; 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_Buildings
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.
^
^
^During Mobilization workers, settlers and explorers can be built, but will not receive the production bonus. 



#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 (aqueduct, 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<Aqueduct=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_> 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>.
^
^{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>, using Police Officers, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> and $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<Advanced Flight=TECH_Advanced_Flight>.




#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 Oracle=BLDG_Oracle>
^	* $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 Oracle=BLDG_Oracle>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<The Great Wall=BLDG_Great_Wall>
^	* $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 Colossus=BLDG_Colossus>
^	* $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>




#GCON_Buildings
- Pirates Building List -
^This scenario has a complex building system which is explained here:
^
^Key: (B) = Building, (SW) = Small Wonder, (LW) = Large Wonder,
^(req.5) = Requires 5 buildings, -> = the improvement on the right requires the improvement on the left, (E) = European Only, (P) = Pirate Only,
^(SS) = Spaceship Part.
^
^                                                       /- Coastal Fortress(IM)(E)
^                                                      /- Town Guard(IM)(E) -<-- Jail(IM)(E)
^Armoury(IM)(E) -> Barracks(IM)(E) -<                                   \- Gallows(IM)(E)
^                                                      \- Military Academy(SW)(E)(req.5)
^Granary
^
^Marketplace(IM) -> Bank(IM)(E)
^
^Palisade(IM) -> Stone Walls(IM)(E) -> Fortress(IM)(E)
^
^Chapel(IM)(E) -> Cathedral(SW)(E)(req.5)
^
^                                    /- Famous Shipwrecks(LW)(E)(req.5)(req. Legends tech)
^Wharf(IM) -- Port(IM)(E) -- Port-of-Call(SW)(E)(req.5)
^                \- Drydock(IM)(E)
^
^Inn(IM)(E) -> Tavern(IM)(E) -> Hostel(IM)(E)
^
^Smith's Workshop(IM)
^
^                                 /-- Plumbing(IM)(E) -> Viceroys Palace(SW)(E) -> Hospital(IM)(E)
^                                /--- Library(IM)(E) -> University(SW)(E)(req.5)
^Governor's House -<---- Wealth(IM)(E)            /- Plantations(IM)(E)
^                                \--- Slave Market(IM)(E) --- Mines(IM)(E)
^                                 \-- Taxes(IM)(E)              \- Expeditions(IM)(E)
^                                  \- Misc. Resource Buildings(IM)(E)
^Pub(IM)(P)
^Pirate Shipyard(IM)(P)
^Captain's Quarters(IM)(P) -> Treasures(SS)(P)

; 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_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_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_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_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_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_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_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_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_Corvette
^
^
^The [Corvette] is related to the $LINK<frigate=PRTO_Frigate>, but it is faster and purely an offensive vessel. 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 Corvettes.
#DESC_PRTO_Corvette
^
^
^The corvette 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_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_War_Galleon
^
^
^The [War Galleon] is a large, moderately-armed, wooden transport. It is capable of bombarding
and can also carry few units.
#DESC_PRTO_War_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_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.




; 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
$LINK<Viceroys Palace=BLDG_Wall_Street>.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^
^This improvement is not buildable.
#DESC_BLDG_Palace
^
^
^When populations began to organize their communities into cities, their governments became more structured and formalized. 
At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. 
In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often 
expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped 
to reinforce the aura of power surrounding the ruler.


#BLDG_Barracks
^
^The Barracks give a 75% defensive bonus.
^
^This improvement requires 1 $LINK<Armoury=BLDG_armory> in the town.
^This improvement is needed for the $LINK<Town Guard=BLDG_police_station> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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 $LINK<food store=GCON_Food> to
be depleted when the city grows.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#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_Marketplace
^
^
^The [Marketplace] increases the luxury trade in the city it is built. 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
^
^This improvement is needed for the $LINK<Bank=BLDG_bank> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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.
^
^This improvement requires 1 $LINK<Governors House=BLDG_courthouse> in the town.
^5 of this improvement are needed for the $LINK<University=BLDG_university> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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 [Governor's House] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda. It is also required for most improvements.
^
^This improvement is needed for the $LINK<Slave Market=BLDG_slave_market>, $LINK<Plumbing=BLDG_aqueduct>, $LINK<Library=BLDG_library>, $LINK<Taxes & Wealth=BLDG_wealth> and $LINK<Farms=BLDG_farm> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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
^
^
^[Stone Walls] can gives a 50% defensive bonus to units defending in the town.
^
^This improvement requires a $LINK<Palisade=BLDG_palisade> in the town.
^This improvement is needed for the $LINK<Fortress=BLDG_fort> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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 [Plumbing] can grow beyond population three.
^Note that a city adjacent to fresh water never requires an aqueduct.
^
^This improvement requires 1 $LINK<Governors House=BLDG_courthouse> in the town.
^This improvement is needed for the $LINK<Viceroys Palace=BLDG_wall_street> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#DESC_BLDG_Aqueduct
^
^
^A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem 
was an aqueduct. Aqueducts were large, elevated stone "canals" through which water from nearby hills and mountains was channeled into the 
city. Aqueducts allowed cities to grow much larger by significantly increasing the amount of available water. At the same time aqueducts 
reduced the chance of contracting water-borne diseases, by reducing the dependence on stagnant ponds and wells as water sources. Aqueducts 
also allowed cities to be built in normally inhospitable environments, such as deserts, by providing an outside water source. Modern day Los 
Angeles, for example, obtains its water supply from the Colorado River, through a system of aqueducts over 200 miles long.


