse chariot. The Mausoleum and its statues survived until after the Crusades, when Christian knights 
founded a new crusader kingdom in Asia Minor, and used the already-carved stones of the Mausoleum to build castles. The statues, in turn, spread around the world, until British 
archaeologists began to collect and recover them.  Some can be seen today in museums, but most have been lost or destroyed.


#BLDG_Knights_Templar
^
^
^The [Knights Templar] produces a $LINK<Crusader=PRTO_Crusader> every 5 turns.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic and Religious civilizations.
#DESC_BLDG_Knights_Templar
^
^
^The Knights Templar was a holy order devoted to defending the fledgling crusader states founded during the 
First Crusade against Muslim reconquest. The king of Jerusalem allowed them to make their headquarters in 
the main temple of Jerusalem, from which they took their name. In exchange for this hospitality they swore allegiance 
to the throne of Jerusalem. They participated in several major battles and did very well; this increased their numbers 
substantially. Eventually their power grew so much -- to the point where they could field an army of almost 10,000 knights 
and still uphold their promises to garrison individual towns -- that the Pope decided to place them under his direct control.
^	Templar valor in the Holy Land resulted in many rewards back in Europe; knights who fought under the red cross and white 
field of the Templars often found themselves with new estates and castles in their native countries. As a result the order became 
fantastically wealthy, as the Grandmasters shrewdly invested the order's wealth, using plunder to buy goods and sell them throughout 
the Mediterranean.
^	Kings, however, often become jealous of wealthy organizations over which they have little or no control. The French king 
Philip IV, his treasury emptied and his debts monstrous from constant warfare, accused the Templars of heresy and blasphemy, and 
confiscated almost all of their wealth in France. Other monarchs followed suit, embarking on a program of persecution and repression 
whose goal was mostly to secure the Templars' money for themselves. Hundreds of Templars gave false confessions of heresy under torture, 
and others were burned at the stake. The order died out completely in the early 14th century when the entire Templar leadership had been 
murdered.


#BLDG_Tunnels_of_Cu_Chi
^
^
^The [Tunnels of Cu Chi] gives Walls to all cities under Communist control.
^
^
#DESC_BLDG_Tunnels_of_Cu_Chi
^
^
^The Tunnels of Cu Chi also Reduce War Weariness and Doubles City Defense. Also, it provides a 50% defense bonus as well as cranking out 10 culture per turn.


#BLDG_Strategic_Hamlet_Program
^
^
^The [Strategic Hamlet Program] gives Perimeter Defence to all cities under S Vietnamese control.
^
^
#DESC_BLDG_Strategic_Hamlet_Program
^
^
^Not only does this Great Wonder give Perimeter Defence to all cities, it also prevents stealth attacks in the city in which it is built. Also, it doubles the city's defenses.

; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 




















; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat.
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Epic
^
^
^The Epic of Gilgamesh documents the adventures of this Middle Eastern hero. Of special interest to biblical scholars, the document was found 
among the ruins of Nineveh. More than 3000 lines, scribed across 12 tablets, this tale was written around 2000 BC. Gilgamesh was a king of Uruk, 
which now lies within the borders of Iraq.


#BLDG_Great_Ironworks
^
^
^$LINK<Production=GCON_Shields> increased by 100% in the city where it's built.
^{Requires:} The city that builds it must have Iron and Coal in its city radius.
#DESC_BLDG_Great_Ironworks
^
^
^As mankind’s dependence on metals increased through the ages, it became very important to cheaply and effectively separate the base metal from 
impurities. The process of smelting, through the use of a structure called a blast furnace, achieved just that. Using carbon dioxide created from 
oxidized coke to absorb the oxygen from the molten iron, it leaves the metal ‘slag’ to sink to the bottom of the furnace. This separation allows for 
a pure iron to be derived, which is then used for numerous purposes, including the creation of steel.


#BLDG_Forbidden_Palace
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it. Cumulative with $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>.
^{Requires:} The civilization must have at least ten cities (on a standard size map) under its control.
#DESC_BLDG_Forbidden_Palace
^
^
^A collection of imperial structures in Beijing, the Forbidden Palace stands as a testament to the Chinese architectural ingenuity and aesthetic. Ornamental gardens, 
terraces and fountains surround the magnificent structure, which became the capital of China in 1421.


#BLDG_Military_Academy
^
^
The city with the [Military Academy] can build $LINK<armies=GCON_Armies> without the benefit of a $LINK<leader=GCON_Leaders>.  Armies from this civilization are more effective in combat.
^
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Military_Academy
^
^
^Methods of passing down the tactics and arts of war from generation to generation vary based on culture and era. The United States solution, which 
up to that point relied on foreign instructors, lay in creating the United States Military Academy, located at West Point, New York. Established on 
the site of a 18th century fortress in 1802, West Point went on to craft most of the nation’s military leaders. Cadets are selected for training via a 
diverse number of methods, including competitive and non-competitive methods. Graduates earn the commission as Second Lieutenants and receive 
a Bachelor of Science degree. One paramount function of this institution is to stay current in the practice of warfare, typically by having officers from 
previous conflicts become instructors.


#BLDG_Pentagon
^
^
[The Pentagon] increases the unit capacity of all the civilization's armies from three to four.
^{Requires:} The civilization must have at least three $LINK<armies=GCON_Armies> in the field.
#DESC_BLDG_Pentagon
^
^
^The Pentagon is the largest office building in existence. The structure was completed on January 15, 1943, during the height of the Second World War, after a crash building effort of only 
16 months. The 83 million dollar facility covers more than six million square feet, roughly three times that of the Chicago’s Sears Tower (the second largest office building). Originally a US Army facility,
it soon became the nerve center for all military branches of the United States.


#BLDG_Wall_Street
^
^
The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^{Requires:} The civilization must have at least five Stock Exchanges in cities it controls.
#DESC_BLDG_Wall_Street
^
^
^The location of the New York Stock Exchange, Wall Street has become the epitome of the modern financial district. A narrow street running from 
Broadway to the East River, it houses some of the world's most prestigious and powerful banks and commodity exchanges. In 1653 Dutch colonists 
erected a barricade along this route to ward off the British and unfriendly natives. 


#BLDG_Apollo_Project
^
^
Completion of the [Apollo Program] enables the civilization to begin construction of the Alpha Centauri $LINK<Spaceship=GCON_Spaceship>.
#DESC_BLDG_Apollo_Project
^
^
^The Apollo Program was begun by the United States in the late 1960s. Following the success of the manned orbital missions of the Mercury and 
Gemini missions, the destination of the Apollo Program was the moon. The early Apollo flights concentrated on orbital observations of the moon, 
and testing the docking systems of the Apollo craft. Apollo 11 accomplished the ultimate goal of the Apollo Program on July 20, 1969, when Neil 
Armstrong became the first human to walk on the moon. Several other landings followed, the last being Apollo 17 in December, 1972. The Apollo 
Program truly represented a "giant leap for mankind". The U.S. manned lunar missions are unparalleled feats in space exploration, and the 
technology originally developed for the Apollo Program was later found to be invaluable in designing future space vehicles and orbital platforms.


#BLDG_SDI
^
^
Offers a 75% chance of intercepting enemy ICBMs.
^{Requires:} The civilization must have at least five SAM Batteries in cities it controls.
#DESC_BLDG_SDI
^
^
^Historically, research in the area of warfare has seen the development of powerful new weapons closely followed by the development of defenses to 
counteract the weapons' destructive power. The development of nuclear weapons seemed to be the exception to this rule: for the first time, mankind 
had created a weapon to which there was apparently no effective defense. SDI (Strategic Defense Initiative), however, could be the answer to this 
problem. Using laser-equipped orbital satellites or ground-launched ABMs (Anti-ballistic Missiles) to intercept and destroy enemy nuclear missiles 
in mid-air, the SDI Defense offers the first hope of negating the threat posed by nuclear missiles.


#BLDG_Intelligence_Center
^
^
^The intelligence agency allows the player to undertake $LINK<Espionage missions=GCON_Espionage>.
#DESC_BLDG_Intelligence_Center
^
^
^The benefits of using spies and espionage in military matters were identified early in mankind’s history. Both the pharaohs of Egypt and Caesars of 
Rome setup embassies in neighboring nations in order to monitor the expansion and movement of military forces. As technology increased the 
potential scale of warfare, it became critical to know from where and when threats would emerge. This can be seen in the plethora of methods used 
in acquiring information on a not-so-friendly nation. These include high altitude reconnaissance photography, actual battlefield observation, and 
covert missions. All this information usually focuses at the Intelligence Center, which collates and analyzes this valuable data from their diverse and 
remote sources. 


#BLDG_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least four hospitals in cities it controls.
#DESC_BLDG_Battlefield_Medicine
^
^
^While fundamentally in conflict with the destructive goals of war, physicians must still proffer aid to those in need. The practice of repairing the 
personal damage of war, sometimes actually during the fight itself, has a number of benefits beyond the obvious. A paramount one is that of morale, 
since the soldiers of an army that contains surgeons are assured care if they fall in battle.

#BLDG_Secret_Police_HQ
^
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> in the city that builds it. Cumulative with $LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
^{Requires:} Only civilizations under Communist government can build the Secret Police HQ.
#DESC_BLDG_Secret_Police_HQ
^
^
^Totalitarian governments virtually always rely heavily on secret police forces to enforce ideological and political reliability in the populations they govern. Secret police headquarters are often innocuous and bland, and usually contain not just offices and meeting rooms but interrogation and torture facilities, prison cells, execution chambers, and so forth. The Soviet KGB's headquarters was made in the Lubyanka, a tsarist-era office building located over an underground prison complex. 
Across the street from the Lubyanka was a toy store for children, to take away from the sinister image projected by the building.

#BLDG_Incendiary_Bombing
^
^
^Autoproduces a Napalm Bomber every 15 turns in the city in which this small wonder is built.
#DESC_BLDG_Incendiary_Bombing

#BLDG_VC_Hamlet
^
^
^[VC Hamlet] autoproduces a Vietcong every twelve turns.
#DESC_BLDG_VC_Hamlet
^
^
^The literal translation of Viet Cong is "South Vietnamese Communist" and there were many small villages all throughout S Vietnam that were infiltrated by the Communists.


#BLDG_AATTV_Barracks
^
^
^This small wonder auto-produces an AATTV Officer every 17 turns in the city in which it is built. 
#DESC_BLDG_AATTV_Barracks
^
^
^The Australian Army TrainingTeam Vietnam (AATTV), affectionately known as "The Team", was raised and sent to Vietnam in 1962 initially under the command of Colonel F.P. Serong (then Brigadier, now deceased). The Unit at this time consisted of 30 Officers and Warrant Officers who were originally to be employed in the training roles of Vietnamese Units.  As the war escalated in 1965 AATTV was increased to 100 members (including some Staff Sergeants, Sergeants and Corporals) and they were employed from the Delta areas in the far South to the Northern border of the Demilitarized Zone (DMZ) separating North and South Vietnam. 

^AATTV was both elite and unique.  It's members were specially selected, it was small, and for it's size it was one of the most highly decorated Units in the history of the Australian Army.  It's claim to uniqueness springs from a  number of factors; it existed only in Vietnam where members joined it from Australia, singly or in drafts, it consisted mostly of Officers and Warrant Officers who operated individually, in pairs, or occasionally in groups of normally not more than ten; and it's task was unique- training, advising, or commanding a variety of Vietnamese forces.  The first Australian Unit into Vietnam and the last out, it was operational for ten years, four months, and sixteen days, achieving the distinction of  being the longest serving unit of any service in any theatre of war.  Even if only because of it's name, it is not likely to exist again.  The members of AATTV were so spread across South Vietnam that they met as a Unit only on ANZAC day, and once when they paraded in Vung Tau in 1970 to receive a Unit honour from the Commander of the American Forces, General Abrams.  Collectively theUnit can claim to have built up a special knowledge of the war as it was fought over the whole of South Vietnam.  Early in the conflict the Unit was referred to by a Federal MP as "the expendables". 

^The AATTV identification shoulder patch is green shield with gold lettering, a boomerang with 'AATTV ' across the top of the shield, a crossbow depiction the Unit's involvement with the Montagnard tribes of the mountain regions who played a large part in"The Team's" operations and below this, a scroll with the word 'Persevere'entered within.


