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


#GAME_CONCEPTS_KEYS
GCON_Age_of_Science
GCON_Agreements
GCON_Air_Missions
GCON_Airfields
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Collateral_Damage
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_Embassies
GCON_Enslavement 
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Food
GCON_Fortresses
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Keypad
GCON_Landmark_Terrain
GCON_Leaders
GCON_Locked_Alliances
GCON_Maintenance
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plants
GCON_Plague
GCON_Pollution
GCON_Radar_Towers
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Stealth_Attack
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Tourist_Attraction
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC
GCON_Alliances
GCON_Units
GCON_Units2


#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_Carrier> a distance equal to up to Six
times the plane's operational range.



#GCON_Transport
Transport
^
^
^Some naval and one air unit can carry or [transport] other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.
^
^{Helicopters}
^Helicopters are the only air unit that can [transport] ground units, and they may only be foot soldiers.
To board a helicopter a ground unit must start its turn in a city with the chopper and use the Load command button.



#GCON_Espionage
Espionage
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center>,
it can conduct [espionage missions] to find out classified information about other civilizations, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
^
^{Espionage Screen:}
^
^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city selection, 
and operational cost options. This screen is available for use once a player has discovered $LINK<Writing=TECH_Writing>.
^
^Your opponents are displayed followed by icons that indicate your Espionage status within that civilization. If the Embassy Icon 
is displayed, you currently have an embassy within that civilization's capitol city. If the Spy icon is present, you have a spy
planted within that civilization.
^
^The mission area displays the various diplomatic and clandestine espionage options which you may currently engage in. 
When an espionage mission button has been selected. The following is a list of espionage and diplomatic missions that may be performed:
^
^The assets section provides a summary of your current monetary and technological assets, including the amount of gold in your
treasury, your technological achievements (those that apply to espionage), and your level of spy experience
^
^The operational cost options allow you to set the level of risk you are willing to undertake with regard to the current mission. 
The controls for executing and canceling missions are also located in this area.
^
^
^(continued)
^
#DESC_GCON_Espionage
^
^
^
^The following is a list of espionage missions that may be performed (note that most missions become available after you have 
researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.




#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^{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<Radio=TECH_Radio>.




#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Road to (Ctrl-R)}
^Builds a road to a particular destination.
^
^{Rail to (Ctrl-Shift-R)}
^Builds a railroad to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^The worker builds a road/railroad to a particular destination and then builds a $LINK<colony=GCON_Colony>
at the destination.
^
^{Automate (A)}
^Causes control of the worker to be relinquished while it performs automated tasks.
^
^{Automate: Build Trade Network (Ctrl-N)}
^Automates the worker, giving it the task of linking all cities to your capital city.
^
^{Automate: Irrigate to Nearest City (Ctrl-I)}
^Automates the worker, giving it the task of irrigating the nearest city.
^
^{Automate: Clear Forest (Shift-F)}
^Automates the worker, giving it the task of clearing all nearby forests.
^
^{Automate: Clear Wetlands (Shift-W)}
^Automates the worker, giving it the task of clearing all nearby jungle and/or marsh.
^
^{Automate: Clear Damage (Shift-D)}
^Automates the worker, giving it the task of clearing all nearby pollution, including $LINK<craters=GCON_Craters>
and fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>.
^
^{Automate: This City Only (Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city.

#DESC_GCON_Worker_Jobs_Advanced
^
^ 
^{Automate: No Altering (Shift-A)}
^Automates the worker, allowing it to perform automated tasks that do not change existing tile improvements.
^
^{Automate: No Altering/This City Only (Ctrl-Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city and that do
not change existing tile improvements.