#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.
^
^This improvement requires 1 $LINK<Marketplace=BLDG_marketplace> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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> in the city + 1 in every city, making three unhappy citizens content. 
^
^This improvement requires 5 $LINK<Chapels=BLDG_church>.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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 150%.
This is in addition to any $LINK<library=BLDG_Library> benefits already in place. It also acts as as a Great Library, giving you an advance already known by 2 other nations.
^
^This improvement requires 5 $LINK<Libraries=BLDG_library> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_Police_Station
^
^
^The [Town Guard] adds an extra 50% of tax output to the city and decreases $LINK<corruption=GCON_Corruption> in its city. It also gives a defensive bonus of 100%.
^
^This improvement requires $LINK<Barracks=BLDG_barracks> in the town.
^This improvement is needed for the $LINK<Jail=BLDG_jail> and $LINK<Gallows=BLDG_gallows> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_Hospital
^
^
^A city with a [Hospital] can grow beyond population 6. You must have a population of 4 or higher to build a hospital.
^
^This improvement requires the $LINK<Viceroys Palace=BLDG_wall_street> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_Coastal_Fortress
^
^
^A [Coastal Fortress] gives the city a naval bombardment defense of 1000. It also gives an extra naval defense value of 50%
^The fortress automatically bombards passing enemy ships.
^
^This improvement requires 1 $LINK<Port=BLDG_port> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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 [Wharf] 
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^A [Wharf] 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 [Wharfs].
^
^This improvement is needed for the $LINK<Port=BLDG_port> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_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.
^
^Taxes range from Very High to Very Low. Very High Taxes give more money but make the people more angry. Very Low Taxes work the other way around. These improvements replace each other so that you can't have two taxes at the same time (like powerplants in normal civ).
^
^This improvement requires a $LINK<Governors House=BLDG_courthouse> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_Commercial_Dock
^
^
^The [Port-of-Call] causes the city it is in to produce one extra Food, Commerce & Shield in every water square that already produces one.
^The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^
^This improvement requires 5 $LINK<Ports=BLDG_port>.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_Circumnavigation
^
^
^Is the only Large Wonder in the mod.
^The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^+2 Ship movement.

^
^This improvement requires 5 $LINK<Ports=BLDG_port>.
^
^$LINK<Click here for the building-tree=GCON_buildings>
#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_Great_Ironworks
^
^
^$LINK<Production=GCON_Shields> increased by 100% in the city where it's built.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#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_Wall_Street
^
^
Gives similar benefits as the $LINK<Palace=BLDG_Palace> but still suffers some corruption. By building the Viceroy's Palace you also increase the optimal number of cities for your civilization to have. This amount is relative to map size, difficulty, and current government choice. 
^{Requires:} The civilization must have at least ten cities (on a standard size map) under its control.
^
^This improvement requires $LINK<Plumbing=BLDG_aqueduct> in the town.
^This improvement is needed for the $LINK<Hospital=BLDG_hospital> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#BLDG_Military_Academy
^
^
Halves the upgrading cost of units.
^
^This improvement requires 5 $LINK<Barracks=BLDG_barracks>.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^

#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.





; 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
^
^
^With the fall of the feudal system in Europe and the creation of standing armies, a new military tradition was born. 
Organizing soldiers based on their skill, experience, and understanding of tactics rather than their position of birth, 
the armies of post feudal Europe were markedly different from their predecessors. This change in the position of warfare 
also necessitated a change in the definition of the soldier, and with this transformation also came a strict code of conduct 
based on the old ideals of chivalry. The life of a professional soldier came to appeal to many who saw it as a career filled 
with opportunity for advancement, and now ordinary citizens were able to distinguish themselves in any number of specialized 
positions in military conflict. The European military tradition arguably reached its highest point during the reign of 
Napoleon Bonaparte in France when, through military might, France gained control of the majority of European soil.