#BLDG_Air_Cavalry
^
^
^This small wonder auto-produces a UH 1 Huey every 12 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Air_Cavalry


#BLDG_Incendiary_Bombing
^
^
^This small wonder auto-produces a Napalm Bomber every 15 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Incendiary_Bombing


#BLDG_Liberation_Movement
^
^
^The Liberation Movement small wonder allows for the creation of VC Hamlet and NLF Barracks.
^
^
^
^
^
^
#DESC_BLDG_Liberation_Movement

#BLDG_American_Embassy
^
^
^This small wonder produces and American Advisor every 20 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_American_Embassy


#BLDG_Soviet_Embassy
^
^
^This small wonder produces and Soviet Advisor every 20 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Soviet_Embassy


#BLDG_US_Air_Base
^
^
^This small wonder produces a B52 bomber every 15 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_US_Air_Base


#BLDG_US_Army_Barracks
^
^
^This small wonder produces an American GI every 7 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_US_Army_Barracks


#BLDG_US_Marine_Corps_Barracks
^
^
^This small wonder produces an American Marine every 7 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_US_Marine_Corps_Barracks


#BLDG_S_Korean_Barracks
^
^
^This small wonder produces a S Korean Infantry every 17 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_S_Korean_Barracks

#BLDG_MACV
^
^
^This small wonder produces an American advisor every 20 turns in the city in which it is built.
^
^Military Assistance Command Vietnam (MACV) was the American headquarters for advising ARVN officers and the like.
^
^
^
^
#DESC_BLDG_MACV

#BLDG_AFVN
^
^
^This small wonder produces an M113 every 12 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_AFVN

#BLDG_Khmer_Rouge
^
^
^This small wonder produces a Khmer Rebel every 15 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Khmer_Rouge

#BLDG_Coastal_Patrol
^
^
^This small wonder produces an NVA Patrol Boat every 20 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Coastal_Patrol

#BLDG_Riverine_Patrol
^
^
^This small wonder produces a Delta Patrol Boat every 25 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Riverine_Patrol

#BLDG_MiG_Technology
^
^
^This small wonder produces a MiG 15 every 20 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_MiG_Technology

#BLDG_Aerial_Dogfighting
^
^
^This small wonder produces an F-100 Super Sabre every 10 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Aerial_Dogfighting

#BLDG_Sniper_Tactics
^
^
^This small wonder produces a Sniper every 15 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Sniper_Tactics

#BLDG_Firebase_Construction
^
^
^This small wonder produces a Firebase every 25 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Firebase_Construction

#BLDG_Soviet_Armour_School
^
^
^This small wonder produces a T-34 Main Battle Tank every 25 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Soviet_Armour_School

#BLDG_American_Armour_School
^
^
^This small wonder produces an M48 Main Battle Tank every 25 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_American_Armour_School

#BLDG_Pathet_Lao
^
^
^This small wonder produces a Pathet Lao Guerilla every 17 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Pathet_Lao

#BLDG_Chinese_Armour
^
^
^This small wonder produces a K-63 every 15 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Chinese_Armour

#BLDG_Soviet_Tank_Plant
^
^
^This small wonder produces a BTR60 every 15 turns in the city in which it is built.
^
^
^
^
^
^
#DESC_BLDG_Soviet_Tank_Plant

; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^
^$LINK<Scientific Civilizations=GCON_Strengths> start the game with [Bronze Working].
#DESC_TECH_Bronze_Working
^
^
^Evidence of the use of bronze, an alloy of copper and tin, dates back to Thailand in 4500 BC. Several hundred years later, bronze working 
was discovered in the Middle East. Artifacts from this period show that bronze was initially used for decorative purposes only. This is 
because tin was not readily available. It wasn't until approximately 2000 BC, when tin was regularly imported from neighboring regions, that 
bronze replaced copper in the construction of larger items. Bronze was harder and less brittle than copper, and it held a sharper edge. Tools, 
weapons, and armor made from bronze were also cheaper to produce and more durable. The period of time when bronze was the metal of 
choice for such items was known as the Bronze Age. The Bronze Age lasted until iron working became prevalent in approximately 1200 BC.



#TECH_Masonry
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<outposts=GCON_Outposts>.
^
^$LINK<Industrious Civilizations=GCON_Strengths> start the game with [Masonry].
#DESC_TECH_Masonry
^
^
^The early dwellings of most tribal cultures were built of materials that were readily available and easy to work with, such as bricks of clay 
and mud. As tribes gave up their nomadic ways and settled the first cities, they soon found that they had a need for more permanent and 
durable structures. The skill of masonry was developed to fill this need. The earliest stone structures consisted of little more than rocks that 
were stacked atop one another to form crude walls. Artisans soon began to square off the rocks, forming them into regular shapes and 
stacking them. These early examples of masonry used no mortar; the weight of the stacked stones provided overall strength and stability. 
Without the use of mortar and knowledge of architectural techniques, masonry was used primarily for simple structures such as fortifications. 
However, some examples of early masonry are quite spectacular, including the Great Pyramids in Egypt, which are still standing after 
thousands of years.



#TECH_Alphabet
^
^
^$LINK<Commercial Civilizations=GCON_Strengths> and $LINK<Seafaring Civilizations=GCON_Strengths> start the
game with the [Alphabet]. If a civilization is both commercial [and] seafaring, it receives
$LINK<Pottery=TECH_Pottery> as its second tech advance.
#DESC_TECH_Alphabet
^
^
^The ancestors of modern alphabets were the iconographic and ideographic symbols developed by ancient man, such as cuneiform and 
hieroglyphics. The first known alphabet, a combination of a number of early pictographic symbols known as North Semitic, was developed 
between 1700 and 1500 BC. Four other alphabets - South Semitic, Canaanite, Aramaic, and Greek - had evolved from the North Semitic 
alphabet by 1000 BC. The Roman alphabet, used by all the languages of Western Europe including English, was derived from the Greek 
alphabet sometime after 500 BC. The Roman alphabet became one of the most widespread due to the extensive use of the Latin language 
during the reign of the Roman Empire. The development of alphabets was significant in the development of advanced civilizations because it 
allowed history and ideas to be written down, rather than memorized and passed along orally.



#TECH_Pottery
^
^
^$LINK<Expansionist Civilizations=GCON_Strengths> and $LINK<Agricultural Civilizations=GCON_Strengths> start
the game with [Pottery]. If a civilization is both expansionist [and] agricultural, it receives
$LINK<Masonry=TECH_Masonry> as its second tech advance.
#DESC_TECH_Pottery
^
^
^The invention of pottery was essential to the development of agricultural societies. To get the most out of seasonal crops and domesticated 
animals, a tribe needed sturdy, waterproof containers in which to store and protect surplus food. The discovery of the 
properties of clay, and the invention of the kiln and the potter's wheel made it possible to build such containers. The earliest examples of Western pottery date back 
to as early as 6500 BC. Most of the examples from this period were strictly utilitarian. Although use continued to be primarily practical, 
decorative pottery soon became a ritualistic and aesthetic art form in cultures all over the world. Some of the most impressive examples of 
artistic pottery comes from the pre-Columbian cultures of South America, and from the Ming dynasty in 14th century China.



#TECH_The_Wheel
^
^
^{New Resource} $LINK<Horses=GOOD_Horses> appear on the map.
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [The Wheel].
#DESC_TECH_The_Wheel
^
^
^The invention of the wheel represented a major turning point in human civilization. The first wheels, disks carved from solid wood, may have 
been built as early as 3500 BC. The earliest use of this device was the potter's wheel, used to spin and shape clay pottery. It was not long 
before the true potential of the wheel was discovered, and wheeled carts soon replaced the sledge as a means of transportation. Rapid 
developments, such as wheels consisting of a ring with radial spokes, made the wheel even more practical by reducing its weight. By using 
the wheel, mankind gained the ability to work more efficiently and travel more quickly. Besides its use in transportation, the wheel went on 
to become the basic principle behind almost every mechanical device.



#TECH_Warrior_Code
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [Warrior Code].
#DESC_TECH_Warrior_Code
^
^
^The Samurai of feudal Japan lived by a doctrine known as "Bushido", or "the way of the warrior". This code of behavior stressed such virtues 
as loyalty, courage, and politeness. The honor of the warrior could only be maintained if the rules of the code were followed. A similar code 
of behavior known as chivalry was later developed under the feudal system in medieval Europe. Although the strict adherence to both 
Bushido and chivalry were abandoned along with the feudal system in the 1800s, certain principals of discipline and behavior inherent in 
these systems can still be found in the military today.



#TECH_Ceremonial_Burial
^
^
^$LINK<Religious Civilizations=GCON_Strengths> start the game with [Ceremonial Burial].
#DESC_TECH_Ceremonial_Burial
^
^
^Groping for an explanation of the world around them, the earliest humans developed the first concepts of religion. Gradually, rites of worship 
grew to include sacrifices, ceremonies, vigils, symbology, sacred items, and prayer. One significant step in the advance of worship was the 
ceremonial burial, often a ritual preparation of the deceased's body for the afterlife his or her culture anticipated. The remains of ceremonial 
burials offer some of the most detailed information about past civilizations.


#TECH_Iron_Working
^
^
^{New Resource} $LINK<Iron=GOOD_Iron> deposits appear on the map.
#DESC_TECH_Iron_Working
^
^
^Some examples of iron ornamentation date back to 4000 BC, but the use of iron for tools, weapons, and other practical purposes did not 
become common until much later. Prior to this time, bronze was the most widely used metal for such purposes. Although the term "Iron Age" 
denotes a period of time starting around 1000 BC, iron replaced bronze as the metal of choice at different times in different places. Iron is 
more common than copper and tin, the component metals of bronze, but iron is seldom found in a free state; it is most commonly found 
mixed with other minerals and elements. In order to be used, the iron must be separated from the ore. Once this technique was developed, 
and forges hot enough to melt the iron were developed, iron working became commonplace. Worked iron was harder, less brittle, and 
could hold a much sharper edge than bronze. Iron has remained an important metal throughout history, and is one of the major components
in the production of steel.


#TECH_Writing
^
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate military alliance.
#DESC_TECH_Writing
^
^
^The development of writing is considered one of the most important advances of civilization. The earliest forms of writing were simple 
symbols and marks, used to keep accounts and inventories. Some cultures developed pictographic symbols to tell stories and record events. 
Eventually, complete systems of writing were developed, capable of conveying any thought that could be expressed orally. At this point, 
scribes replaced the oral historian as the chief keepers of records. Writing allowed the presentation of information in a form that could be 
reliably transmitted from person to person and made it possible for ideas, history, and knowledge to be stored permanently and passed 
between cultures more reliably than through oral recitation.


#DESC_TECH_Mysticism
^
^
^People of the ancient world were fascinated and awed by the forces of nature surrounding them. Earthquakes, storms and other phenomena 
were generally regarded as signs from heaven. Individuals and groups arose to formulate explanations for these events, and pass the 
knowledge along to the tribe. The priests and priestesses of mysticism, who were often called oracles, claimed union with the divine through 
meditation and trance-like contemplation. Primitive mysticism offered mankind the first, tenuous links with the powers that shaped their 
world, and represented the first move toward the organized polytheistic and monotheistic religions to come.


#DESC_TECH_Mathematics
^
^
^Rudimentary arithmetic was purely quantitative, used to keep track of quantities and measurements in trade. Building on this fundamental 
base, ancient civilizations began to formulate more complex mathematical concepts. As early as 1800 BC, the Egyptians had developed a 
system for working with fractional numbers and simple algebraic problems. They also formulated geometric formulae for finding area and 
volume, and came up with a constant for determining the area of a circle that was very close to the value of pi. By about the 5th century BC, 
the mathematicians of Greece had greatly contributed to both geometry and algebra. Around the same time, advanced mathematics was 
applied to other sciences and fields of study such as astronomy and mechanics. One of the earliest applications of mathematical principles 
was in the construction of complex weaponry such as the catapult.


#TECH_Philosophy
^
^
^{Bonus Tech} The first civilization to research this tech is awarded a free tech.
#DESC_TECH_Philosophy
^
^
^The word "philosophy" comes from a Greek term meaning "love of wisdom." In ancient Greece, literacy and an interest in the natural world 
were common in a burgeoning upper class. In their leisure time, these people contemplated principles of thinking and being, logic and 
mathematics, and the natures of reality and existence. In ancient times, the study of philosophy was indistinguishable from the study of 
science, and many of the theories formulated by the early philosophers became the basis for studies in the fields of astronomy, medicine, 
chemistry, and physics. The teachings and writings of the ancient philosophers of Greece and the Orient also, in part, laid the groundwork 
for many of the world's oldest organized religions.


#DESC_TECH_Code_of_Laws
^
^
^The earliest tribal civilizations were bonded together by mutual needs and beliefs. A tribal chieftain, who acted as 
an advisor and enforcer of the will of the gods, ruled these groups. No formal laws existed in these early cultures, but fear of the gods and a sense of tribal 
customs and morality kept order in the tribe. As societies became larger and more diverse, the need arose for established rules of conduct. 
The earliest known codes of laws existed in Babylon, India, and Palestine. The Twelve Tables of Rome, written in 500 BC, and its 
successors such as the Justinian Code, were the first codes of law to distinguish between public law, which involves the state, and private 
law, which concerns disputes between citizens. Roman law was the first formalized written system of laws, and went on to influence many 
of the legal systems of the modern world.


#DESC_TECH_Literature
^
^
^The art of writing as literature, bodies of works written thematically, is at least as old in the western world as Greek 
culture. Surviving records of Babylonian culture refer to at least two epic tales, which infers that literature as a 
comprehensive body is much older, but neither survive to this day. The development of a living body of literature became 
indicative of an advanced culture and are always correlated with advances in science, philosophy, theology, and art. 
Literature in the western world has survived in the forms that the Greeks and Romans established, but the expense and 
effort of hand copying texts ensured that only the wealthy had access to literate education. Libraries, which served as 
storehouses of these bodies of text, also became centers for education and the proliferation of ideas. Unfortunately the 
loss of many such libraries, such as the Great Library of Alexandria in a civil war in the 3rd century AD, also heralded 
the loss of  many of these irreplaceable texts. It wasn't until the invention of the printing press by Johannes Gutenberg 
that books were printed rather than transcribed. That single advance in literature opened the field up to those other than 
monks and the wealthy, birthing a proliferation of literature that spread across the world.


#TECH_Map_Making
^
^
^{New Ability} Can now negotiate right of passage $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Map_Making
^
^
^Maps provide a diagrammatic representation of an area, showing terrain features, cities, and other landmarks. The earliest maps were etched 
clay tablets charting Babylonian lands for the purposes of taxation. Around the same time, the Chinese produced regional maps drawn on 
silk cloth. In between 600 and 200 BC, the Greeks produced several maps of the known world, including the first map showing a primitive 
system of latitude and longitude. Traders and merchants primarily used these early maps. Seamen, who often set their courses based only on 
the tales brought back by previous voyagers, benefited most from the science of map making.