#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, or $LINK<cathedral=BLDG_Cathedral>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^* Build any of the following Great Wonders:
^	* $LINK<The 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_Units
- Unit List I -
^Here are listed all of the units in this mod:
^
^Anti-Tank Infantry - Generic		Italian, Russian, British, French	
^Anti-Tank Infantry - Panzerjäger	German	
^Battlecruiser - Generic			Italian, British, Russian, French	
^Battlecruiser - Prinz Eugen Class	German	
^Battleship - Bismarck Class		German	
^Battleship - Generic			British, Russian	
^Carrier - Generic				British	
^Carrier - Graf Zeppelin Class		German	
^Cavalry - Generic				All	
^Cavalry - Polish Cavalry		Polish	
^Cavalry - Reiter				German	
^Flamethrower - Combat Engineer	British	
^Flamethrower - Flammenwerfer		German	
^Flamethrower - Generic			Russian	
^Heavy Bomber - He 177 Greif		German	
^Heavy Bomber - Lancaster		British	
^Heavy Bomber - Pe-8			Russian	
^Heavy Fighter - Bf109G			German	
^Heavy Fighter - IMAM RO.57		Italian	
^Heavy Fighter - La-7			Russian	
^Heavy Fighter - Se-100			French	
^Heavy Fighter - Spitfire		British	
^Heavy Tank - ARL44			French	
^Heavy Tank - Churchill			British	
^Heavy Tank - IS-2				Russian	
^Heavy Tank - Tiger			German	
^Jet Bomber - Tu-22			Russian	
^Jet Bomber - Ar 234			German	
^Jet Bomber - B52				British	
^Jet Fighter - Me262			German	
^Jet Fighter - Meteor			British	
^Jet Fighter - Saab J29			Swedish	
^Jet Fighter - Yak-17			Russian	
^
^*Continues...*
#DESC_GCON_units
^*Continued...*
^
^Light Tank - Tks				Polish	
^Light Tank - FT-17			French	
^Light Tank - M13				Italian	
^Light Tank - Matilda I			British	
^Light Tank - Panzer II			German	
^Light Tank - T-26				Russian	
^Commando - La Resistance		French	
^Commando - SAS				British	
^Commando - Scharfschütze		German	
^Commando - Sniper	Russian	
^Cruise Missile - V2			German	
^Cruiser - Generic				Russian, Italian, British, French	
^Cruiser - Königsberg Class		German	
^Destroyer - Generic			All	
^Destroyer - Zerstörer			German	
^Extra Range Bomber - ?			Russian	
^Extra Range Bomber - B29		British	
^Extra Range Bomber - Me 264 Amerika	German	
^Landing Craft - Generic			All	
^Landing Craft - Schnellboot		German	
^Large Submarine -Type IX		German	
^Light Artillery/AA - Generic		All	
^Light Bomber - Breguet Br.691		French	
^Light Bomber - Fiat CR.25		Italian	
^Light Bomber - Ju-87 Stuka		German	
^Light Bomber - Mosquito			British	
^Light Bomber - Pzl.23			Polish	
^Light Bomber - Sturmovik		Russian	
^Light Fighter - Bf109E			German	
^Light Fighter - Dewotine 510		French	
^Light Fighter - Fiat CR.32		Italian	
^Light Fighter - Fokker G.1A		Dutch	
^Light Fighter - Gladiator		British	
^Light Fighter - I-16			Russian	
^Light Fighter - Mörkö Morane		Finnish	
^Light Fighter - Pzl.11			Polish
^
^$LINK<The list continues here=GCON_Units2>
#GCON_Units2
- Unit List II -
^$LINK<This list starts here=gcon_Units>
^
^MG Batallion - Generic			All	
^MG Batallion - German MG Batallion	German	
^MG Batallion - KK-Pataljoona		Finnish	
^MG Infantry - Generic			All	
^MG Infantry - Jääkäri			Finnish	
^MG Infantry - Waffen SS			German	
^Mortar Infantry - Generic		All	
^Mortar Infantry - Granatwerfer	German	
^Paratrooper - Falschermjäger		German	
^Paratrooper - Generic			British	
^Medium Bomber - Blenheim		British	
^Medium Bomber - Bloch 510		French	
^Medium Bomber - Db-3			Russian	
^Medium Bomber - He-111			German	
^Medium Bomber - Pzl.37			Polish	
^Medium Bomber - Spaviero		Italian	
^Medium Bomber - T5			Belgian	
^Medium Fighter - Dewotine 520		French	
^Medium Fighter - Fw190			German	
^Medium Fighter - Hurricane		British	
^Medium Fighter - Macchi 202		Italian	
^Medium Fighter - Mig-3			Russian	
^Medium Fighter - Pzl.50			Polish	
^Medium Fighter - Saab 18		Swedish	
^Medium Tank - Char B1			French	
^Medium Tank - L6				Italian	
^Medium Tank - Panzer IV			German	
^Medium Tank - Sherman			British	
^Medium Tank - T-34			Russian	
^Mega Tank - ?				British	
^Mega Tank - LMK				Russian	
^Mega Tank - Maus				German
^
^*Continues...*
#DESC_GCON_Units2
^*Continued...*
^
^Rifle Infantry - Foreign Legion	French	
^Rifle Infantry - British Infantry	British	
^Rifle Infantry - Finnish Infantry	Finnish	
^Rifle Infantry - French Infantry	French	
^Rifle Infantry - Generic		All	
^Rifle Infantry - Italian Infantry	Italian	
^Rifle Infantry - Russian Infantry	Russian	
^Rifle Infantry - Wehrmacht		German	
^Rocket Artillery - Katyusha		Russian	
^Self-Propelled Artillery - ?		Russian	
^Self-Propelled Artillery - Priest	British	
^Self-Propelled Artillery - Wespe	German	
^Small Submarine - Generic		Russian, British	
^Small Submarine - Type VII		German	
^Troop Transport - Generic		All	
^Troop Transport - Opel Blitz		German	
^Recon Plane - Catalina			British	
^Recon Plane - Fw200 Condor		German	
^Recon Plane - U-2				Russian



; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

#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.




;   ____________________________________________LEADER / ARMY UNITS_____________________________________________



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



#PRTO_Army
^
An [Army] is a group of ordinary units that move and fight together. To form an army, you must build the Army unit
and then 'load' other units into it. You can load up to three units, though the $LINK<Pentagon=BLDG_Pentagon>
increases this limit to four, if you have built it.
^
^{Building an Army}
^Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create.
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
^
^{Spotting}
^An army can "see" up to two squares away, due to its intrinsic scouts.