; 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.



; ___________________________________________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_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_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.



; 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_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_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

#RACE_FRENCH
^The French are $LINK<commercial and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<The Alphabet=TECH_Alphabet> and build
$LINK<musketeers=PRTO_Musketeer> instead of $LINK<musketmen=PRTO_Musketman>.
^
^Modern France has its roots in ancient Gaul. In the 2nd century BC Rome intervened on the side of Massilia (Marseilles), 
a Greek colony founded in 600 BC, in its struggle against the barbarian tribes of the hinterland. The result was the 
formation, in 121 BC, of the Roman Provincia; between 58 to 50 BC Caesar seized the remainder. From 395 the internal 
problems of the Empire encouraged barbarian penetration of 
Transalpine Gaul. By 418, the Franks and Burgundians were established west of the Rhine, and the Visigoths had settled 
in Aquitaine. The period of the Merovingian and Carolingian Frankish dynasties (476-887) frames the Early Middle Ages. 
^    Following his ascension, the first Merovingian, Clovis (481-511), consolidated the position of the Franks in northern 
Gaul. Clovis came to believe that his victories were due to the Christian God. Clovis' subsequent conversion assured 
the Frankish rulers of the support not only of the Catholic Church but of the majority of their own subjects. By the 
rise of the house of Valois in 1328, France was the most powerful kingdom in Europe. Its ruler could muster larger 
armies than rivals; he could tap enormous fiscal resources; and the king's courts maintained royal supremacy. The 
history of France in the Late Middle Ages is dominated by efforts of its kings to maintain their suzerainty, efforts 
that, despite French advantages, were long frustrated. 
^    The Hundred Years War was an intermittent struggle between 
England and France in the 14th-15th centuries over a series of dynastic disputes, including the legitimate succession 
to the French crown. The war's turning point was reached in 1429, when an English army was forced to raise its siege 
of Orléans by a relief force organized by {Joan of Arc}. Her insistence that only consecration at Reims could make a 
true king, chosen by God, led to further victories. Charles III was anointed in Reims in July 1429. By 1453, England 
retained only Calais, which it finally relinquished in 1558.
^    With the ascension of the infant Louis XIII (1610-1643), the security of the country was again threatened as factions 
disputed the throne. Crown and country, however, were rescued by the most controversial 
#DESC_RACE_FRENCH
^
^
^figure of the Bourbon dynasty: 
Armand-Jean du Plessis, Cardinal de Richelieu. He proved an 
indefatigable servant of the French crown, intent on securing absolute obedience to the monarchy and on raising 
its international prestige through the military prowess of the King’s elite {Musketeers}. Under the last Bourbons, 
France became the industrial and commercial center of Europe.
^    These developments, although significant by themselves, 
gave rise to a still more momentous change: the French Enlightenment, a cultural transformation based on rationalism, 
empiricism, and an amorphous concept of freedom found in the influential writings of Rousseau (1712-78). Hence, what 
began in 1787 as a conflict between royal authority and aristocrats became a triangular struggle, with "the masses" 
opposing both absolutism and privilege. By any standard, the fall of the Bastille to the Parisian crowd was a monumental 
event, a seemingly miraculous triumph of the people. But the Revolution soon degenerated in a reign of terror and chaos. 
Unlike others before him, Napoleon terminated the bloodshed, but at the price of suppressing freedom altogether. 
In utter contrast to the Revolution, militarism became the defining quality of the Napoleonic regime. However, the 
revolutionary fervor of the French citizenry was undiminished by the Napoleonic experience, and led to further 
revolutions in 1830 and 1848, the latter leading to the Second Republic followed by the Second Empire (1852-1870). 
^    Following defeat in the Franco-Prussia War, the Third Republic was formed - surviving the First World War but 
collapsing in the face of the German invasion in 1940. The period of the short-lived Fourth Republic (1947-59) 
was succeeded by the Fifth, adopted in September 1958 by popular referendum.