#DESC_TECH_Horseback_Riding
^
^
^Tribesmen on the Asian steppes first domesticated the horse for transportation and warfare. These tribesmen used their superior mobility and 
speed to overwhelm the proto-civilizations just rising in southeast Europe and the Middle East. In approximately 2000 BC, domestic horses 
were introduced into Babylonia. Within the next several centuries, horses had spread throughout much of Europe and northern Africa. It was 
not long before nearly every civilization had put horses to work as field animals and as a means of transportation. Horses also went on to play 
an important role in the military conflicts of nearly every civilization in the world, both as mounts for horsemen and cavalry, and as draft 
animals for pulling war chariots and heavy weapons into battle.


#DESC_TECH_Polytheism
^
^
^Polytheism is the belief that the world and the environment is ruled or controlled by a number of different gods or divinities. Many ancient 
religions were polytheistic, notably those of the Egyptians, the Greeks, the Norse, and the Romans. Often, polytheistic religions have different 
gods for each force of nature and earthly phenomenon; for instance: a sun god, a moon god, a god of thunder, a god of the forests, and so 
forth. The reason for such diversity in divine beings probably stems from ancient civilizations attempting to find explanations for natural events 
they could not understand. 



#DESC_TECH_Currency
^
^
^As cities grew, their internal economies became more complicated. People became specialists, some primarily producing grain, some pottery, 
some bricks, etc. A system of barter developed, so that one individual's wares and services could be exchanged for those of another. Gold 
and silver were widely used in such transactions, but the pieces needed to be weighed and tested for purity each time they changed hands. In 
600 BC, the Lydians found a way around this problem. They began the practice of shaping electrum, an alloy of gold and silver, into pieces 
of predetermined weight and purity, stamped with an official symbol. This idea caught on, and within 50 years all the important trading centers 
of the world had adopted similar practices. The widespread use of currency created universal standards of value, allowing people from 
various societies to conduct business almost anywhere without being forced to bring along bulky goods for trade and barter.


#DESC_TECH_The_Republic
^
^
^The republic is a system of government in which the citizens appoint, by popular vote, a head of state and officials to represent the views of 
the general public. The concept of the republic first appeared in ancient Rome, where local provinces sent elected representatives to the 
Senate, which governed all Roman lands. Both the head of state and the local representatives in a republic are elected; no one is granted a 
position by birth or divine right. Republican governments are similar in some ways to democracies, in that they offer a great deal of personal, 
financial, and political freedom to their citizens. The main difference between the two systems is that a true democracy allows the participation 
of every voting citizen in any and all political matters, whereas in a republic, a body of elected officials represents the views and opinions of 
the people. Although an effective system, personal agendas of political representatives might act to decrease the effectiveness in representing 
the views of the people. Due to human nature, corruption is fairly common in a republican government.


#DESC_TECH_Monarchy
^
^
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.


#TECH_Construction
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<fortresses=GCON_Fortresses> and
$LINK<barricades=GCON_Barricades>.
#DESC_TECH_Construction
^
^
^The development of masonry led to a widespread use of stone in simple structures such as fortifications, but due to the weight and 
cumbersome nature of stone blocks, more complex structures had to be made of simpler materials. The need for the widespread use of 
more durable and permanent materials eventually became apparent, forcing ancient artisans to learn new techniques. The biggest problem to 
overcome was finding a stable way to span the distance between two upright columns or walls using stone blocks. To solve this problem, 
fundamental architectural elements such as the arch and vault evolved. These basic construction techniques allowed larger and more elaborate 
buildings to be created from stone and mortar. Many of the buildings erected by these early builders are still standing, a testament to the 
sound construction techniques employed in their construction.


#DESC_TECH_Monotheism
^
^
^Monotheism is the belief that there is only one God. Perhaps the oldest monotheistic religion is Judaism. The original Israelites were 
polytheistic in a sense, since they did not deny the existence of other gods in addition to their own. However, after being exiled to Babylonia 
in 586 BC, the Judeans turned to a truly monotheistic religion, where the God of Israel was seen as the universal God ruling the destiny of all 
nations. The scriptures of Judaism became part of the teachings of the two most widespread monotheistic religions, Christianity and Islam. 
More developed than earlier polytheistic beliefs, monotheistic religions tend to encompass and structure the entire lifestyles of the people who 
practice them.


#DESC_TECH_Feudalism
^
^
^In the unsettled times following the collapse of Charlemagne's Frankish empire, a new social and political system arose in Europe called 
feudalism. Derived from the concept of monarchy, feudalism was a hierarchical system in which each descending stratum owed allegiance to 
those above. The king, whose authority was second only to God, granted tracts of land, or fiefs, to his barons. The barons might then grant 
smaller estates to knights, who swore to protect and serve the baron. The knights, in turn, might then grant fractions of their fiefs to 
subordinates who would serve the knights. At the bottom of the feudal pyramid were the serfs, who could not own land, and acted essentially 
as slave laborers who worked the land for their masters. Feudalism began to decline in the 13th century, when standing armies and 
mercenaries began to fulfill the protective role once served by the vassals and knights.


#TECH_Engineering
^
^
^{New Ability} Workers can now $LINK<Plant Forests=GCON_Worker_Jobs>.
^{New Ability} Roads now bridge rivers.
#DESC_TECH_Engineering
^
^
^Engineering is the application of scientific and mathematical principles to the design and/or manufacture of theoretical systems and physical 
objects. Prior to the mid-18th century, military engineers carried out all engineering functions. Their work involved the construction of roads, 
bridges, fortifications, and the performance of other duties relating to the military. In the late 18th century, civil engineers took over all 
non-military engineering functions. Other fields of engineering prior to the 20th century included mining engineers, who designed mines and 
methods of mining, and mechanical engineers, who dealt with the design and construction of machinery. As new technologies developed, new 
fields of engineering developed along with them. Today, there are engineers specifically trained in nearly every field, from electronics and 
computers to chemistry and atomics.


#DESC_TECH_Theology
^
^
^Theology is the study of God and religious truth. Theologians take a more or less scientific approach to questions of religion, deeply studying 
the underlying meaning of scriptures and religious teachings rather than "taking them on faith". Theological seminaries teach courses of study in 
theology to prepare people as priests and clergymen. Many of the earliest colleges of the western world were originally established for this 
purpose. Theological study helped to remove some of the superstitions that had surrounded religion for so long, and brought religious study 
into a more enlightened age.


#DESC_TECH_Chivalry
^
^
^Chivalry was a code of rules governing the behavior of an aristocratic class of warriors known as knights. First appearing in the 12th century, 
the rules of chivalry governed not only the knights' behavior in battle, but in their personal lives as well. The chief chivalric virtues of piety, 
honor, valor, courtesy, chastity, and loyalty represented a fusion of Christian and military morality. A similar code of behavior known as 
"Bushido" or "the way of the warrior" governed the behavior of the samurai warriors of ancient Japan. Although the strict practice of chivalry 
had all but disappeared by the 15th century, the ideals of chivalric behavior became the basis for what is now considered to be gentlemanly 
conduct.


#DESC_TECH_Invention
^
^
^The contrivance of a previously unknown device, method, or process, which can, in turn, be used to accomplish an objective in a way 
thought to be impossible, is known as invention. Essentially, inventiveness is the ability to take one or more newly discovered concepts and 
find a way to put them to practical use. The earliest inventions of mankind date back to ancient stone and metal tools used for hunting, 
digging, and other everyday tasks. After writing allowed the ideas of various civilizations to be exchanged and studied, mankind's inventions 
became increasingly more useful and innovative. Most inventions are geared toward improving or simplifying human existence in some way. 
Often, inventions themselves make it possible to make new discoveries, which then go on to inspire better and more innovative inventions.


#TECH_Printing_Press
^
^
^{New Ability} Can now trade communications between civilizations. 
#DESC_TECH_Printing_Press
^
^
^The principle behind printing is not very complicated, but immense amounts of complexity are invested in the mass production of printed 
documents. Invented by Johannes Gutenberg in the mid-15th century, the early printing presses used a flat tray of inked type. Once paper 
was placed over the type, a surface was applied and the ink was pressed into the paper. While an improvement over the traditional 
duplication methods of the time (being meticulous hand-scribing of volumes), it was a slow and tedious process to use. Around 1800 the first 
cylinder press was created, followed by the large and immensely fast rotary presses. Today, computers have taken this ancient art out of the 
craftsman’s workshop and placed it on the desktop. Desktop publishing revolutionized the creation of printed documents, not only from the 
standpoint of speed and accuracy, but also by enabling anyone to mass-produce the printed word without investing the many years it takes 
to learn the trade. 


#DESC_TECH_Music_Theory
^
^
^Music finds a comfortable parallel with that of human language. Much as language has words, sentences, and stories, music has tones, 
melodies, and songs. The theory of music emphasizes the elements from which music is composed. One such structure is the melody, which 
is a grouping of musical notes that combine into a basic, but immensely flexible structure. Another is the chord, which is two or more notes 
played simultaneously to create a harmony. The impact of music throughout history can be clearly seen, as both entertainment and an art.


#DESC_TECH_Education
^
^
^Education is the process of passing on the knowledge of previous generations to future ones. The impact of this simple process is not to be 
underestimated, and in a fundamental way permitted mankind to dominate the planet. Originally a privilege solely of males, it soon became a 
fundamental right in the United States. Schools of all types began to specialize in certain fields and/or student demographics, allowing people 
of all kinds the benefit of this wealth of information. Modern curriculums surprisingly cover many of the same subjects taught throughout 
history, such as literature, language, and mathematics. 


#TECH_Gunpowder
^
^
^{New Resource} $LINK<saltpeter=GOOD_Saltpeter> deposits appear on map.
#DESC_TECH_Gunpowder
^
^
^Gunpowder is a chemical mixture of saltpeter, sulfur, and charcoal. When ignited, it burns rapidly and explodes if contained to any degree. 
Gunpowder is believed to have been developed by the Chinese, who used it in fireworks as early as the 9th century, but it did not reach 
Europe until the 14th century. Europeans immediately saw the potential of this substance, and manufactured it for use in weapons as early as 
1334. The discovery of gunpowder led to the invention of firearms, such as the musket, which led to the replacement of archers in most 
armies of the world by the late 1500s. Gunpowder marked one of the major technological turning points in military history; significantly 
changing the way wars were fought.


#DESC_TECH_Banking
^
^
^Many of the services performed by banks today can be traced back to medieval Europe. Certain families, such as the Medicis of Italy, were 
known for the banking duties they performed. These wealthy merchants pooled their surplus money into a bank, then loaned cash (with 
interest) to other commercial enterprises. The availability of this capital for investment made many new businesses possible, accelerating 
economic growth. The first modern banks were established in Europe during the late 1600s. The primary function of today's banking system 
is the granting of loans to consumers and businesses. In addition to loaning money and safeguarding deposits, banks also invest in government 
and private securities and bonds. Both the loan and investment functions of banks not only make profits for the bank itself, but also stimulate 
the economy by providing funds for business growth and consumer purchases.


#TECH_Astronomy
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<sea=TERR_Sea> squares.
^{New Ability} Naval units can safely traverse sea squares.
#DESC_TECH_Astronomy
^
^
^Astronomy originated as simple observation and recording of regular celestial movements for the purpose of time keeping and determining 
directional bearings. The ancient Greeks were among the first to study astronomy in detail. They described the use of stars for navigation at 
sea, and recorded the position of constellations during each season of the year for purposes of determining times for planting and harvesting. 
The Greek astronomer Aristarchus developed the theory that celestial motion could be explained by the fact that the Earth revolved on its 
axis once every 24 hours, and revolves around the sun along with the other planets. This theory was rejected at the time, only to be 
rediscovered nearly 2000 years later by Copernicus. These early students of astronomy compiled data that became the cornerstone for 
modern astronomical research.


#DESC_TECH_Chemistry
^
^
^The earliest practical use of chemical processes was by metal smiths of the ancient world. These artisans learned how to use heat to melt 
various naturally occurring metals together to form alloys such as bronze. Early manufacturers of cloth also used primitive chemical processes 
to set dyes. In the following centuries, chemical processes were studied through the pseudo-science of alchemy, which attempted to change 
base metals into gold. Although alchemists were, of course, unsuccessful, they did develop many valuable chemical processes as a result. The
manuscripts produced by alchemists were studied by succeeding generations, and an effective knowledge of chemistry had been accumulated 
by the late 13th century. In the 17th century, the ideas of alchemy finally died out as an increasing body of true chemical knowledge was 
gained through experimental analysis, leading to the modern science of chemistry.


#DESC_TECH_Democracy
^
^
^Democracy is a ruling system where the citizens have a great deal of control over the actions of the government, either directly or through 
elected representatives. Democratic governments can be traced back to the city-states of ancient Greece and Rome. Citizens would gather 
in a public forum, and each one would have the opportunity to speak and vote on issues affecting the community. This direct democracy 
system was possible due to the relatively small populations of the city-states. Starting in the 17th century, the monarchs of Europe began to 
be stripped of their absolute power, and by the end of the 19th century the citizens had a strong voice in government in many European 
nations. Large populations made public forums impractical, so the people elected groups of representatives to carry their views to the ruling 
powers. Strictly speaking, this type of system more closely resembles a republican system rather than a true democracy. This type of 
representative democracy is considered the best governing system in the modern world because of the personal and economic freedom 
enjoyed by the citizens.


#TECH_Economics
^
^
^Wealth causes shields to be converted to gold at a ratio of four to one. When your civilization learns Economics the ratio is reduced to two to one. 