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

;   ____________________________________________ EXPANSION UNITS_____________________________________________


; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements






















; ADVANCES_______________________________________________________________________________________ ADVANCES


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



; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


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



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



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



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



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



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



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



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






; ___________________________________________Luxury Resources____________________________________________

#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>
#DESC_GOOD_Wine
^
^
^Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle 
East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are 
grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making 
as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well 
known for their fine wines, and derive a significant portion of their economy from wine making.



#GOOD_Furs
^
^
^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Furs
^
^
^Throughout history, animal furs have been valuable commodities for trade and sale. Many different 
types of animals including minks, rabbits, and beavers have been captured by trappers for the 
purpose of obtaining their pelts for use in the making of clothing and other items. The 
exploration and colonization of the New World caused the fur industry to boom by making a 
variety of furs readily available. By the late 1800s, farms were set up specifically to raise 
animals for the fur industry. Starting in the 1970s, environmentalists and animal rights groups 
have lobbied to change public opinion concerning the harvesting and sale of furs. Despite these 
vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.



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



#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Incense
^
^
^A potent luxury today as well as throughout history, this dried perfume produces a potent and wide variety of odors when 
burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into many facets of 
their daily lives. One use of incense is with a ‘Censer’, which was an ornately decorated bowl. The ancient Egyptians used such
a device in many of their religious ceremonies. Two of the three gifts brought by the Three Wise Men to the birth of Christ were 
myrrh and frankincense, both types of incense. Today incense is used for the pleasing aromas they give off and for ceremonies 
in many Christian churches.



#GOOD_Spice
^
^
^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Spice
^
^
^Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor 
distasteful to animals. Oddly enough, humans because of these smells and tastes sought out many of these plants. Merchants 
in the Middle East began a profitable spice trade before 2000 BC. Spices are used now, as they were in the ancient world, to 
preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be 
found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow 
in tropical or swampy regions of the world.



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



#GOOD_Silk
^
^
^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Silk
^
^
^Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from 
the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon are woven into 
cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent 
from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found 
in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk 
is still very popular in many types of clothing and other goods.



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




; _______________________________________________Bonus Resources_______________________________________________


#GOOD_Whales
^
^
^[Whales] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Whales are always visible on the map; they are found only in $LINK<Sea=TERR_Sea>.
#DESC_GOOD_Whales
^
^
^Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 
AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread 
throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, 
along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of 
whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near 
extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the 
late 1980s.


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



#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish are always visible in explored areas of the map and can be found in Coast, Sea and Fresh Water Lake squares and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Fish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. 
In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper 
waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high 
concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal 
environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply 
by establishing a thriving fishing industry.


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



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



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



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


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


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




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



; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

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



#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 
^
^Plains may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<ivory=GOOD_Ivory>,
$LINK<sugar=GOOD_Sugar>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>. 


#DESC_TERR_Plains
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.


#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<city radius=GCON_Radius>.
^
^Grassland may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.
#DESC_TERR_Grassland_with_Shield
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



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



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



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



#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^Hills may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<coal=GOOD_Coal>,
$LINK<gold=GOOD_Gold>,
$LINK<horses=GOOD_Horses>,
$LINK<incense=GOOD_Incense>,
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>,
$LINK<sugar=GOOD_Sugar>,
$LINK<tobacco=GOOD_Tobacco>, or
$LINK<wine=GOOD_Wine>.

#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold 
and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the belowground 
resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in 
these regions, given the proper climate.



#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain
$LINK<coal=GOOD_Coal>,
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>,
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>, or
$LINK<uranium=GOOD_Uranium>.
#DESC_TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. 
Mountains can also be formed by volcanic action, or through the effects of erosion. Generally poor agricultural regions, mountains 
are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, 
mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also 
greatly affect the weather patterns of a region by blocking and diverting wind and storms.



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

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



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



#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the
discovery of $LINK<astronomy=TECH_Astronomy>, this danger vanishes.
^
^Coastal squares can contain $LINK<fish=GOOD_Fish>.
#DESC_TERR_Coast
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



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

#DESC_TERR_Sea
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism>.
#DESC_TERR_Ocean
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.


#TERR_River
^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if
worked by citizen laborers within a $LINK<city radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.
#DESC_TERR_River
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 


#TERR_Fresh_Water_Lake
^[Lakes] are bodies of water completely surrounded by land. They contain fresh water, allowing 
$LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.
#DESC_TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance of fresh 
water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such resources
is a boon to any nearby settlement.


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



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


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


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


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


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

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



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



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

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


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


; 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_Railroad
^
^
^Units moving along a railroad expend zero movement points. Railroads also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.
^
^Workers can build railroads after the discovery of $LINK<Steam Power=TECH_Steam_Power>, but only if your
civilization has access to the $LINK<Strategic Resources Iron and Coal=GCON_ResourcesS>.
^
^Workers are ordered to build railroads by pressing [Shift-R] or the "Build Railroad" button.