#RACE_ENGLISH
^The British are $LINK<seafaring and commercial=GCON_Strengths>. They start the game with
$LINK<the Alphabet=TECH_Alphabet> and $LINK<Pottery=TECH_Pottery> and build
$LINK<men-o-war=PRTO_Man-O-War> instead of $LINK<frigates=PRTO_Frigate>. 
^
^In Roman times Britain lay on the periphery of the civilized world, and it emerged into the light of history 
only after the Saxon settlements in the 5th century AD. Tribal migrations into Britain began about the middle 
of the 5th century. The first arrivals were invited by a British chieftain to defend his kingdom against the Picts 
and Scots. The first mercenaries were from three tribes - the Angles, Saxons, and Jutes - which located on the 
coastlands of northwestern Germany. Eventually, these peoples would themselves topple the native kingdoms. But 
unity was fleeting; the subsequent Norman Conquest (1066) resulted in the subordination of England to a Frankish 
aristocracy, and the introduction of feudalism to the Isles.
^    The English Normans would eventually give rise to a 
purely British line of kings, the Plantagenets. Three centuries later, the Wars of the Roses was the final struggle 
between the Yorkist and Lancastrian descendants of the Plantagenets for control of the throne. When Henry Tudor, earl 
of Richmond, seized the crown in 1485, leaving the Yorkist Richard III dead upon the field of battle, few Englishmen 
would have predicted that 118 years of Tudor rule had begun. {Elizabeth} I (1558-1603) proved to be the most able Tudor 
monarch. No observer in 1558, any more than in 1485, would have predicted 
that despite the social discord, political floundering, and international humiliation of the past decades, the kingdom 
again stood on the threshold of an extraordinary age. Her reign ushered in two centuries of British exploration, 
colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Queen," died childless, Parliament 
offered the crown to the closest blood kin, James VI of Scotland (1603-1625) and the United Kingdom was born, 
defended by the "wooden wall" of the Royal Navy’s {Men-o-War}. 
^    Every major war Britain engaged in during this period increased its colonial power. The Seven Years' War 
was particularly notable in this respect, and so were the Napoleonic Wars. By 1820 the total population  
of the British Empire was 200 million, 26% of the world's total population. However acquired, all these
acquisitions added to the crown’s and the country's power and reputation. For the privileged and the rich, 
the Victorian era was pre-eminently one of confidence 
#DESC_RACE_ENGLISH
^
^
^and arrogance, under the able guidance of Britain’s two 
Prime Ministers, Gladstone and Disraeli. But the "long summer of peace" came to an end in the bloodbath of Flanders. 
Although Britain suffered far less physical damage than France and underwent no political revolution, World War 
I may have affected it more fundamentally than any other European power. The war was a catalyst for social and 
economic change. The mainstays of the Industrial Revolution, such as coal mining, textile production, and 
shipbuilding, upon which British prosperity had been built, were now impoverished or redundant. British 
foreign policy for much of the postwar period aimed at rehabilitating Germany, while domestic policy focused 
on institutionalizing socialism to counter public concerns. In general, these movements were opposed by France 
and resulted in a rupture between Britain and its wartime ally, forcing France into a position of isolation that 
would have prodigious consequences for Europe with the rise of Hitler in the 1930s. Margaret Thatcher (1979-1990) 
set out to end socialism in Britain. Her most dramatic acts consisted of a continuing series of statutes to 
denationalize nearly every industry that Labour had brought into public ownership during the previous 40 years. 
Promising that "we shall govern as New Labour," the Blair government installed in general elections in 1997 accepted 
some of Thatcher's foreign policies but also carried out the economic reforms it promised in its manifesto. 
In retrospect, the 1990s were a period of transition, controversy and continuity in the United Kingdom, and for the 
royal family... Europe’s oldest surviving monarchy.






#RACE_Spanish
^The Spanish are $LINK<seafaring and religious=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Conquistadors=PRTO_Conquistador> instead of $LINK<explorers=PRTO_Explorer>. 
^
^The Kingdom of Spain is located in the extreme southwest of the European continent, and occupies approximately 85-percent 
of the Iberian Peninsula.  Spain is bordered on the west by Portugal, in the Northeast by France, and by the great wall of the 
Pyrenees Mountains.  The Iberian Peninsula that the Spanish inhabited was occupied by various other civilizations, including 
the Phoenicians, Carthaginians, Romans, Visigoths, and Muslims, and Spain is now associated with having a very rich, eclectic 
culture as a result.
^    The development of Christian society and culture in the first 300 years following Islamic conquest in Spain was slow, but 
major changes occurred for the Spanish in the 12th and 13th centuries.  The population grew, communication with northern 
Europe intensified, commerce and urban life gained in importance, and the kingdoms of the Castile, Aragon, and Navarre, and 
Portugal emerged as the governing bodies of the Iberian Peninsula.  These kingdoms reached the frontiers that they would keep, 
with minimum amount of alteration, until the end of the Middle Ages, when {Isabella I} became Queen of Castile.
^    Isabella began participating in the royal court at the age of 13; and when Portugal, Aragon, and France offered their 
marriage candidates, she favored Ferdinand of Aragon.  Isabella ascended to the throne as Queen of Castile to rule sensibly 
and with a prudent political program.  Her unification of the states of the Iberian Peninsula into a single entity, the 
maintenance and control over the Strait of Gibraltar, policy of expansion into Muslim North Africa, reform of Spanish 
Catholicism, and support for the exploration and expansion in the unknown was evidence of her wisdom and capabilities as 
Queen.
^    On October 12, 1492 Columbus, with the blessing and financial backing of Isabella, sought a route to the legendary rich 
markets of China and Japan, but instead discovered what would become known as "The New World", the present day Americas.  This 
voyage gave way to a new golden age of expeditions and conquest, as the Americas contained gold, a valuable resource that Spain 
happened to be desperately bereft of at the time.