#DESC_TECH_Economics
^
^
^The ideas of supply and demand, and philosophies concerning trade and the production and consumption of goods and services, are 
concepts that have existed since the dawn of mankind. As societies became more complex, however, people began to study these abstract 
concepts in a more formal way. The first recorded study of economics as a science, rather than a philosophical or political concept, was the 
book "The Wealth of Nations" by Scottish economist Adam Smith. This book represents the first attempt to fully analyze sources of income 
and the distribution of wealth. Smith's analysis of economics served as a guide by which many of the governmental economic policies of the 
present day were formed.


#TECH_Navigation
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} Naval units can safely traverse ocean squares.
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy. 
#DESC_TECH_Navigation
^
^
^In the early days of seafaring, sailors operated solely through a process known as "piloting", in which the position and course of the ship was 
determined by referring to geographical landmarks. The need to stay in view of the shore severely limited the extent of sea voyages. Through 
experience, sailors learned to apply the science of astronomy to their profession, noting the positions and movement of particular stars. They 
realized that even when the shore was out of sight, they could steer by certain reliable stars. This crude, yet practical application of astronomy 
allowed the adventurous to sail into the unknown with a reasonable chance of finding their way. As a result, ship building technology quickly
improved, producing larger, more stable ships designed for longer voyages.


#DESC_TECH_Physics
^
^
^Physics is the study of the many forms of matter and energy and the way they interact with themselves and each other. A number of ancient 
races made observations about certain aspects of physics, such as planetary motion, but were unable to develop theories as to the reasons 
for these motions. Some of the earliest applications of physics were by the Greek mathematician Archimedes, who applied physics to create 
such devices as levers and screws. It was not until the 17th century that experimental methods and scientific measuring devices led to a true 
understanding of many fundamental physical laws. Early scientists such as Johannes Kepler and Sir Isaac Newton began to disprove the 
theories of the ancient Greek philosophers and scientifically prove their theories concerning the laws of physics. Discoveries in physics rarely 
have direct applications, however they do provide a basic understanding of the laws governing the universe, thus forming the basis for practical 
advances in technology.


#DESC_TECH_Metallurgy
^
^
^Metallurgy is the study of the properties of metals and the methods used to separate metal deposits from metal-bearing ores. Through the 
course of history, artisans have switched the materials from which they constructed weapons and tools to harder, more durable metals as they 
were discovered. However, metallurgy as a science wasn't studied in earnest until the powers of Europe began to compete against one 
another in an attempt to design better and more effective weapons starting around the 14th century. Constant improvements in metallurgy led 
to the discovery of new metals and alloys that were stronger, lighter, and cheaper. As a result of this race for military dominance, Europeans 
produced some of the most advanced weaponry in the world during this time period.


#DESC_TECH_Free_Artistry
^
^
^The love of beauty seems a trait mankind was innately born with. When attempting to create things of beauty, and when done so skillfully, the
product is art. From our ancient cave dwelling ancestors to our electronically amplified contemporaries, painting, sculpture and music have all 
played a pivotal role in the quality of human life. A division can be made between the fine arts and the useful arts (such as pottery making or 
weaving), though the process through which the artists labor remains similar. Today commercial art is increasingly demanding to be 
considered a serious art.


#DESC_TECH_Theory_of_Gravity
^
^
^In the 17th century, Sir Isaac Newton developed the law of universal gravitation. This law recognized that every mass in the universe exerts 
an attraction on every other mass. Newton postulated that gravity was a universal force that affected all matter. Newton's theory served to 
explain the forces of attraction between the Earth and nearby objects, as well as the forces that affect the motion of planets and other 
astronomical bodies. In the early 20th century, Albert Einstein's special theory of relativity led to a major reinterpretation and clarification of 
Newton's theory of gravity. Scientists now believe that gravity affects energy as well as matter, and that gravity is actually a fundamental 
warping of the fabric of space-time. Some theorize that the force of this warping is transmitted by as-yet-unobserved particles called 
gravitons.


#TECH_Magnetism
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} Naval units can safely traverse $LINK<ocean=TERR_Ocean> squares.
#DESC_TECH_Magnetism
^
^
^The ancient Greeks, Romans, and Chinese knew the phenomenon of magnetism. They observed that lodestone, an iron-bearing ore, 
attracted other iron. They also noted that pieces of iron that came into contact with lodestone gained magnetic properties as well. The 
electromagnetic force of attraction and repulsion between various substances is due to the motion of positively and negatively charged 
electrons. Every magnet has positive and negative sides, called poles. Poles with a like charge repel one another, and poles with opposite 
charges attract one another. The study of magnetic phenomena soon showed that a free-floating magnet aligns itself with the Earth's magnetic 
field, one pole pointing north, the other south. This was an important discovery, and led to the invention of the compass in the early 13th 
century. The use of the compass revolutionized sea travel by reducing the reliance on landmarks and stars for navigation.


#DESC_TECH_Military_Tradition
^
^
^This allows for the creation of ARVN and NVA units.
 

#TECH_Nationalism
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.
^{New Ability}  Can create $LINK<Police Officers=GCON_Specialists>.
^{New Diplomatic Agreements}  Can now negotiate mutual protection pact and trade embargo $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Nationalism
^
^
^Nationalism is the belief that the affairs of the nation are the primary concern of its citizens. A recent political phenomenon (the first 
major application taking place after the French Revolution), it has nonetheless become the overriding paradigm for modern world politics. It’s 
important to know that nationalism can come in a variety of forms, some permutations bearing little resemblance to each other. Many early 
nationalistic leaders preached the superiority of their country over all others. While this type isn’t extinct today (as evidenced by the 
ethnocentric nationalism in the former Yugoslavia), most promote national determinism. Sanctioned by the United Nations, this is the belief that each 
nation should be responsible for its own growth and independence. 


#TECH_Steam_Power
^
^
^{New Resource}  $LINK<Coal=GOOD_Coal> appears on the map.
^{New Ability}  Workers can build $LINK<Railroads=GCON_Worker_Jobs>.
#DESC_TECH_Steam_Power
^
^
^The steam engine is a device that uses steam to generate power. Water, heated by burning fuel (usually coal or wood), turns to steam. The 
steam is contained in a chamber where it builds up pressure, causing a piston to move. The piston drives a turbine, the rotation of which 
produces power, which can be use for such purposes as producing motion or generating electricity. The early principles of this device were 
understood as early as the late 17th century, but it wasn't until 1769 that Scottish engineer James Watt patented a practical design for what 
was to become the basis for the modern steam engine. The invention of the steam engine led to a number of landmark developments, 
including the steam locomotive and the earliest examples of automobiles. Steam engines remained the chief means of motive power in the
transportation industry until the invention of the more powerful and compact internal combustion engine. Steam turbines are still in use today 
in a number of applications including the generation of electrical power.


#DESC_TECH_Medicine
^
^
^Primitive man attributed the onset of serious disease as the influence of the gods, or possession by evil spirits. Over time, however, it was 
found that such "possessions" could be treated through the use of elixirs made from plant extracts. Methods were also developed to clean 
and treat wounds, and set fractured bones. The ancient Greeks established the first schools to teach medical sciences circa 500 BC. The 
texts produced by the students of these schools, most notably Hippocrates, who is considered the father of medicine, based his theories of 
the human body on observation and reasoning rather than supernatural intervention. Continued study of diseases over the years, combined 
with the dissection and study of the human body in the 13th century, pointed out flaws in early Greek theories, and led to more accurate 
medical texts based on detailed analysis rather than conjecture. By the 18th century, the same methods of analysis and observation used by 
scientists in other fields were applied to the study of medicine. This paved the way for the increasingly effective methods of treatment and 
surgery that have prevailed over the last 200 years.


#DESC_TECH_Communism
^
^
^Communism is a conceptualized system of government in which resources and production facilities are the property of the entire society 
rather than individuals. In a communist society, labor is shared equally as well, and the benefits of labor are distributed according to need. 
Under such a system, all people would be equal, without class stratification. Although the basic idea of communism has existed since the time 
of Plato, modern communism is identified with the system of government described by Karl Marx and Fredrich Engels in the "Communist 
Manifesto". They believed that capitalistic systems, in which the rich upper class prospered through the exploitation of the powerless lower 
class, were bound to destroy themselves. At this point, the poor would rebel against their former oppressors and form a classless society. 
This prophecy has never come true, and countries that have attempted to base their governments on communism have ultimately failed to 
achieve the utopia described by Marx and Engels.


#DESC_TECH_Industrialization
^
^
^Industrialization involves the use of machines to dramatically increase productivity. Production of goods became concentrated in factories, 
where the combination of specialization of labor and automation reduced labor costs and, ultimately, the cost of the final manufactured 
product to the consumers.  Industrialization revolutionized living standards, both positively and negatively. The rapid growth of production 
industries and the reduced cost of production have led to the prosperity of some of the richest families in history. Industrialization has also led 
to the creation of a blue-collar working class. In newly industrialized nations, these workers, skilled only in their chosen trade, were often 
underpaid and forced to endure abominable working conditions.


#TECH_Electricity
^
^
^
^{New Ability}  Workers can $LINK<irrigate=TFRM_Irrigation> without fresh water.
#DESC_TECH_Electricity
^
^
^Humans have witnessed the phenomenon of electricity in the forms of lightning, static electricity, and magnetism since the dawn of time. 
Electricity was not seriously studied, however, until the 17th century. Early electrical pioneers studied various electrical phenomena, and built 
devices both to generate and to measure electrical charges. In 1892 Hendrik Antoon Lorentz, a Dutch physicist, advanced the electron 
theory. This theory, which explains electricity as a reaction between positively and negatively charged electrons, formed the basis for modern 
electrical theory. Based on Lorentz's work, early engineers such as Thomas Edison pioneered methods allowing the widespread use of 
electricity as a power source.


#DESC_TECH_Scientific_Method
^
^
^Mankind has always pursued an understanding of the universe that surrounds them. The scientific method lays down the blueprints for 
transmuting a theory into scientific law. The first step is to identify a process or phenomenon and begin to gather information about it. From 
this data, the scientist forms a hypothesis about the workings of the process observed. They then proceed to run a series of experiments to 
gather additional information that substantiates or disproves their theory. If the theory can co-exist with the findings, it can then be called a 
scientific law. Which is not to say that it cannot be disproved, as many such laws have become false as technology and new ideas are brought 
to bear.


#TECH_Sanitation
^
^
^
^{New Ability}  Disease from $LINK<Floodplains=TERR_Flood_Plain> is eliminated, and the effect of $LINK<Plague=GCON_Plague> is reduced.
#DESC_TECH_Sanitation
^The increased waste produced by growing populations over time eventually led to potential health hazards. It then became necessary to come 
up with systems to dispose of garbage and human waste in a sanitary manner. Plumbing systems designed to remove wastewater from 
dwellings and public buildings became commonplace, as did sewage plants which treated the wastewater before it was dumped into local 
waterways. Landfills were established, and garbage was collected for sanitary disposal in dumps and landfills a safe distance from the general 
population. These measures led to a healthier environment, and allowed for further population growth.



#TECH_Espionage
^
^
^{New Ability}  Build an $LINK<Intelligence Agency=BLDG_Intelligence_Center> and you can conduct
$LINK<Espionage Missions=GCON_Espionage>.
#DESC_TECH_Espionage
^
^
^As far back as 500 BC, the Chinese military strategist Sun Tzu stressed the importance of the gathering of covert information about one's 
enemy. Although every world government has strict laws and penalties to deal with spies, covert intelligence is an important political, 
technological, and military commodity. During times of war, covert operatives provide important information about enemy troop movements 
and weapons technology. Spies may also be called upon to perform acts of sabotage in order to delay or divert the enemy. In peacetime, 
organizations such as the CIA use operatives to keep track of potential political situations abroad. Spying is not limited to politics and war; 
industrial spies are often used to gain information about rival companies.


#DESC_TECH_The_Corporation
^
^
^As businesses grow, they often find it necessary to raise large amounts of operating capital in order to expand their operations beyond a 
certain point, or to meet operating expenses. In these cases, one option available is to form a corporation and "go public", or sell shares of 
the business to investors. This arrangement allows the business to expand rapidly, while spreading the risks of the expansion among many 
people, reducing individual risk. Corporations also have legal advantages such as the right to sue, and the limitation of liability for the 
corporation's debt to the amount originally invested by the owners. Corporations as legal entities have existed since ancient Rome, although 
the joint-stock company as it is known today didn't begin operating until sometime in the 16th century.


#TECH_Refining
^
^
^{New Resource}  $LINK<Oil=GOOD_Oil> appears on the map.
#DESC_TECH_Refining
^
^
^When the demand for oil-based fuels for lighting and other purposes began to soar in the 19th century, scientists began searching for a way to 
make use of crude oil. This research led to techniques in which crude oil was broken down, or refined, into a number of different fuels, 
including kerosene and gasoline. As consumer demand continued to increase, commercial refineries were set up to purify crude oil. The new 
petroleum products produced as a result of the development and perfection of the refining process led to the use of oil-based fuels in many 
consumer and industrial applications. These include the use of gasoline to power automobiles, and the use of oil for heating and for the 
generation of electrical power.


#DESC_TECH_Steel
^
^
^The iron alloys produced up until about the 14th century were made by heating a mixture of iron ore and charcoal in a forge, then pounding 
the molten metal to drive out the impurities or "slag". Occasionally, the iron mixture would absorb more carbon, creating steel rather than 
wrought iron. Because steel proved to be less brittle and more resistant to corrosion than iron, techniques were developed to produce steel. 
Blowing a coal derivative called coke through molten iron did this. Most modern steel making utilizes the "blast furnace", developed by Henry 
Bessemer in 1855, to accomplish this task on a large-scale basis. The strength and other qualities of steel make it the material of choice for 
warships, planes, and many other vehicles.