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


#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 10 $LINK<shields=GCON_Shields> to the nearest controlled city.
The resulting terrain will be either $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrain beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.



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



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



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



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

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

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

; END Improvements____________________________________________________________________________END Improvements


;*|*|* UNITS *|*|*


#PRTO_ar234
^
^
^The Arado Ar-234 is the German $LINK<Jet Bomber=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Ar-234.
^
^The Arado-234 is a jet aircraft, so it's interception propability is only 
50%.
^It has no special attack qualities.

#DESC_PRTO_AR234
The Ar-234 was originally conceived in early 1941 by an engineering team 
under Professor Walter Blume, director of the Arado aircraft company. The 
design project was codenamed E370, and was in response to a German Air 
Ministry requirement for a fast reconnaissance aircraft.
The E370 was to be a sleek, high-winged aircraft with a pair of Junkers Jumo 
004 turbojets, one under each wing. The Air Ministry wanted a range of 2,150 
kilometers (1,340 miles), and so to reduce weight, Arado proposed that the 
E370 would take off on a wheeled tricycle trolley that would be left behind 
after take-off, and land on skids at the end of the flight. The skid landing 
scheme had proven conceptually flawed anyway. Skid landings were a rough and 
doubtful proposition, and once an Ar-234 had landed, it was effectively 
immobile for the twenty minutes it took to jack it up and put it back on its 
trolley. With Allied air attacks increasing over the Germany, skid landing 
made the aircraft far too vulnerable to destruction on the ground.
^
^
^The Ar-234 could be configured either as a bomber or reconnaissance 
aircraft. It weighed about 5.2 tonnes (11,464 pounds) empty, and about 8.43 
tonnes (18,850 pounds) fully loaded. Maximum bomb load was about 1.5 tonnes, 
carried externally. When used as a reconnaissance aircraft, the AR-234B 
carried a pair of 300 liter (79 US gallon) drop tanks in place of the bombs. 
The bombsight was linked to the autopilot. As long as the pilot held the 
target in the crosshairs, the autopilot would change the aircraft's heading 
accordingly, and then the bombsight would automatically drop the bombs at 
the right moment. In principle, the Ar-234B had a pair of fixed 
rearward-firing 20-millimeter guns for protecting its tail, with the pilot 
sighting the guns through the periscope. Not only did the pilot have to be 
his own bombardier, he was his own tail gunner as well. However, in practice 
the guns were not always fitted and were never an important feature of the 
aircraft.


#PRTO_bf109e
^
^
^The Messerschmitt Bf-109E 'Emil' is the German $LINK<Light 
Fighter=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Bf-109.
^
^It has no attack specialities.

#DESC_PRTO_bf109e
Designed and built by Willy Messerschmitt, the 109 aircraft was the most 
widely-produced fighter plane of the war, with over 30,000 aircraft produced 
by the time of Germany's surrender in 1945. The 'E', or Emil, variant 
mounted two 7.92 (.30 caliber) machine guns and a pair of 20mm cannons.  
Some fighter-bomber models could also carry 250 kg bombs for use against 
ground targets.  The Bf-109 easily outclassed contemporary French, Polish, 
and Russian fighters but was at somewhat of a disadvantage against the 
British Spitfire.  The Messerschmitt's maxiumum range of 400 miles severly 
constrainted the aircraft during the Battle of Britain; a Bf-109 pilot could 
not afford lengthy engagements without risking running out of fuel and 
crashing.

#PRTO_fw190
^
^
^The Focke-Wulf Fw-190 is the German $LINK<Medium Fighter=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Fw-190.
^
^It has no special attack qualities.

#DESC_PRTO_fw190
^Generally regarded as as the best fighter aircraft used by Germany in the 
second World War, the Focke-Wulf FW-190 was first used in early 1941.  It 
outclassed every allied plane in service and did so for almost a year until 
the British introduced the Spitfire Mark 9 fighter.  Continously upgraded 
throughout the war, the FW-190 gradually replacing other aircraft designs in 
the process.  The largely obsolete Ju-87 Stuka dive bomber, for example, was 
replaced by fighter-bomber version of the FW-190.  Over 20,000 were built, 
armed with a pair of .30 caliber machine guns in the nose and up to four 
20mm cannons in the wings, as well as any externally-mounted bombs or 
rockets.

#PRTO_bf109g
^
^
^The Messerschmitt Bf-109G 'Graf' is the German $LINK<Heavy 
Fighter=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Bf-109G.
^
^It has no special attack qualities.

#DESC_PRTO_bf109g
^Introduced in the spring of 1942, the G, or 'Graf' model of the Bf-109 
featured improved armament in the form of twin .50 caliber machine guns and 
a 20mm cannon mounted in the nose.  The Graf's operational range was some 
200 miles greater than that of the Emil model, at slightly over 600 miles.  
By that point in the war, however, the Luftwaffe was on the defensive, 
facing constant assualts by American Flying Fortresses and RAF Bomber 
Command.