#DESC_RACE_Spanish
^
^
^
^    Following Columbus' lead, a Spanish military group known as $LINK<Los Conquistadores=PRTO_Conquistador>, '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.  Their conquests included campaigns in Guatemala, Peru, Cuzco, Columbia, Chile, the Bay of Honduras, and 
as far as the Pacific Coastal regions.  The Conquistadors, however, were given to fighting and searching for gold, and were 
swiftly replaced by administrators and settlers from Spain who governed in their place.
^    Once the Spanish Kingdom established its presence in the Americas their operations inevitably became high-profile targets 
of pirates and other raiders who were endorsed by European powers such as England.  The Monarchy of Spain endeavored to 
retaliate by building an armada of warships that was dubbed "The Invincible Armada".  The armada was a collection of over 130 
naval warships and transport-ships, which contained approximately 8,000 seamen and 19,000 soldiers.  King Philip II directed 
this armada to invade England when the various and frequent raids on Spanish commerce in the Caribbean became intolerable.  
England's success in repelling the Spanish fleet saved England and the Netherlands from potential consolidation into the 
Spanish empire, but despite the armadas' defeat, the blow dealt by the Spanish upon England's reputation as the greatest 
European power was palpable.
^    Thereafter, Spain declined in power quickly; and by the 19th century, Spain became somewhat marginal in international 
politics.  Spain's period of imperial power and exploration left a legacy that consisted of 18 Latin American states, Puerto 
Rico, and the ever-growing Spanish-speaking population in the United States today.  In 1975 Spain transitioned into a 
constitutional monarchy by way of a democratic constitution and is now recognized for its eclectic culture as well as for 
the glory and mystique that it once possessed in its youth.