#DESC_TECH_Atomic_Theory
^
^
^Philosophers in ancient Greece were the first to use the term "atom" to describe the smallest possible bit of matter. They hypothesized that all 
things were made up of atoms, and could be theoretically broken down into atoms. The atom, however, was indestructible. Study of atomic 
theory proceeded slowly. Experimental scientists of the 16th and 17th centuries developed methods of analyzing gases, liquids, and solids to 
determine the individual elements of which they were composed. The founder of modern atomic theory was British chemist John Dalton. 
Dalton's experiments explained how atoms link together to form molecules. He also explained the nature of these chemical bonds, and 
performed a number of experiments concerning the formation of various chemical compounds.


#DESC_TECH_Combustion
^
^
^The development of internal combustion was a great advance of the Industrial Age. German engineer Nikolaus Otto built the forerunner 
of today’s internal combustion engine in 1876. Refinements on Otto's design over the next ten years led to more efficient and powerful 
engines. The internal combustion engine forever changed world transportation. Early automobiles utilizing steam engines had proven to be 
both underpowered and impractical, but the fuel efficiency and compact size of the internal combustion engine allowed the automotive 
industry to flourish. Several variations, including the diesel engine designed by Rudolf Christian Karl Diesel, went on to revolutionize 
propulsion in shipping and other transportation industries.


#DESC_TECH_Mass_Production
^
^
^The industrial revolution redefined the very concepts of manufacturing and changed the way goods were produced. One such 
concept was that of mass production, which utilized the benefits of machine made replaceable parts to their greatest 
advantage. In 1914 Henry Ford, the father of the assembly line, realized that by making a moving line on which automobiles 
moved and giving each person on the line a series of specialized tasks they would be able to make cars cheaply and more 
efficiently. This concept of mass production revolutionized the automotive industry. The time it took to turn out a Model T 
in the factory went from 728 minutes to 98 minutes; this time was eventually to drop to one Model T every 24 seconds. The 
idea quickly spread, and by the time America entered World War I in 1917 the assembly line had been adapted by all US 
military manufacturing plants and shipyards. Mass production techniques developed in the early 1900s transformed the 
American landscape from a rural population into an urban one, and changed all industrialized nations, for better or for 
worse, forever.


#TECH_Replaceable_Parts
^
^
^{New Resource}  $LINK<Rubber=GOOD_Rubber> appears on the map.
^{New Ability}   Workers work twice as fast.
^{New Ability}   Can create $LINK<Civil Engineers=GCON_Specialists>.
#DESC_TECH_Replaceable_Parts
^
^
^With the advent of machine manufacturing, craftsmen were able to set manufacturing to exacting specifications. One 
advantage of this was being able to manufacture complex objects, such as guns, in separate pieces. The benefit of this was 
realized when manufacturers replaced only the broken parts of the objects that they made rather than replacing or repairing 
the entire instrument. By setting machine manufacturing guidelines, manufacturers were able to make large quantities of the 
components of their products and then later assemble the finished product, increasing efficiency greatly. Replaceable parts 
revolutionized nearly every industry in the industrial age, paving the way for mass production and assembly line manufacture.

#TECH_Flight
^
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<airfields=GCON_Airfields>.
#DESC_TECH_Flight
^
^
^The idea of flight has tantalized humans since the dawn of time. Early investigations of flying machines date back to the 13th century. In the 
16th century, Leonardo da Vinci proposed a number of inventions that eventually came to pass, including the propeller and the parachute. 
Throughout the 19th century, various engineers experimented successfully with gliders, and experiments with compressed air and steam 
engines attempted to produce self-powered flight with limited success. The key to success in powered flight was the invention of the internal 
combustion engine. Just after the turn of the 20th century, Orville and Wilbur Wright made the first four controlled, sustained human flights at 
Kitty Hawk, NC. The technology of flight advanced rapidly from this landmark event, and within a relatively few years, aircraft were circling 
the globe, safely delivering passengers and mail at record speeds.


#DESC_TECH_Amphibious_Warfare
^
^
^A combined land and sea attack, usually associated with the capture of a beachhead or coastal area, is known as amphibious warfare. First 
attempted by the ancient Persians during the Battle of Marathon in 490 BC, successful coordination of amphibious assaults are considered to 
be among the most complex military operations. When ship-mounted guns were developed, naval vessels would open fire on ground forces 
and gun emplacements while merchant ships were used to land troops and supplies. The first modern amphibious assault took place at 
Gallipoli during World War I. Poorly planned and executed, this assault failed, but served as an example of the need for perfect coordination 
of forces in this type of attack. As battlefield communications improved, and the range of ship-mounted weapons increased, amphibious 
warfare became increasingly successful, and played a vital role in World War II. Today, amphibious operations are augmented by fast, 
armored landing vehicles; hovercraft that are capable of moving troops to and across the beach; and airborne assistance from planes and 
helicopters.


#DESC_TECH_Electronics
^
^
^The field of electronics deals with the practical application and manipulation of electricity and electromagnetic phenomena. The invention of 
the vacuum tube in the early 20th century marked the beginning of modern electronics. The vacuum tube was capable of amplifying weak 
radio signals, allowing them to be transmitted over greater distances. Vacuum tubes also allowed music and voice to be superimposed onto
radio waves for transmission. The early study of electronics revolutionized a number of fields, especially the field of communications. 
Because of the vacuum tube, the technology of radio communications was highly developed by World War II. After the war, electronics 
research continued to advance rapidly. Post-war advances include the earliest examples of digital computers and, eventually, transistors and 
integrated circuits: miniaturized replacements for the vacuum tube.


#DESC_TECH_Motorized_Transportation
^
^
^The earliest attempts at producing a self-propelled vehicle date back to the late 1770s. These early vehicles used bulky steam engines for 
power. Despite constant improvements, the steam engine ultimately proved impractical for small vehicles. The development of the internal 
combustion engine in the late 1800s provided a small but powerful replacement for steam engines, and was able to achieve much higher 
speeds. The first practical automobiles were developed in the late 19th century, by automotive pioneers in France, Germany, and the United 
States. By the 1920s, a number of automotive manufacturing companies were operating in the U.S., including Ford and General Motors. By 
1980, more than 300 million cars and 85 million trucks were in operation throughout the world. The popularity of the automobile has led to 
massive improvements in the highway systems in most industrialized countries. Unfortunately, automobiles are also one of the primary sources 
of air pollution, and have resulted in an all time high demand for petrochemical fuels.


#DESC_TECH_Advanced_Flight
^
^
^During World War II and in the years that followed, great leaps were made in the field of aviation. The military
demands of the war necessitated the development of aircraft designed for long-range bombing, and for the transportation
of troops and equipment. Although advances in aviation were made all over the world during this time, the Germans were
particularly adept in the development of advanced flight technologies. In 1944, they developed the V-2, the first truly
guided missile, capable of delivering 2000 pounds of explosives to targets nearly 200 miles away. The Germans also
developed the Me 262, the first jet fighter plane, which was first used in 1945. Although both the V-2 and the Me 262
came too late to affect the outcome of World War II, both of these advances paved the way for the advanced flight
technologies of today.


#TECH_Radio
^
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<radar towers=GCON_Radar_Towers>.
#DESC_TECH_Radio
^
^
^Prior to Guglielmo Marconi's invention of the radio in 1896, long-distance communication was carried out either by mail or over miles of 
cable via telegraph. Marconi's first demonstration of the radiotelegraph transmitted a message just over one mile without the use of wires. 
Continued improvements increased transmission range to over 200 miles by early 1901, and by the end of the year a single letter ("A") had 
been transmitted across the Atlantic Ocean. By 1905, many ships were equipped with radiotelegraphs for ship-to-ship and ship-to-land 
communications, and by 1915 the invention of the three-element vacuum tube, or triode, made it possible to regularly transmit voice messages 
over the airwaves. Throughout the years, radio has been refined not only for communication, but for detection and ranging (Radar) and 
astronomy.


#TECH_Rocketry
^
^
^{New Resource}  $LINK<Aluminum=GOOD_Aluminum> appears on the map.
#DESC_TECH_Rocketry
^
^
^Rockets are projectiles that are propelled by the expulsion of gases generated in a combustion chamber. The first solid-fuel rockets, invented 
by the Chinese in the 13th century, used a mixture similar to gunpowder for fuel. Although rockets were used in warfare to set fire to buildings 
and the sails of ships for nearly 500 years, it wasn't until the early 19th century that the first crude explosive rockets were used in battle. 
Research and design efforts by scientists such as Robert Goddard in the 20th century refined rocket design to produce faster, better 
controlled rockets. During World War II, this new technology was used to create the German V-2, the first true guided missile. 
Scientific developments since World War II have been applied to adapt the rocket for use in even more powerful and accurate weapons with 
incredible range. The rocket is also used in peaceful application such as the launch of satellites and the exploration of space.


#TECH_Fission
^
^
^{New Resource}  $LINK<Uranium=GOOD_Uranium> appears on the map.
#DESC_TECH_Fission
^
^
^According to Einstein's theory of relativity, even the smallest bit of matter is equivalent to a tremendous amount of energy. For instance, two 
pounds of matter, if converted completely into energy, would produce energy equivalent to the explosive force of 22 megatons of high 
explosives. In 1939, based on German experiments that successfully split the uranium atom, physicists were able to explain the process of 
nuclear fission.  When a large, unstable atomic nucleus splits (fissions) it results in two or more smaller, more stable nuclei accompanied by 
the release of tremendous amounts of energy and lingering, deadly radioactivity. The first application of this powerful technology was in 
warfare. A top-secret research effort in the U.S. known as the Manhattan Project studied the fission process, and eventually produced the 
first atomic bombs, which were dropped on the Japanese cities of Hiroshima and Nagasaki in 1945. These relatively small bombs, the only 
atomic weapons ever used in a war, each produced an explosion equivalent to more than 20,000 tons of TNT. The nuclear weapons of 
today are capable of producing explosions thousands of times more powerful.


#DESC_TECH_Computers
^
^
^A computer is a device capable of performing a series of repetitive arithmetic or logical functions far more quickly than the human brain. The 
earliest computers were designed to solve complex mathematical equations. British mathematician Charles Babbage conceived such a 
machine, called the Analytical Engine, in the 19th century. Many variations of analog, or mechanical, computing devices were built during the 
first half of the 20th century, and were used for such tasks as computing torpedo tracking in submarines and controlling bombsights. The 
growing study of electronics in the late 1940s led to the invention of the digital computer. The first all-electronic computer, containing 18,000 
vacuum tubes and capable of hundreds of multiplications per minute, was built in 1946. Further advances in electronics rapidly reduced the 
size and increased the speed and efficiency of computers. Today, computers are commonplace, and are used in virtually every field of 
endeavor. Significant advances in computer technology continue to take place at an amazing pace.


#TECH_Recycling
^
^
^Returns 25% of the shield cost when selling improvements in addition to the gold received.
#DESC_TECH_Recycling
^
^
^Increasing world population has led to an inevitable increase in the amount of garbage produced by society. Conventional disposal methods, 
such as burial in a landfill, have proven inadequate to handle the growing waste problem. One solution to this problem is the reuse of 
discarded materials through recycling. Although scrap metals and other materials have been reused in manufacturing processes for some time, 
true recycling is a broad-based, household-by-household effort. The increasing pollution generated by industry and consumerism, added to 
the depletion of natural resources, make the re-use of materials less a concern of efficiency and more as one of necessity for the survival of 
the human species. Not only does the recycling of waste materials prevent the unwanted build-up of garbage, it saves energy and slows the 
depletion of natural resources such as trees and petroleum products.


#DESC_TECH_Space_Flight
^
^
^Utilizing the now well-developed science of rocketry, the modern exploration of space began in October 1957 when the Soviet Union 
launched Sputnik one. This tiny satellite orbited the earth for 57 days, providing information on radiation and other phenomena in the upper 
atmosphere. In less than a year, the United States had also launched a satellite, Explorer one. This started the "space race", years of competition 
between the U.S. and the U.S.S.R. to achieve new frontiers in space exploration. Space flight advanced rapidly from the simple sub-orbital 
flights of the 1950s, to manned missions to Earth's moon in the late 1960s. The rapid growth of space technology led to many practical 
applications, such as weather and surveillance satellites, and vastly improved worldwide communications. Today, although hindered by severe 
government budget cuts, the exploration of space continues. Plans in the near future call for continued orbital exploration via the space shuttle 
program, and the eventual construction of the multi-national, manned space station "Freedom" in the early 21st century.


#DESC_TECH_Nuclear_Power
^
^
^In addition to its potential for destruction, the energy released in nuclear fission was seen as a potential source of controlled power generation. 
By 1944, large-scale nuclear reactors were in operation for the production of plutonium, although the energy produced by these reactors was 
not used. Following World War II, increased efforts were turned toward the extensive use of nuclear power to produce electricity. Nuclear 
power plants use the radiant energy of a controlled nuclear reaction to heat water, converting it to steam to spin turbines that generate 
electricity. The major drawback to nuclear fission is the lack of a safe means of disposal for the waste produced by the reaction, which 
retains its lethal radioactivity for hundreds of years. Another hazard is the possibility of a malfunction in the reactor that could lead to a 
meltdown of the core. Despite massive safety precautions, human error and equipment failures can lead to devastating accidents such as the 
explosion at Chernobyl in 1986, in which at least 30 people were killed and thousands lost their homes and face possible long-term illness 
after exposure to near-lethal doses of radiation. Because of growing public concern, the development of new nuclear power plants has 
slowed as scientists search for viable solutions to these problems.