#PRTO_me262
^
^
^The Messerschmitt Me-262 is the German $LINK<Jet Fighter=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Me-262.
^
^The Me-262 is a jet aircraft, so it's interception propability is only 50%.
^
^It has no special attack qualities.

#DESC_PRTO_me262
^The Me-262 Schwalbe, or Swallow, was the first jet-powered aircraft to ever 
see combat.  Early test models first flew in 1941, but Adolf Hitler's 
obsession with jet-powered bombers slowed the development of the Me 262 
until it was almost too late.  The aircraft was terribly effective in 
combat; it mounted 4 30mm cannons, a caliber of weapon that once would have 
been considered an anti-tank gun, that could easily shred even a Flying 
Fortress with a few bursts.  Its two Junkers turbojets allowed to reach 540 
mph, far faster than any piston-powered allied aircraft.  However, only 300 
aircraft ever saw combat, with the rest destroyed by allied bombers or 
employed as fighter-bombers.

#PRTO_ju87
^
^
^The Junkers Ju-87 'Stuka' is the German $LINK<Light Bomber=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Stuka.
^
^The Stuka can destroy land units, as it has 'Lethal Land Bombardement'.

#DESC_PRTO_ju87
^The infamous Ju-87 Stuka dive bomber was the supreme ground-attack aircraft 
for the first few months of WWII.  Known for the distinctive howling sound 
it made when diving and pin-point accuracy, the Ju-87 was extremely 
effective against French and Polish formations.  When the Luftwaffe proved 
unable to win total air superiority over Britain, the Stuka became easy prey 
for English pilots.  The aircraft rear-mounted machine gun proved 
ineffective against enemy fighters, and the Stuka was too slow to escape.  
The obsolescent bomber was replaced by fighter-bomber variants of the 
FW-190.

#PRTO_he111
^
^
^The Heinkel He-111 is the German $LINK<Medium Bomber=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the He-111.
^
^It has no special attack qualities.

#DESC_PRTO_He111
^Prohibited by the Treaty of Versailles from developing military aircraft, 
the He 111 began life as a mail-carrier.  After Hitler has solidified his 
control of Germany and began open re-armament programs, the aircraft was 
militarized and fitted with an internal bomb rack capable of holding 2205 
pounds of munitions.  4 machine guns, and later a single 20mm cannon, were 
installed for anti-fighter defense.  Deployed in the Spanish Civil War, the 
He 111 experianced great success as a fast, medium-sized bomber, often able 
to simply outrun hostile fighters.  The He 111 proved to be a sitting duck 
when facing modern fighters like the Spitfire and the Hurricane; the Germans 
had been lulled into a false sense of security by the early successes of 
medium bombers against obsolete interceptors.  It was the Luftwaffe's main 
bomber long after it had become obsolete, although it was replaced by the 
far more capable Junkers Ju 88 whever possible.

#PRTO_he177
^The Heinkel He-177 'Greif' is the German $LINK<Heavy Bomber=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the He-177.
^
^It has no special attack qualities.

#DESC_PRTO_he177
^The He 177 'Greif', Griffen, might have been Germany's best bomber 
aircraft, but ended up as a failure, mostly due to Herman Groening's 
meglomania and foolishness.  Germany was plagued throughout the war by it 
lack of a heavy bomber design; had the He-177 been built as intended, the 
Battle of Britain may have had a different end, and the Soviet Union's 
factories deep in the Urals would not have been immune to German bombing.  
The product of a 1938 requirment for a heavy bomber/anti-shipping aircraft 
that, for no logical reason, was suppossed to be capable of dive-bombing as 
well!  For this reason, the aircraft's used two pairs of coupled engines 
rather than 4 independent props, and constantly caught fire as a result.  
The He-177 saw some service on the Western Front, but could not hit the 
broad sign of a barn.  Around 700 Griffins were converted to gunships, armed 
with 50mm and 75mm cannons for anti-tank duties and saw service on the 
Eastern Front.
^Although Goering specifically forbid it, Heinkel secretly re-designed the 
aircraft, building a four-engine prototype that was much more effective.  
This redesign of the He-177 was designated the He-264 and one was secretly 
readied in Czechoslovakia to deliver the German atomic bomb if it could be 
build in time.  Fortunatly, Hitler never got his nuke and the He177 never 
rained atomic fire down on the Allies.

#PRTO_me264
^
^
^The Messerschmitt Me-264 'Amerika' is the German $LINK<Extra-Range 
Bomber=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Me-264.
^
^It has no special attack qualities.