#RACE_DUTCH
^The Dutch are $LINK<seafaring and agricultural=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Alphabet=TECH_Alphabet> and build the $LINK<Swiss Mercenaries=PRTO_Swiss_Mercenary> instead of the $LINK<pikeman=PRTO_Pikeman>. 
^
^Toward the end of the 16th century CE, the independent cities and principalities of Flanders and Belgium sent
representatives to Utrecht to form an alliance. The alliance would coordinate taxation and military operations
against Spain, whose ruling Hapsburgs had dominion over the Low Countries even after they adopted the Protestant
religion. The Netherlands, comparatively small and poor compared to mighty Spain and its empire of gold in
the Americas, often had to rely on {Swiss mercenaries} and other hired guns for its defense. This was not a
long-term solution, hence the need for a much closer alliance. The result of this meeting was the Union of
Utrecht, which formally created the United Provinces of the Netherlands.
^    Spain, which had spent the previous decade alternately fighting and politicking against the armies and
intrigues of {William of Orange}, was not pleased by this development. Orange’s position had always been that
Spain’s sovereignty over the Netherlands was legitimate, but the governors chosen by the King were trampling
the rights of Orange and the other native nobles. William also vehemently opposed the imposition of Catholicism
on his homeland, but still felt the King of Spain could be persuaded to loosen his grip. This proved unrealistic,
and in 1581 Orange publicly renounced his loyalty to the Spanish throne. He was assassinated a few years later;
he did not live to see his country completely free of Spanish domination.
^    However, once the provincial leaders (particularly those of Holland, the largest and most influential of
the United Provinces) and the nobles began to cooperate, putting their disagreements to one side, Spain was
nearly defeated. Under the brilliant political, military, and economic leadership of Johan de Witt, perhaps
the Netherlands’ greatest statesman, the Dutch Republic grew into a world power, its rapidly growing economy and
naval presence allowing it to settle colonies around the world and establish a massive trade empire. This
wealth translated into a cultural golden age lasting over a hundred years.
^    During that time, Dutch thinkers made fundamental contributions to philosophy, law, science, and art.
Hugo Grotius, a lawyer and
#DESC_RACE_DUTCH
^philosopher, wrote “On the Law of War and Peace” in 1625 –- perhaps the first comprehensive analysis of
international law. The philosopher Baruch Spinoza published substantial revisions of his mentor Rene
Descartes’ rationalist works, and also wrote a lengthy defense of freedom of conscience –- which was promptly
denounced as heresy by his contemporaries. In art, an obscure portrait painter named Rembrandt van Rijn rose
to prominence (and disapproval) for his religious paintings and figure studies. Peter Paul Rubens, a great painter
in his own right, also ran an immense school for artists, attracting dozens of talented painters from all over
Europe to the Netherlands. The mathematician Christiaan Huygens developed his wave theory of light, which was a
giant leap in the study of optics pioneered by Isaac Newton. And biology was made incomparably easier by Antonie
van Leeuwenhoek’s invention of the microscope.
^    After the Golden Age, the Netherlands retreated into the background, as the English fleet gradually achieved
its supremacy. By the Napoleonic era, the Netherlands was once again dominated by its neighbors. In 1830,
Belgium broke away from the United Provinces, in reaction to the restoration of the monarchy and the subordination
of the Estates General, the council of stadtholders (provincial rulers). The Industrial Revolution came to
the Netherlands as it did to the rest of continental Europe, and when World War I arrived, the Dutch remained
neutral.
^    The Dutch were not so fortunate during World War II, as Hitler’s armies invaded and imposed their brutish
rule. (The diary of Anne Frank, a Jewish girl living in Amsterdam, is considered a classic portrait of innocence
confronted with great evil.) Despite an unusually active and vigorous resistance to the Nazis –- which was often
met with brutal reprisals –- a great many Dutch Jews died in the Nazi death camps. After the war, the former
Dutch colonies followed the pattern of other European colonies at the time, with independence and nationalist
movements breaking out everywhere. Dutch politics were still characterized by religious divisions even until
the 1970s, appropriately given the nation’s history, but a more conventional parliamentary party system arose.
Today the Netherlands, a thoroughly modern European nation, is best known for its hosting of international
institutions such as the International Criminal Court in The Hague.




















































#BLDG_port
^
^
^Increases Trade and Shields in every water square that already produces one.
^
^This improvement requires a $LINK<Wharf=BLDG_harbor> in the town.
^This improvement is needed for the $LINK<Drydock=BLDG_drydock>, $LINK<Coastal Fortress=BLDG_coastal_fortress> and $LINK<Port-of-Call=BLDG_commercial_dock> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_port
^
^
^


#BLDG_church
^
^
^Makes one unhappy citizen content.
^
^This improvement is needed for the $LINK<Cathedral=BLDG_cathedral> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_church



#BLDG_inn
^
^
^Makes one unhappy citizen content.
^
^This improvement is needed for the $LINK<tavern=BLDG_tavern> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_inn



#BLDG_tavern
^
^
^One unhappy citizen becomes content. Tax revenue increases by 50%.
^
^This improvement requires 1 $LINK<Inn=BLDG_inn> in the town.
^This improvement is needed for the $LINK<Hostel=BLDG_hostel> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_tavern



#BLDG_drydock
^
^
^Creates veteran sea units. Sea units can be upgraded.
^
^This improvement requires 1 $LINK<Port=BLDG_port> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_drydock



#BLDG_palisade
^
^
^Defensive bonus of 25%. Stealth attack barrier.
^
^This improvement is needed for the $LINK<Stone Walls=BLDG_walls> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_palisade



#BLDG_plantation
^
^
^Required good must be on the city radius. Creates a treasure unit every 5 turns.
^
^This improvement requires 1 $LINK<Slave Market=BLDG_slave_market> in the town.
^
^The Sugar Plantation is required for a $LINK<Distillery=BLDG_distillery> to be built.
^The Tobacco Plantation is required for a $LINK<Cigar Factory=BLDG_cigar_factory> to be built.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_plantation



#BLDG_mine
^
^
^Required good must be on the city radius. Creates a treasure unit every 3 turns.
^
^This improvement requires 1 $LINK<Slave Market=BLDG_slave_market> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_mine



#BLDG_farm
^
^
^Required good must be on the city radius. Allows the city to grow larger than 3.
^
^This improvement requires 1 $LINK<Governors House=BLDG_courthouse> in the town.
^
^The Wheat Farm is required for a $LINK<Brewery=BLDG_brewery> to be built.
^
^$LINK<Click here for the building-tree=GCON_buildings>