#DESC_TECH_Superconductor
^
^
^Any material through which an electrical current can pass with relatively little resistance is known as a conductor. When an electric current 
passes through most conductors, part of that current is lost due to resistance, which varies depending on the conducting material and the 
ambient temperature. Some conductors, when cooled to temperatures near absolute zero, lose all resistance to current. These are known as 
superconductors. Because no energy is lost to resistance, superconductors can lead to a wide variety of practical uses. These include 
super-fast computers, powerful electromagnetic fields strong enough to contain fusion reactions, and the completely efficient generation and 
transmission of electrical power. Although the extremely low temperatures necessary to produce superconductivity have limited its uses thus 
far, recent developments hint that some unusual materials may be super conductive even at room temperatures. The isolation and large-scale 
production of these materials could lead to a new revolution in the field of electronics.


#DESC_TECH_Miniaturization
^
^
^Early radios and other electronic devices relied on vacuum tube technology. Because the tubes took up a great deal of space, the devices that 
utilized them tended to be very bulky and cumbersome. In the late 1940s, the development of the transistor provided a compact alternative to 
vacuum tubes. Transistors were capable of achieving the same level of power amplification achieved by tubes while taking up much less space,
and using only a fraction of the power. Starting in the 1960s, the integrated circuit provided still another level of miniaturization. An integrated 
circuit the size of a transistor could perform the function of 20 transistors. Today, the microprocessor, a modern refinement of the original 
integrated circuits, can incorporate the functions of several complete printed circuit boards into a single, low-power consumption chip less 
than two inches square, allowing for the construction of hand-held computers with more computing power than the huge mainframes used in 
the 70s and 80s.


#DESC_TECH_Ecology
^
^
^For centuries, human society has taken the gifts of nature for granted. As civilizations grew, humans spread out across the face of the planet, 
taking what they needed from the land and producing more and more waste materials with little regard for the future. In the late 1960s, a 
growing number of people became concerned about the growing problems of pollution and the destruction of natural habitats. This movement 
led to the formation of groups like the Environmental Protection Agency (EPA). The EPA's aim is to reduce all types of pollution. To this end, 
the agency has imposed strict laws and guidelines concerning the disposal of hazardous materials, set clean water standards, and studied more 
effective techniques of solid waste disposal. The primary goal of the environmental movement as a whole is to make sure that the environment 
is safe and intact for future generations to enjoy.


#DESC_TECH_Synthetic_Fibers
^
^
^Modern advances in chemical engineering have given us many new substances which have an astounding number of applications. 
One of the great advances in the chemistry field was the creation of synthetic fibers. Fibers such as polyester, nylon, and 
rayon are all laboratory-made and have all been found to have amazing uses - everything from clothing to parachutes. 
Some non-fabric applications, such as seat belts and Kevlar vests, have helped to save lives. New uses for these amazing 
substances are still being developed, and our world is becoming more indebted to the development of synthetic fibers.


#TECH_Satellites
^
^
^{Satellite Imagery} The entire world is revealed to any civilization mastering this tech.
#DESC_TECH_Satellites
^
^
^Artificial satellites are spacecraft that maintain an orbit around a celestial body. What differentiates an orbit from other types of space flight is it 
doesn’t require any additional propulsion. Satellites can hold a number of different orbits. One type is a polar orbit, which causes the 
spacecraft to pass over the north and south poles. Another is an equatorial orbit, which causes the satellite to circle the Earth’s equator. The 
farther the orbit from the surface of the earth, the longer it takes to complete a circuit of the earth. If the vessel uses an equatorial orbit at a 
distance of 22,300 miles from Earth, it can achieve geo-synchronous orbit, which causes the satellite to remain stationary over a specific area. 
The first satellite was the Soviet Union vehicle Sputnik 1, which was launched in October 1957. Today satellites fulfill many roles, including 
scientific research, weather forecasting, personal and business communication, and military intelligence gathering. 


#DESC_TECH_The_Laser
^
^
^Laser is an acronym for "Light Amplification by Stimulated Emission of Radiation". Lasers produce an amplified, coherent beam of light by 
using photons to energize or excite the electrons in the beam. Einstein first proposed the principles for the underlying theory of the stimulated 
emission of light in 1917. The first helium-neon gas laser was built in 1961. Years of research and development have led to a wide variety of 
laser applications in many different fields. Lasers can be used for everything from the precision cutting of almost any material and performing 
microsurgery to reading digital data and music information off of a compact disc. The military currently uses lasers for weapons targeting 
systems, and it has been proposed that laser technology could be used to defend against an enemy missile attack.


#DESC_TECH_Genetics
^
^
^The field of genetics involves the manipulation of deoxyribonucleic acid (DNA). DNA contains the genetic "code" which determines the 
inherited traits of living organisms. Removing a section of an organism’s DNA and replacing it with that of another organism can alter the 
characteristics of the organism. Since its inception, genetic engineering has produced a number of important benefits, such as isolating the 
gene for interferon, a rare substance that may be of great value in the treatment of viral diseases and cancer. Genetic manipulation may 
someday also provide a cure for birth defects and inherited diseases. Unfortunately, there are also potential dangers involved in this 
technology. Genetically engineered diseases, more communicable and virulent than any occurring in nature, could potentially be created in the 
laboratory by accident or maliciously. Such viruses could be used as a dreadful biological weapon. Domestic and international regulations 
regarding genetic experimentation exist to prevent such a situation from occurring.


#DESC_TECH_Stealth
^
^
^It has long been recognized that in warfare, the best advantage available is surprise. If one can approach an enemy undetected, the attack has 
a better chance of being successful. The widespread use of radar starting in World War II greatly decreased the possibility of surprise for an 
airborne assault. Planes could be detected from miles away, giving the enemy a chance to prepare for the attack. Over the years, the military 
has employed many different approaches to solve this problem. The most recent development is "Stealth" technology. Stealth planes are 
painted with radar-absorbing paint, and designed in such a way as to minimize the number of angular surfaces from which an enemy can 
bounce a radar signal. The engines are also hooded to reduce the plane's heat signature. The result is an aircraft capable of approaching an 
enemy target, launching an attack, and returning to base with little chance of detection. The F-117A Stealth Fighter was used with great 
effectiveness by US forces in the Persian Gulf War in 1991.


#TECH_Smart_Weapons
^
^
^{New Ability}  Stealth units and F-15s may conduct $LINK<Precision Strikes=GCON_Air_Missions>.
#DESC_TECH_Smart_Weapons
^
^
^Smart weapons are those that utilize targeting mechanisms external to it. A good example of this is the ‘Maverick’ munitions, which 
use a separate laser to ‘designate’ the bomb’s target. The source of this laser can be a plane, a soldier close to the target, or even an orbiting 
satellite. With the target ‘painted’ by this laser, the Maverick can adjust and refine its path to the target based on the laser’s reflection. 
Another type of smart weapon is one that uses a TV camera to feed visual information to a human technician. Using this information they 
could make small or great course changes throughout the flight, right up until impact. A benefit of both these types of guidance is extreme 
precision. Since many modern conflicts  take place among non-combatants, these high tech weapons can ensure that only the 
actual target is affected by the attack.


#DESC_TECH_Robotics
^
^
The creation of machines to assist in, and increase the efficiency of, the manufacturing process gave birth to the factory system of production 
and started the Industrial Revolution. The invention of digital computers in the late 1940s, and their refinement over the next several decades, 
took factory automation one step further. Computer-controlled machines, called robots, were designed to perform repetitive or dangerous
tasks more quickly than humans. Experimental robots capable of simple manipulation of objects were in operation by the late 1960s. 
General Motors commissioned the first robots used on an assembly line in the 1970s. Constant improvements in the computer field have 
allowed the production of incredibly versatile robots, capable of performing a wide variety of tasks under virtually any environmental 
condition. Robots today are widely used in manufacturing, scientific research, and space exploration.

#DESC_TECH_Integrated_Defense
^
^
^The threat of nuclear war became the backdrop of world politics after World War II. This terror sparked a fifty year long 
conflict, the Cold War, between the two leading super powers, the Soviet Union and the United States. Although there was no 
direct armed conflict between these two nations, the conflicts fought over their opposing ideologies often served to 
heighten tensions and fears of a nuclear holocaust, from which nothing might have emerged. Integrated defense was a concept 
born of the Cold War. Using satellite intelligence and laser designation, it was believed, a shield could be erected to 
pinpoint and destroy all high altitude threats through lasers or missiles. Although no such defense shield was ever erected, 
the theory behind a national anti missile shield still remains a viable option, especially against a "rogue state" scenario 
in which there are a very small number of inbound targets to eliminate.



#DESC_TECH_Ironclads
^
^
^Because of improvements in naval artillery and ammunition in the 19th century CE, warships needed better protection than wooden hulls offered. Ship builders therefore began adding iron plates to the above-water sides of their ships, and the ironclad steamships were born. The French launched the first seagoing ironclad, La Gloire, in 1859. The first battle between ironclads occurred in 1862 during the American Civil War when the CSS Virginia fought the USS Monitor inconclusively for four hours. The Monitor featured a steam-driven gun turret that sat on a flat armored deck. Designed by John Ericsson as a coastal and riverine warship, the Monitor sank in a storm off Cape Hatteras at the end of that year, but her sister ships performed admirably in the US Navy's blockade of Southern ports.



#DESC_TECH_Fascism
^
^
^Unlike other forms of government, there is no concrete definition of fascism. The word "fascism" comes from the fasces, the bundle of sticks used as a symbol of authority in ancient Rome -- appropriately, since the first fascist government, that of Benito Mussolini in Italy, aspired to regain Rome's glory.
^	Some common elements of fascism include strong nationalist sentiment, xenophobia, subordination of individual interests to the community, militarism and glorification of the army, secret police forces that enforce secret laws, informer networks, suppression of civil liberties and independent media, and economic policies that tightly tie business and commerce to government. (Note that many of these features are common in communist states as well.)
^	Fascist states need not be authoritarian, although they usually are; when fascist leaders are democratically elected (as Adolf Hitler was), they often try to modify or abolish the democratic institutions that placed the leaders in power.


#DESC_TECH_Machinegun_Tactics
^
^
^This tech allows for the creation of Light Machinegun units.


#DESC_TECH_Armoured_Tactics
^
^
^This tech allows for the creation of low-end armoured units.


#DESC_TECH_Amphibious_Tactics
^
^
^This tech allows for the creation of ARVN Marines and NLF Infantry as well as Vietcongs.


#DESC_TECH_Aerial_Warfare_Tactics
^
^
^This tech allows for the creation of low-end air units.


#DESC_TECH_SEATO_Mobilization
^
^
^This tech allows for the creation of units from the SEATO (Southeastern Asia Treaty Organization) countries; i.e. Australia and South Korea.


#DESC_TECH_US_Ground_Forces
^
^
^This tech allows for the creation of American ground forces like the US Marine and the American GI.


#DESC_TECH_American_Air_Power
^
^
^This tech allows for the creation of mid-range AMerican air units like the F100 Super Sabre and the B52 bomber.


#DESC_TECH_Advanced_American_Airpower
^
^
^This tech allows for the creation of high-end American air units like the F4 Phantom and the Napalm Bomber.


#DESC_TECH_Advanced_Military_Tactics
^
^
^This tech is a prerequisite for the techs that allow for the creation of the high-end units.


#DESC_TECH_Mortar_Tactics
^
^
^This tech allows for the creation of the Mortar unit.


#DESC_TECH_Land_Mine_Tactics
^
^
^This tech allows for the creation of both the Land Mine unit and the Mech Combat Engineer.


#DESC_TECH_Advanced_Artillery_Tactics
^
^
^This tech allows for the creation of high-end artillery units.


#DESC_TECH_Advanced_Armoured_Tactics
^
^
^This tech allows for the creation of high-end armoured units.


#DESC_TECH_Soviet_Aid
^
^
^This is a Communist flavor tech and it allows for the creation of Soviet-made weaponry.


#DESC_TECH_Soviet_Armour
^
^
^This is a Communist flavor tech and it allows for the creation of Soviet-made armour.


#DESC_TECH_Advanced_Soviet_Weaponry
^
^
^This is a Communist flavor tech and it allows for the creation of advanced Soviet-made wepaons.

#DESC_TECH_Propaganda
^
^
^This is a Communist flavor tech and it allows for the creation of propaganda related improvements.

#DESC_TECH_Infantry_Tactics
^
^
^This tech allows for the creation of the two standard infantry units in this scenario, NVA Infnatry and ARVN Infnatry.



; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Horses
^
^
^[Horses] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mounted military units.
^
^Horses appear when your civilization discovers $LINK<The Wheel=TECH_The_Wheel> and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.
#DESC_GOOD_Horses
^
^
^Arguably the most useful domesticated animal in mankind’s history, horses have existed for some 50 million years. While significant 
evolution has taken place (early ancestors were under a foot tall), the basic appearance of horses has remained relatively 
unchanged. The earliest interaction between horses and men was of game, with early man hunting them for food. Around 2500 
B.C. the first signs of domesticated breeds began appearing in Asia, but the idea took hold and spread rapidly. Their contributions 
to man’s conquest of his fellow man were immense, enabling the vast campaigns by Genghis Khan and Alexander the Great. 
The Spaniards introduced the modern breed to North America in the 16th century, often turning their imported herds loose 
before returning to Europe (making valuable room for gold and other treasures). While the importance of horses has dwindled since 
the advent of the internal combustion engine, they remain a boon in the forms of entertainment and farming.



#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Ancient and Middle Ages sword and 
armor military units.
^
^Iron deposits appear when your civilization discovers $LINK<iron working=TECH_Iron_Working>, and can be found in 
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Iron
^
^
^When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was bronze. Bronze 
had the advantage of being readily available and easy to work with. Unfortunately, it was too soft to hold an effective edge. In 
the mid-14th century BC in central Europe, iron replaced bronze as the metal of choice, and the Iron Age was begun. Since this time, 
iron has been a valuable commodity. Deposits of iron and iron ore found in mountains are mined and processed for use in their 
raw form, and in the production of steel.