#DESC_PRTO_me264
^  On January 22, 1941, the General Staff of the Luftwaffe demanded a long 
range aircraft for the submarine war. The Focke-Wulf Fw 200, Heinkel He 177, 
Blohm & Voss BV 222 and Messerschmitt Me 261/264 were to all be compared to 
find the best aircraft for this purpose. Because of its overoptimistic 
performance and weights data, the RLM chose the Me 264 as the best choice.  
Several schemes were proposed by the Messerschmitt design bureau to extend 
the range of the Me 264, including towing one Me 264 by another to altitude, 
in flight refueling by a second Me 264, adding two more engines bringing the 
total to six and using take-off rocket pods for overload takeoff conditions. 
With these recommendations, it was felt that a range of 18100 km (11247 
miles)  and a bomb load of 5000 kg (11023 lbs) could be achieved, and a 
range of 26400 km (16405 miles) without any bombload. Armament for both 
versions would have consisted of remote controlled turrets with either MG 
131 or MG 151. In early 1942, GFM Milch canceled or reduced numerous 
development projects, including reducing the number of Me 264 prototypes 
from six to three, due to the worsening war situation. On February 28, 1942, 
the Me 264 development was to be temporarily turned over to the Dornier 
works, but they too were operating above their capacity. The Wesser Aircraft 
Works in southern Germany were also considered, but nothing came of this 
idea either. A commission headed by Lt. Col. Petersen arrived at the 
Messerschmitt-Augsburg complex on April 24, 1942 (at the orders of Milch) to 
check the actual performances of the Me 264, where it was found that the 
performances were about 90% of what Messerschmitt had been stating. 
Strangely enough, the very same day Willy Messerschmitt was cleverly 
presenting the RLM with the idea of using the Me 264 in "Atlantic Missions", 
and harassing attacks on the American east coast. Shortly afterwards, on May 
7, 1942, another detailed report was yet again submitted stating that the Me 
264 with a takeoff weight of 45000 kg (99207 lb^s) and powered by four Jumo 
211J engines could attain a range of 13000 km (8078 miles), and with four 
BMW 801 engines a range of 14000 km (8700 miles) could be reached. To add to 
the confusion again, on May 16, 1942 a meeting was held concerning all long 
range aircraft. It was decided that any flights over 13500 km (8389 miles) 
would need in flight refueling, and General Jeschonnek had already turned 
down this option in February 1942 (even though initial in flight refueling 
tests with a Fw 58 and a Ju 90 had been successful). This ended (at this 
time) all discussions of harassing attacks against American targets, also 
reconnaissance missions over the Trans-Siberian railroad and even Equatorial 
Africa.

#PRTO_fw200
^
^
^The Focke-Wulf Fw-200 'Condor' is the German $LINK<Recon Plane=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and 
$LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Condor.
^
^The Condor can destroy sea units, as it has 'Lethal Sea Bombrdement'.

#DESC_PRTO_fw200
^The Focke-Wulf Fw-200 began life as a long-range passenger plane, flying 
non-stop between Berlin and New York.  The aircraft's long range made it 
perfect for naval operations, and a militarized version was designed and 
built, with over 270 completed by the time construction was halted.  The 
Condor could attack Allied shipping on its own, using aerial torpedoes, 
bombs, or mines, but it was generally used to find targets for U-boat 
Wolfpacks.  Although intially successful, the Condor became less and less 
useful as the British began to track German radio signals and use them to 
locate subs and aircraft.  Fighter planes, initially Hawker Hurricanes 
launched via catapult from merchant ships and later from American "jeep", 
escort, carriers found the FW200 to be an easy target.

#PRTO_granatwerfer
^
^
^The Granatwerfer is the German $LINK<Mortar Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Granatwerfer.
^
^It can perform a marine landing as well as bombard.

#DESC_PRTO_granatwerfer
^A grenade is a essentially a small bomb, used by infantrymen to flush out 
enemies hiding in fortified positions or behind cover.  The American-style 
pinapple grenade could be thrown about 25-35 meters by the average soldier; 
the German army used 'potato masher'grenades with long wooden handles, which 
had a smaller explosive charge but half again the range.

#PRTO_g_mg_btln
^
^
^The German MG Batallion is the German $LINK<MG Batallion=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the German MG 
Batallion.
^
^It has no special attack qualities.

#DESC_g_mg_btln
^The water-cooled heavy machine guns of World War One, descendents of the 
Maxim and Gattling guns, changed the face of war forever.  A fortified 
machine gunner could mow down dozens or hundreds of enemies; taking a few 
yards of ground could result in thousands of casulties for the attacker.  By 
WWII, tanks and new tactics had diminished the power of machine gunners 
somewhat, but the weapons remained lethally effective, especially in 
fortified positions or in urban settings.

#PRTO_flammenwerfer
^
^
^The Flammenwerfer is the German $LINK<Flamethrower=GCON_Units>.
^
^A city must have $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in 
its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Flammenwerfer.
^
^It has no special attack qualities.

#DESC_PRTO_flammenwerfer
^A flamethrower is a pack-back mounted fuel tanks connected to a rifle-like 
projecter.  While the weapon has a very limited range and is extremely 
dangerous to use because of the risk of the fuel tank exploding when hit, 
the weapon is terrifying and demoralizing to those it is used against. Death 
by fire remains one of the most painful and horrifying ways to perish. 
Flamethrowers were used primarily to clear our fortified postions, machine 
gun nests, and bunkers.