#DESC_BLDG_farm



#BLDG_hostel
^
^
^+50% tax & luxury income. 1 unhappy citizen becomes content.
^
^This improvement requires 1 $LINK<Tavern=BLDG_tavern> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_hostel



#BLDG_gallows
^
^
^+50% tax income. Reduces corruption & war weariness. Makes 1 citizen unhappy.
^
^This improvement requires 1 $LINK<Town Guard=BLDG_police_station> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_gallows



#BLDG_jail
^
^
^+50% tax income. Reduces corruption & war weariness. Makes 1 citizen unhappy.
^
^This improvement requires 1 $LINK<Town Guard=BLDG_police_station> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_jail



#BLDG_slave_market
^
^
^The Slave Fort produces a worker every 10 turns.
^The Slave market increases production by 25% and makes 1 citizen unhappy.
^
^This improvement requires 1 $LINK<Governors Palace=BLDG_courthouse> in the town.
^This improvement is needed for the $LINK<Plantations=BLDG_plantation>, $LINK<Mines=BLDG_mine> and $LINK<Expeditions=BLDG_expeditions> to be buildable.
^
^The Slave Fort creates a worker every 10 turns. It also makes 1 citizen unhappy in the town. It is also unbuildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_slave_market



#BLDG_treasure
^
^
^There are 12 different treasures. When all are built, the nation wins the Space Race victory. Can only be built by the Pirates. As the cost of these is very high (10 000 shields) it is better to hurry them.
^
^This improvement requires the $LINK<Captains Quarters=BLDG_p_courthouse> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>


#DESC_BLDG_treasure



#BLDG_pub
^
^
^Creates a Buccaneer every 3 turns.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#DESC_BLDG_pub



#BLDG_p_shipyard
^
^
^Creates a Pirate Ship every 6 turns.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#DESC_BLDG_p_shipyard



#BLDG_fort
^
^
^Defensive land bombardement of 15 & and 125% defensive bonus.
^
^This improvement requires $LINK<Stone Walls=BLDG_walls> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_fort



#BLDG_emancipation
^
^
^2 happy citizens in every city. It also makes the Slave Fort & -markets obsolete.
^
^This improvement requires 1 $LINK<Slave Fort=BLDG_slave_market> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_emancipation



#BLDG_expeditions
^
^
^Required good must be on the city radius. Creates a treasure unit every 3 turns.
^
^This improvement requires 1 $LINK<Slave Market=BLDG_slave_market> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_expeditions



#BLDG_armory
^
^
^Creates veteran ground units. Ground units can be upgraded.
^
^This improvement is needed for the $LINK<Barracks=BLDG_barracks> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_armory



#BLDG_lumbermill
^
^
^Required good must be on the city radius. +25% production.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#DESC_BLDG_lumbermill



#BLDG_brewery
^
^
^Required good must be on the city radius. 1 unhappy citizen becomes content.
^
^This improvement requires 1 $LINK<Wheat Farm=BLDG_farm> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_brewery



#BLDG_cigar_factory
^
^
^Required good must be on the city radius. 1 unhappy citizen becomes content.
^
^This improvement requires 1 $LINK<Tobacco Plantation=BLDG_plantation> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_cigar_factory



#BLDG_distillery
^
^
^Required good must be on the city radius. 1 unhappy citizen becomes content.
^
^This improvement requires 1 $LINK<Sugar Plantation=BLDG_plantation> in the town.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_distillery



#BLDG_trappers
^
^
^Required good must be on the city radius. 1 unhappy citizen becomes content.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#DESC_BLDG_trappers



#BLDG_hunters
^
^
^Required good must be on the city radius. Allows the town to grow larger than 3.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#DESC_BLDG_hunters



#BLDG_fishery
^
^
^Required good must be on the city radius. Allows the town to grow larger than 3.
^
^$LINK<Click here for the building-tree=GCON_buildings>
^


#DESC_BLDG_fishery



#BLDG_p_courthouse
^
^
^Reduces corruption.
^
^This improvement is needed for the $LINK<Treasures=BLDG_treasure> to be buildable.
^
^$LINK<Click here for the building-tree=GCON_buildings>

#DESC_BLDG_p_court



#PRTO_balloon
^
^The only Air unit in the scenario, it can rebase on a Mobile Fortress. Can be built by all of the European & Pirate civs

#PRTO_cog
^
^Merchantmen use only one movement point when travelling through Sea. Can be built by all European civs.


#PRTO_corsair
^
^The first Pirate ship, can be built by the French, Dutch & English. NOTE: The English start with the letter of Marque so they build Privateers in the beginning. Uses only one movement point when travelling in Coast. Transports only Foot units.