#GOOD_Saltpeter
^
^
^[Saltpeter] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build early gunpowder military units.
^
^Saltpeter deposits appear when your civilization 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
^
^
^When found in nature, saltpeter (also known as potassium nitrate) takes the form of a white powdery substance. A major 
component in black gunpowder beginning around the 12th century, it has also contributed to the fields of medicine, food 
preservation and farming. The manufacturing of saltpeter is accomplished by combining the compounds sodium nitrate and 
potassium chloride.



#GOOD_Coal
^
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> required to produce early steampower units like 
$LINK<ironclads=PRTO_Ironclad>. More importantly, a civilization requires coal to build its
$LINK<railway=TFRM_Railroad> system and to power the  $LINK<factories=BLDG_Factory> and $LINK<power plants=GCON_Plants>
that fuel the incredible production  of the Industrial Age.
^
^Coal deposits appear when your civilization discovers $LINK<Steam Power=TECH_Steam_Power> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Coal
^
^
^More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud covered the 
decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment. Over time, the 
plant matter hardened and became coal. Coal deposits are mined all over the world, and coal was one of the major fuel sources 
in the world through the 1970s. In many countries, concern over the environmental effects of the burning of coal has led to a 
decline in its use. The smoke produced by burning coal has a high acid content, and creates an environmental condition known 
as acid rain, which is harmful to plant and animal life. Despite the environmental concerns, some of the largest coal mines in the 
U.S. each still produce more than 450,000 metric tons annually, making coal mining a very profitable industry.



#GOOD_Oil
^
^
^[Oil] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units.
^
^Oil deposits appear when your civilization discovers $LINK<Refining=TECH_Refining> and can be found in
$LINK<tundra=TERR_Tundra>, $LINK<desert=TERR_Desert> and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Oil
^
^
^Humans have known oil since ancient times. Oil deposits found on the surface were used for centuries for waterproofing and 
fuel purposes. But it was not until the coming of the Industrial Revolution that civilizations began to form a dependence on 
petroleum products. The widespread use of oil for fuel, lubrication, and other purposes led to a search for larger supplies. In 
the mid 1800s, the first oil wells were drilled, marking the beginning of a tremendously important and profitable industry. Today, 
with the world’s oil supplies dwindling and the demand for oil constantly rising, oil is a more valuable resource than ever.



#GOOD_Rubber
^
^
^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units.
^
^Rubber sources appear when your civilization discovers $LINK<Replaceable Parts=TECH_Replaceable_Parts> and can be found in
$LINK<jungles=TERR_Jungle>, $LINK<forests=TERR_Forest> and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Rubber
^
^
^Rubber was a common resource for the Indians of Central and South America since well before Columbus landed in the New 
World. This naturally occurring rubber allowed waterproofed shoes, playing balls, and other pragmatic benefits, but had the 
problem of shortly losing its elasticity. The process of vulcanizing, discovered accidentally by Charles Goodyear in 1839, 
improved not only its elasticity but also its ability to stay pliable in hot or cold weather. The first synthetic rubbers began appearing 
towards the end of the 19th century in Europe. Though they were of limited benefit (because of inferior quality compared to 
natural rubber) one advantage was independence from having to import the material from regional plantations. The Germans 
learned this lesson well during World War I, when the British Navy shut down many of their naval shipping routes.



#GOOD_Aluminum
^
^
^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and Spaceship Parts.
^
^Aluminum sources appear when your civilization discovers $LINK<Rocketry=TECH_Rocketry> and can be found in
$LINK<hills=TERR_Hills> and $LINK<tundra=TERR_Tundra>.
#DESC_GOOD_Aluminum
^
^
^A silvery, gray metal, aluminum has a staggering number of uses and applications. Just a few examples include the fact it never 
rusts, is lighter than copper (and almost as effective in electricity transmission), and is soft enough to easily mold for nearly any 
purpose. Though the dominant metal in the Earth’s composition, aluminum wasn’t discovered until 1825, thousands of years 
after copper and iron. The primary reason for this was the difficulty in extracting the metal from the ore (in modern aluminum, 
the ore bauxite). Charles Hall, a 22-year-old American, created what was to become the most cost effective method of 
separating aluminum in 1886. His process involved passing an electrical current through aluminum oxide, resulting in two 
separate components of pure aluminum and oxygen.



#GOOD_Uranium
^
^
^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and power plants.
^
^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fission> and can be found in
$LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Uranium
^
^
^One of the most valuable metals in the world, uranium’s use has dramatically changed since its discovery in 1789. Originally 
used in the production of steel-alloys, uranium improved the strength and elasticity of steel without making it brittle. Since 1939 it’s rarely been 
used for anything besides atomic energy. This heavy, white metal’s greatest contribution is to the process of nuclear fission. 
Radioactive manipulation of uranium atoms can eject neutrons, which can travel at speeds up to 12,000 miles per second. If 
such a neutron impacts the nucleus of a neighboring atom, the target atom can completely fragment. Not only is the resulting 
energy released immense, but the shattered atom can also potentially collide with additional atoms. This chain reaction is 
the phenomenon underlying all nuclear fission applications including nuclear weapons and power.






; ___________________________________________Luxury Resources____________________________________________

#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
^
^
^Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle 
East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are 
grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making 
as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well 
known for their fine wines, and derive a significant portion of their economy from wine making.



#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
^
^
^Throughout history, animal furs have been valuable commodities for trade and sale. Many different 
types of animals including minks, rabbits, and beavers have been captured by trappers for the 
purpose of obtaining their pelts for use in the making of clothing and other items. The 
exploration and colonization of the New World caused the fur industry to boom by making a 
variety of furs readily available. By the late 1800s, farms were set up specifically to raise 
animals for the fur industry. Starting in the 1970s, environmentalists and animal rights groups 
have lobbied to change public opinion concerning the harvesting and sale of furs. Despite these 
vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.



#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 map and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Dye
^
^
^Dyeing is the process of applying colors to fabrics. A human practice for over three thousand years, it enabled the natural white 
color of silk, wool and cotton to be enhanced with a varied spectrum of color. Natural dyes are created from a myriad of 
sources, including shells, animals and plants, though these were not always permanent and frequently expensive. Modern dyes 
are based around artificial or processed substances such as coal and other chemicals. One benefit for a nation with an extensive 
dye industry is that the processes involved in creating dye can be easily retooled to other purposes. Germany discovered this in 
World War I when it was determined that factories producing artificial dye could be easily modified to create explosives and 
other tools of war.



#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>.
#DESC_GOOD_Incense
^
^
^A potent luxury today as well as throughout history, this dried perfume produces a potent and wide variety of odors when 
burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into many facets of 
their daily lives. One use of incense is with a ‘Censer’, which was an ornately decorated bowl. The ancient Egyptians used such
a device in many of their religious ceremonies. Two of the three gifts brought by the Three Wise Men to the birth of Christ were 
myrrh and frankincense, both types of incense. Today incense is used for the pleasing aromas they give off and for ceremonies 
in many Christian churches.



#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
^
^
^Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor 
distasteful to animals. Oddly enough, humans because of these smells and tastes sought out many of these plants. Merchants 
in the Middle East began a profitable spice trade before 2000 BC. Spices are used now, as they were in the ancient world, to 
preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be 
found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow 
in tropical or swampy regions of the world.



#GOOD_Ivory
^
^
^[Ivory] 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>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Ivory
^
^
^Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most 
ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of 
prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been 
banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade 
was once a widespread and profitable venture.



#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
^
^
^Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from 
the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon are woven into 
cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent 
from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found 
in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk 
is still very popular in many types of clothing and other goods.



#GOOD_Diamonds
^
^
^[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 are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Diamonds
^
^
^Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile substance has many uses. The hardest 
material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora dies and is covered 
by earth, it is turned into carbon over the centuries. Diamonds are pure carbon, but in the form of a mineral. There is no shortage 
of uses for such a resilient substance, including wartime applications like manufacturing, cutting and drilling. World War II found 
the Allies in strong position because of these benefits, since the British colony of South Africa produced over half the world’s 
supply. 




; _______________________________________________Bonus Resources_______________________________________________


#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
^
^
^Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 
AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread 
throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, 
along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of 
whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near 
extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the 
late 1980s.


#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>, 
$LINK<tundra=TERR_Tundra> and $LINK<marsh=TERR_Marsh>.
#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 Coast, Sea and Fresh Water Lake squares and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Fish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. 
In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper 
waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high 
concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal 
environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply 
by establishing a thriving fishing industry.


#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 are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Cattle
^
^
^Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds of these beasts 
roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind were those of labor, goods and food, 
though the horse soon replaced them as the preferred beast of burden. The Romans were the first people to attempt to breed 
cattle to promote specific traits over others. Their ability to survive in arid areas unsuitable for farming became a premier benefit 
of these new breeds. In 1521 Spaniards introduced them to Mexico and the New World, leading to extensive cattle ranching 
throughout Texas and other neighboring regions. Today there are over 100 million head of cattle in the United States alone.



#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 is always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<floodplains=TERR_Flood_Plain>.
#DESC_GOOD_Wheat
^
^
^Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is 
archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring 
wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food 
crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.



#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 is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.
#DESC_GOOD_Gold
^
^
^Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything from jewelry 
to electronics, and has been established as the basis for monetary systems worldwide. The factor that makes gold valuable is its 
rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through 
mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. 
Historical examples of this phenomenon are the many towns that grew and prospered over a relatively short time during the 
California gold rush in America during the 1800s.



#GOOD_Bananas
^
^
^[Tropical Fruit] 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. 
^
^Tropical Fruit is always visible in explored areas of the map and can be found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Bananas
^
^
^This resource represents any of a myriad number of tropical fruits that include pomegranates, pineapples, mangoes,
mangosteens, carambolas (star fruit), bananas, papayas, avocados, breadfruits, coffee, guavas, lychees, moyas,
passion fruits, rambutans, tamarinds, durians, cikus, jackfruits, watermelons, and pomeloes. Jungles provide
many food resources to native populations, and these exotic fruits are in high demand for variety throughout
the rest of the world.


#GOOD_Oasis
^
^
^[Oases] are 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. 
^
^An oasis is always visible in explored areas of the map and can be found only in $LINK<desert=TERR_Desert>.
#DESC_GOOD_Oasis
^
^
^An oasis is a fertile place in the desert caused by the presence of water from underground springs or rivers, or
even by manmade wells. Date palms, fig trees, rice, wheat, cotton, vegetables, alfalfa, barley and wheat are all
examples of commonly grown plants in oases. To desert cultures of old, oases were of vital importance as sites
for agriculture, trading and manufacturing, and the cultures that frequented oases often established rigid codes
of conduct regarding them. No one would be allowed to despoil an oasis, and if the unthinkable should happen, the
penalty was often death. Most oases in the Arabian Peninsula became sites for shrines, and this added sanctity
also brought about a further code of conduct, namely no one could shed blood at the oasis where the shrine was
located. This allowed the often-warring tribes of Arabia neutral territory in which to trade or conduct peace
negotiations. The Silk Road was mostly a series of oases across the forbidding territory of central Asia between
China and the Middle East. Mecca, Cairo and Baghdad are examples of cities that originated because of an oasis,
although all of these have grown much larger due to modern influences. In modern times, irrigation has also
created oases, the most notable (and large) being the Imperial Valley in California.


#GOOD_Tobacco
^
^
^[Tobacco] 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. 
^
^Tobacco is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<grassland=TERR_Grassland>.
#DESC_GOOD_Tobacco
^
^
^Many, many moons before the first modern Europeans began populating the shores of the 'New World' tobacco smoke carried prayers of the
early Native Americans skyward to their Creator. It was not long after the Europeans landed, however, that they, too, began enjoying
the intoxicating effects of tobacco. By the 16th century the Portuguese were planting limited quantities of it at small farms near their
trading posts. Today the tobacco industry, though much maligned, is a multi-billion dollar a year business, and reaches around the world.




#GOOD_Sugar
^
^
^[Sugar] 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. 
^
^Sugar is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Sugar
^
^
^Long has man had a 'sweet tooth', and long has sugar been used to satisfy it. Natural honey was doubtless the first type of sweet
food enjoyed by ancient man, although a few bee stings had to be endured. Using the Sugar Cane plant to extract sweet juices probably
originated in New Guinea. Its cultivation spread westward along trade routes, to southeast Asia, India, and eventually the Middle
East and Europe. The actual process used to press the cane plant to extract its juices, and boiling the juice down to crystals, was
evidently first done in India about 500 BC. Today sugar cane is an important staple crop in a number of countries, and its ultimate
byproduct is enjoyed by countless people worldwide on a daily basis.



; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain
$LINK<incense=GOOD_Incense>,
$LINK<oases=GOOD_Oasis>, 
$LINK<oil=GOOD_Oil>, or
$LINK<saltpeter=GOOD_Saltpeter>.
#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<ivory=GOOD_Ivory>,
$LINK<sugar=GOOD_Sugar>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>. 


#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>, or
$LINK<wine=GOOD_Wine>.
#DESC_TERR_Grassland_with_Shield
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#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<tobacco=GOOD_Tobacco>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.
#DESC_TERR_Grassland
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>, or
$LINK<oil=GOOD_Oil>.
#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, [floodplains] appear along $LINK<river=TERR_River> banks and, therefore,
produce one extra $LINK<food=GCON_Food>.
^
^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 
floodplains 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<aluminum=GOOD_Aluminum>,
$LINK<coal=GOOD_Coal>,
$LINK<gold=GOOD_Gold>,
$LINK<horses=GOOD_Horses>,
$LINK<incense=GOOD_Incense>,
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>,
$LINK<sugar=GOOD_Sugar>,
$LINK<tobacco=GOOD_Tobacco>, or
$LINK<wine=GOOD_Wine>.