#PRTO_fallschermjager
^
^
^The Fallschermj?er is the German $LINK<Paratrooper=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Fallschermj?er.
^
^The Fallschermjager can be paradropped. It can also perform a marine 
landing.

#DESC_PRTO_fallschermjager
^While the idea of using aircraft to land soldiers behind enemy lines was 
first expressed by Colonel Billy Mitchell of the United States, it was 
Germany that made the first use of paratroopers in large numbers.  Two 
divisions of paratroopers were landed on Crete, when the Royal Navy proved 
to be an insurmountable obstacle to an amphibious invasion.  While the 
Germans were eventually victorios, they took such heavy casulties that 
Hitler ruled out ever using paratroopers again, believing that the British 
had developed sufficent countermeasures to make air drops practically 
suicide.

#PRTO_Maus
^
^
^The Maus is the German $LINK<Late Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Maus.
^
^It is wheeled, so it can travel only through grassland and plains without a 
road.

#DESC_PRTO_Maus
^Maus, 'mouse' in english, is the rather ironic name for the largest tank 
design ever built. Designed in 1942 by Ferdinand Porsche under direct order 
from Adolf Hitler. The Maus would have had a crew of either 5 or 6. The 
tank's hull was 10.1 meters long, 3.67 meters wide and 3.66 meters tall. 
Weighing 188 tons, the Maus was armed with a 128mm cannon and a coaxial 75mm 
gun, and covered with 180-240mm of armor. Only two were produced. One was 
destroyed by the Germans at Kummersdorf to prevent its capture by the 
Soviets, and the sole surviving Maus tank is currently in the Kubinka Tank 
Museum in Russia. Nine others were in various stages of completion when the 
war ended. None ever saw combat.
^A larger tank, the 1000 ton Krupp P 1000 "Ratte" (rat), started 
construction but was cancelled before completion. It would have carried two 
280mm guns (mounted in the same type of gun turret used in Scharnhorst and 
Gneisenau warships), a single 128mm gun, eight 20mm Flak 38 anti-aircraft 
guns and two 15mm Mauser MG 151/15 guns.



#PRTO_kradschutzen
^
^
^The Kradschutzen is the German $LINK<Motorbike=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Kradschntzen.
^
^It has no special attack qualities.

#DESC_PRTO_kradschutzen
^Motorcycles replaced horses as the rapid-response units in the German army. 
  While of little use in open combat in of themselves, motorbikes were very 
useful as military police, couriers, and counter-insurgency units.


#PRTO_g_cruiser
^
^
^The Admiral Hipper Class is the German $LINK<Cruiser=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Admiral Hipper 
Class.
^
^It has no special attack qualities.

#DESC_PRTO_g_cruiser
^The Admiral Hipper-class heavy cruiser was a fairly typical design of its 
time period.  Mounting 8 8-inch guns in 4 twin turrets, the vessels were 
roughly comparable to the British County-class cruisers.  The Prinz Eugen, 
Bismark's consort on his raid into the Atlantic, was an Admiral Hipper class 
vessel.  An eight-inch shell struck H.M.S. Hood's upper decks during the 
Battle of the Denmark Strait, setting fire to the venerable battle cruiser.  
The fire weakened the already vunerable deck armor of the Hood, and shortly 
thereafter the Bismark blew the Hood in half, and the famous warship went 
down with almost all hands.

#PRTO_g_battlecruiser
^
^
^The Scharnhorst Class is the German $LINK<Battlecruiser=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Scharnhorst 
Class.
^
^It has no special attack qualities.

#DESC_PRTO_g_battlecruiser
^Prime Minister Neville Chamberlain's policy of appeasement towards Hitler 
led him to agree to allow Germany to substitute two larger vessels for the 
last three of the allowed six "pocket battleships" of the Deutchland class.  
Officially, the proposed design would displace around 25,000 tons, but when 
completed, Scharnhorst and her sister ship Gneisenau displaced 35,000 tons.  
Armed with 9 11-inch guns and capable of 32 knots, the "Twins" as they 
became known were primarily intended as commerce raiders.  Plans to replace 
the main artillery with six 15-inch guns were suspended indefinitly by the 
outbreak of war.  While never achieving the level of success of the U-boats 
in terms of actual tonnage sunk, the Scharnhorst and her sister forced the 
Royal Navy to allocate many of its battleships to convoy escort roles in the 
first half of the war.  The two ships greatest triumph was the ambush and 
sinking of the aircraft carrier H.M.S. Glorious and her destroyers escorts 
in 1940.
^
^Gneisenau, crippled beyond repair by British bombers in late 1942, was sunk 
as a block ship and her guns removed for coastal defense (Some of her 
artillery would also have been theoretically been mounted on the Ratte "land 
cruiser" super-heavy tanks, but that program never came to fruition).  
Scharnhorst herself ran afoul of the British King George V class battleship 
H.M.S. Duke of York in 1943.  Outgunned, the Scharnhorst attempted to flee 
but her small speed advantage was negated by heavy seas and engine damage.  
A fourteen-inch shell from the Duke of York pierced Scharnhorst's armored 
citadel, crippling the battlecruiser.  She sank with heavy casulties; the 
freezing waters of the North Atlantic do not take prisoners.