#PRTO_corvette
^
^A fast and strong ship, can be built by the English, French & Dutch. Uses only one movement point when travelling through Coast & Sea. Transports only Foot units.

#PRTO_dvtank
^
^A costly contraption, but it can defend against anything that attacks it. It can only travel in Grassland & Plains without a road though. All European civs can build it.

#PRTO_dhow
^
^The smallest and fastest ships around. Uses only one movement point when travelling through Coast. Transports only foot units.

#PRTO_ghind
^
^Available for the spanish only. Uses only one movement point when travelling through Sea.

#PRTO_assassin
^
^The captain can hurry production and is also one of the best land units. It can't be built, but will appear from battle like a leader. The pirates can upgrade it into a Pirate Captain for free.

#PRTO_minuteman
^
^This is the advanced draftable unit, and although not as good in combat as it's trained counterpart, it is still much better than old matchlock units.

#PRTO_mortar
^
^Cheaper artillery than the Cannon, but it doesn't create collateral damage. It can't move without a road anywhere else than on grassland or plains.

#PRTO_musket_inf
^
^Trained foot soldiers with better guns than their predecessors, these unit bring a significant advantage to the player.

#PRTO_nap_inf
^
^The best of the best of the best. Line Infantry is very hard to defeat in battle.

#PRTO_numenor
^
^Barques are cheap but are very poorly armed. The Coastal Barque uses only one movement point when travelling through cost, the normal barque on sea & the ocean barque in ocean.

#PRTO_ship_of_line
^
^Ships of the Line are the best ships available although Legends tell of even larger ships... Uses only one movement point when travelling through Sea & Ocean. Transports only foot units.

#PRTO_treasure
^
^If you find Treasures, you should get them to your capital as soon as possible. They can't be moved, but have to be picked up by any other unit. Many buildings spawn these every so turns.

#PRTO_wargalleon
^
^Spains answer to the huge amount of piracy going on in the Caribbean was not to build large battleships but to make the Galleons larger and better armed (as they didn't want to lose any cargo space). Uses only one movement point when travelling through Sea.

#PRTO_blackpearl
^
^The Black Pearl can't be built until the very end of the game. A few might come to harass the Caribbean though. If you're unfortunate enough to counter one, try to run away as fast as possible.

#PRTO_trident
^
^The Trident can't be built until the very end of the game. European legends tell of huge ships with hundreds of guns and enourmous sails. These are monsters which can destroy any other ship.

#PRTO_siamese
^
^The Buccaneer is the foot soldier of the pirates. It doens't show its owner civ, and can thus be used to attack any unit on the map. It can't attack settlements though (but the AI can, that cheater).

#PRTO_n_warrior
^
^Native warriors are half-naked units which pose a threat only to settlers & workers. If a single matchlock soldier get attacked by many of these, it might get killed though. Only available to the Barbarians.

#PRTO_n_ship
^
^This ship can only be built by the Cherokee, and doesn't pose a serious threat to European ships.

#PRTO_city_defender
^
^This is an unmovable, unbuildable unit that can only be fortified. It's only purpose is to defend cities that shouldn't be taken (ie European Capitals & Slave Harbours).

#PRTO_Brave
^
^Brave's are the main units buildable by the Cherokee. They can walk through any wood and lose only 1 movement point.

#PRTO_Canoe
^
^The canoe is the Barbarian "ship". It doesn't have any HP's so it can be simply run over.

#PRTO_sloop
^
^Sloops are small and fast but don't have a very big A/D rating. Later sloops are better armoured and can fight against medium sized ships (Brigs and Galleons). Uses only 1 movement on coasts.

#PRTO_fluyt
^
^Fluyt's are only available to the Dutch. They are slow and vulnerable, but carry a lot of cargo. Uses only 1 movement on seas.

#PRTO_Squid
^
^Seamonsters are frequent in seamen's stories, but sighting one of these is rare. Even rarer is to see one and live.

#PRTO_p_flagship
^
^The Pirate Flagship is a big and powerful ship able to even destroy frigate's with relative ease. Uses only 1 movement on seas & coasts.

#PRTO_turtle
^
^The Turtle is the only submarine in the scenario and is perfect for taking out ships that are around your harbours. They cannot sail anywhere else than in coasts though.

#PRTO_battleship
^
^The Battleship is outclassed only by Ship-of-the-Lines but is still a terrible sight to any enemy. Uses only 1 movement on oceans.

#PRTO_Pirate
^
^The Pirate Captain is only avialable to the Pirate's and is buildable although it is pretty costly. If you manage to get a Captain, you can upgrade it to a Pirate Captain without cost though.














#EOF