#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, 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 coffee and 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.
^
^Mountains may contain
$LINK<coal=GOOD_Coal>,
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>,
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>, or
$LINK<uranium=GOOD_Uranium>.
#DESC_TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the Earth'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.



#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 
^
^Forests may contain
$LINK<dyes=GOOD_Dye>,
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>,
$LINK<ivory=GOOD_Ivory>,
$LINK<rubber=GOOD_Rubber>,
$LINK<spice=GOOD_Spice>,
$LINK<silk=GOOD_Silk>, or
$LINK<uranium=GOOD_Uranium>.

#DESC_TERR_Forest
^
^
^There are 
several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type 
exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper 
products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, 
lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government 
regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they 
have harvested, help to prevent major ecological damage as a result of deforestation.



#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Supplies of $LINK<rubber=GOOD_Rubber> can be
found there, but also $LINK<disease=GCON_Disease>.
^
^Jungles may contain
$LINK<tropical fruit=GOOD_Bananas>,
$LINK<coal=GOOD_Coal>,
$LINK<dyes=GOOD_Dye>,
$LINK<gems=GOOD_Diamonds>,
$LINK<rubber=GOOD_Rubber>,
$LINK<silk=GOOD_Silk>, or
$LINK<spice=GOOD_Spice>.
#DESC_TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through deforestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, 
it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and 
animal life are made extinct every day as a result of the destruction of jungles and rain forests.



#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>.
#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. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<astronomy=TECH_Astronomy>.
^
^Seas may contain
$LINK<fish=GOOD_Fish> or
$LINK<whales=GOOD_Whales>.

#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. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism>.
#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. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.


#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 without $LINK<electricity=TECH_Electricity>.
#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 without $LINK<electricity=TECH_Electricity>.
#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.


#TERR_Marsh
^An extensive area of soft, low-lying terrain is known as a [Marsh]. The fetid conditions of
a marsh can sometimes cause $LINK<disease=GCON_Disease>.
^
^Marsh may contain
$LINK<fish=GOOD_Fish>, 
$LINK<game=GOOD_Game>,
$LINK<oil=GOOD_Oil>, or
$LINK<rubber=GOOD_Rubber>.
#DESC_TERR_Marsh
^
^
^River deltas and other low-lying areas are often surrounded by poorly drained mineral beds. This leads to
the formation of marshes, large, water-logged areas vibrant with grasses and other plant life. Marshes are
often extremely complex ecosystems home to hundreds of different plant and animal species. Rice and other food
plants requiring large quantities of water can be grown in marshes, although the soil underneath may not be
sufficiently hospitable. Due to the soft nature of the ground, marsh is generally unsuitable for building
purposes.



#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
(such as the Krakatoa or Vesuvius eruptions).


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy 
if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. During that period corruption 
and waste are so high that no production occurs and no taxes are collected. Scientific research comes to halt, as well.
There is no improvement maintenance when a civilization is in Anarchy.
^
^Worker efficiency				50%
^Hurry Method					None
^Corruption / Waste				Catastrophic
^War Weariness					None
^Draft Rate						0
^Military Police Limit				0
^Units Support:
^    per town					0
^    per city						0
^    per metropolis				0
^Notes: No city production, no research.
#DESC_GOVT_Anarchy
^Change of rule in cultures are often periods of unrest, but when the very framework for government is transformed 
it almost always results in a period of anarchy. The massive political and social upheaval experienced by the 
culture during a period of anarchy brings commerce and production to a standstill as cities rise up and government 
organizations try to restructure. Despite the fact that corruption and waste are absolute, there is a positive side 
to anarchy - it is temporary. When the smoke clears and the citizens calm down they are ready to embrace a new form 
of order in your society.


#GOVT_Despotism
^
^
^In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This 
system has a tendency to minimize individual freedom and reduce the efficiency of production efforts. 
^
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Rampant
^War Weariness					None
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					4
^    per city						4
^    per metropolis				4
^In addition, any city production square which produces more than two $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or
$LINK<commerce=GCON_Commerce> in a despotic government instead produces one less.
#DESC_GOVT_Despotism
^Despotism is, without a doubt, the simplest form of government. It is based on a simple concept: might makes 
right. In a despotism, the power is held unquestionably by those who hold power over the military and who therefore 
can enforce their decrees. Because of the oppression experienced in this type of regime, despots often find that 
their ability to control the population is proportional to their use of armed troops in towns and cities in which 
the people live. Furthermore, because it is such a centralized form of government despotism makes it difficult to 
effectively put down rebellions and prevent the misappropriation of funds if their empire grows too large. Despots 
pay a terrible price in waste and corruption in their society; and with the development of more sophisticated forms 
of government despots often find that staging a coup is necessary for further growth. 


#GOVT_Monarchy
^
^
^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all
citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by
sanction of the gods (or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>.
$LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^War Weariness					None
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8
#DESC_GOVT_Monarchy
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.

#GOVT_Communism
^
^
^Under Communism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman.
Although Communism allows greater production than despotism, the system restricts personal freedoms, limiting
$LINK<commerce=GCON_Commerce>. One positive aspect of Communism is its effect upon $LINK<corruption and waste=GCON_Corruption>:
all cities suffer the same, limited effects.
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Communal
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					6
^    per city						6
^    per metropolis				6
#DESC_GOVT_Communism
Communism is a conceptualized system of government in which resources and production facilities are the property
of the entire society rather than individuals. In a communist society, labor is shared equally as well, and the
benefits of labor are distributed according to need. Under such a system, all people would be equal, without class stratification. Although the basic idea of 
communism has existed since the time of Plato, modern communism is identified with the system of government described by 
Karl Marx and Fredrich Engels in the "Communist Manifesto". They believed that capitalistic systems, in which the rich upper 
class prospered through the exploitation of the powerless lower class, were bound to destroy themselves. At this point, the poor 
would rebel against their former oppressors and form a classless society. This prophecy has never come true, and countries that 
have attempted to base their governments on communism have ultimately failed to achieve the utopia described by Marx and 
Engels.



#GOVT_Republic
^
^
^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the
people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>.
However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant
$LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.  Maintenance cost per unit per turn is 2 gold instead of just 1.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Nuisance
^War Weariness					Low
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					1
^    per city						3
^    per metropolis				4
#DESC_GOVT_Republic
The republic is a system of government in which the citizens appoint, by popular vote, a head of state and officials to represent the 
views of the general public. The concept of the republic first appeared in ancient Rome, where local provinces sent elected 
representatives to the Senate, which governed all Roman lands. Both the head of state and the local representatives in a republic 
are elected; no one is granted a position by birth or divine right. Republican governments are similar in some ways to democracies, 
in that they offer a great deal of personal, financial, and political freedom to their citizens. The main difference between the two 
systems is that a true democracy allows the participation of every voting citizen in any and all political matters, whereas in a 
republic, a body of elected officials represents the views and opinions of the people. Although an effective system, personal 
agendas of political representatives might act to decrease the effectiveness in representing the views of the people. Due to human 
nature, corruption is fairly common in a republican government.

#GOVT_Democracy
^
^
^You are elected by the people to rule with their interests at heart. You are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness>
is a significant problem and war must be entered into only after much consideration.
^
^
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^War Weariness					High
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0
#DESC_GOVT_Democracy
Democracy is a ruling system where the citizens have a great deal of control over the actions of the government, either directly or 
through elected representatives. Democratic governments can be traced back to the city-states of ancient Greece and Rome. 
Citizens would gather in a public forum, and each one would have the opportunity to speak and vote on issues affecting the 
community. This direct democracy system was possible due to the relatively small populations of the city-states. Starting in the 
17th century, the monarchs of Europe began to be stripped of their absolute power, and by the end of the 19th century the 
citizens had a strong voice in government in many European nations. Large populations made public forums impractical, so the 
people elected groups of representatives to carry their views to the ruling powers. Strictly speaking, this type of system more 
closely resembles a republican system rather than a true democracy. This type of representative democracy is considered the best 
governing system in the modern world because of the personal and economic freedom enjoyed by the citizens.

#GOVT_Fascism
^
^You rule as dictator of a fascist state, appealing to strong feelings of national identity and the promise of a glorious future (or return to an idealized past). Your nation views itself as entitled to anything it can take from weaker or less worthy civilizations, so $LINK<war weariness=GCON_War_Weariness> is not an issue, and nationalist fervor for public works means that your Workers do their jobs faster. However, your brutal methods and suspicious attitude towards business and enterprise mean you must use forced labor to build improvements. Your cities lose population points upon a change to fascist government, Newly conquered cities also lose population, and do not generate culture until a popular majority has been assimilated. 
^
^Worker efficiency				200%
^Hurry Method					Forced Labor
^Corruption / Waste				Nuisance
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					4
^    per city						7
^    per metropolis				10
#DESC_GOVT_Fascism
^
^
^Unlike other forms of government, there is no concrete definition of fascism. The word "fascism" comes from the fasces, the bundle of sticks used as a symbol of authority in ancient Rome -- appropriately, since the first fascist government, that of Benito Mussolini in Italy, aspired to regain Rome's glory.
^	Some common elements of fascism include strong nationalist sentiment, xenophobia, subordination of individual interests to those of the community or "society", militarism and glorification of the army, secret police forces that enforce secret laws, informer networks, suppression of civil liberties and independent media, and economic policies that tightly tie business and commerce to government. (Note that many of these features are common in communist states as well.)
^	Fascist states need not be authoritarian, although they usually are; when fascist leaders are democratically elected (as Adolf Hitler was), they often try to modify or abolish the democratic institutions that placed the leaders in power.


#GOVT_Feudalism
^
^
^You rule as a feudal king, dependent on your vassal lords for support and bound to respect their wishes. $LINK<Corruption=GCON_Corruption> among the lords is a continual problem.  In addition, your vassals are wary of continual warfare and $LINK<war weariness=GCON_War_Weariness> may result. You do not suffer the production problems associated with $LINK<despotism=GOVT_Despotism>, however.  Maintenance cost per unit per turn is 3 gold instead of 1.
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Problematic
^War Weariness					Low
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					5
^    per city						2
^    per metropolis				1
#DESC_GOVT_Feudalism
^
^
^Feudal governments are decentralized monarchies where kings rule because subordinate nobles support them. Kings still retain vast powers under feudalism, but nonetheless must tread carefully lest their vassals rebel. The range of powers available to feudal kings usually involved the power to tax, to impress a lord's serfs into (limited) military service, and to resolve political disputes and create titles.


#GOVT_S_Vietnamese_Democracy
^
^
^You are elected by the people to rule with their interests at heart. You are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness>
is a significant problem and war must be entered into only after much consideration.
^
^
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Catastrophic
^War Weariness					High
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0
#DESC_GOVT_S_Vietnamese_Democracy
The government in South Vietnam can not really be described as a 'Democracy' per se. In actuality, it evolved into an oppressive right-wing variant of what we all in the free world consider a true 'Democracy'. As a result of this, corruption, favoritism and war-weariness were it's main features. This, many historians allege, was a main reason for the South's failures to fend off Communist takeover in 1975.  


; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

#TFRM_Mine
^
^
^A mine increases the $LINK<shield production=GCON_Shields> of a square.
^
^{Terrain					Produces}
^Grasslands				0 shields, 1 if mined.
^  w/ outcropping		1 shields, 2 if mined.
^Plains					1 shields, 2 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<Electricity=TECH_Electricity>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^Floodplains			3 food, 4 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}
^Floodplains			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.
^Jungles				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 +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build Fortification" 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<Construction=TECH_Construction>.


#TFRM_Highway
^
^
^Highways can only be built by the Escorted Worker who is only available to South Vietnam.
^
^Units moving along a highway expend zero movement points. Highways also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.
^
^Escorted Workers can build highways after the discovery of $LINK<SEATO Mobilization=TECH_SEATO_Mobilization>. 
^
^Escorted Workers are ordered to build highways by pressing [Shift-R] or the "Build Highway" button.


#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 10 $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.



#TFRM_Clear_Wetlands
^
^
^A worker can clear the $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> from a square, creating either $LINK<floodplains=TERR_Flood_Plain> 
or $LINK<grasslands=TERR_Grassland>.
^
^A worker is ordered to clear jungle or marsh by pressing [Shift-C] or the "Clear Wetlands" button in a
jungle or marsh square.



#TFRM_Plant_Forest
^
^
^After the discovery of $LINK<Engineering=TECH_Engineering>, 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, and filling in bomb craters),
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_Airfield
^
^
^Airfields function in the same manner that a city with an airport would for air units.  To construct an Airfield, 
move a worker to any neutral or owned land tile and select the Build Airfield unit action.  Construction of the 
Airfield consumes the worker.  Airfields can be a re-base mission destination.  All air missions can be launched 
from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield.  Airfields 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research 
Flight, in which case the airfield is destroyed).  Airfields can only be built in tiles that are empty or have a 
road and/or railroad.  The "Build Airfield" unit-action becomes available after the Flight advance is 
researched.

#TFRM_Radar_Tower
^
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in tiles that are empty 
or have a mine, irrigation, road and/or railroad.  The "Build Radar Tower" unit-action becomes available after 
the Radio advance is researched.

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

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations


#DESC_RACE_SVIETNAMESE
^
#DESC_RACE_SVIETNAM
^
^


#RACE_NVIETNAM
^
#DESC_RACE_NVIETNAM
^
^




#EOF