#PRTO_g_battleship
^
^
^The Bismarck Class is the German $LINK<Battleship=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Bismarck Class.
^
^It has no special attack qualities.

#DESC_PRTO_g_battleship
^
^At the end of the Great War, the German High Seas Fleet, ordered to sail to 
Scapa Flow and surrender, were instead scuttled by their crews before the 
British could take possession.  The High Seas Fleet was reduced to small 
coastal vessels and ancient pre-dreadnoughts.  In 1936, with Chamberlein's 
tacit approval, the first of Germany's new battleships was laid down in the 
shipyards at Kiel.  The warship was essentially based on the World War 1-era 
Bayern class Dreadnought, but much larger.  Displacing slightly less than 
50,000 tonnes and armed with eight 15-inch main guns, the Bismark was a 
massive, if ultimatly flawed vessel.  The battleship's massive armor belt 
did not extend far enough below the waterline, and radio equipment and 
control surfaces were not protected against aerial attack.  Refered to using 
masculine pronouns.
^
^Fully completed in 1941, the Bismark and the Prinz Eugen entered the North 
Atlantic on Operation Rhine Exercise, a convoy raid, the Royal Navy 
scrambled all available warships to intercept the Bismark.  Much of the 
Royal Navy's strength was distributed in convoys, and while the Queen 
Elizabeth and 'R'classes were a match for Scharnhorst, the venerable 
dreadnoughts would be easy prey for a much faster, much tougher modern 
battleship with nearly twice the displacement.  The only vessels that had 
the speed and the firepower to deal with the Bismark were the King George V 
class battleships just entering service and the famous battlecruiser H.M.S. 
Hood.  H.M.S. Hood and the still incomplete H.M.S. Prince of Wales 
intercepted the Bismark and Prinze Eugen in the Denmark Strait.  In the 
legendary battle, the Hood was blown in half and the Prince of Wales forced 
to retreat, but not before the latter put a 14-inch shell into Bismark's oil 
tanks, penetrating deep below the waterline.
^Bismark, now leaking oil, set a course for Brest as a cry went out across 
England to avenge the Hood.  Prinz Eugen broke off and set a seperate course 
in an attempt to distract the pursuing British fleet, but the ruse failed.  
Bismark would still have made it to Brest, as H.M.S. King George V and 
H.M.S. Rodney, her most powerful pursuers, were running out of fuel and 
would soon be in range of land-based German bombers and U-boat Wolfpacks.  
An airstrike launched from H.M.S. Ark Royal jammed the Bismark's rudder, and 
the crew could not clear the damage.  The Bismark was pounded to pieces by 
the 14 and 16 inch artillery of the British dreadnoughts, eventually 
sinking.  Her crew may have scuttled her.  Bismark's sister ship, the 
Tripitz, would never be permited to leave a Norweigan ford were Hitler 
ordered his last battleship to hide.  British Lancaster bombers using 
Tallboy 12,000 pound (5443 kg) super-heavy bombs, the second largest 
conventional bomb used in the war, sank the Tripitz in 1944.

PRTO_g_carrier
^
^
^The Graf Zeppelin Class is the German $LINK<Carrier=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Graf Zeppelin 
Class.
^
^It has no special attack qualities.

#DESC_PRTO_g_carrier
^Laid down in December of 1936, the Graf Zeppelin was to be Germany's first 
aircraft carrier.  Launched in 1938 but never commissioned, the Graf Zepplin 
displaced 23,000 tons and would have been capable of 33 1\2 knots, carrying 
a compliment of 42 Messerschmitt ME109 fighters and Junkers Ju87 Stuka 
dive-bombers adopted for naval use.  While not having nearly the capacity of 
the Japenese or American super-carriers, the Graf Zepplin and her unamed 
sister-ship, tenetively named Peter Strasser, would have approximatly the 
same capacity as England's aircraft carriers.


#PRTO_g_submarine
^
^
^The Type VII U-Boot is the German $LINK<Small Submarine=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Type VII.
^
^The Type VII is hidden to all units except Destroyers and other submarines.

#DESC_PRTO_g_submarine
^A U-boat is any of the German submarines of World War I and World War II, 
as well as the Austro-Hungarian submarines of World War I. The term derives 
from the German Navy's system of naming its submarines with U- followed by a 
number, where the U stood for Unterseeboot (literally, "undersea boat"), the 
German word for submarine. The primary targets of the U-boat campaigns in 
both world wars were the merchant convoys bringing supplies from the United 
States and Canada to Europe.
^Germany was stripped of her U-boats by the Treaty of Versailles at the end 
of World War I, but in the late 1920s and 1930s began to rebuild her 
submarine force.  The Type VIIA, designed in 1933, was armed with four bow 
and one stern torpedo tubes. They typically carried 11 torpedoes onboard. 
They were very agile on the surface, and mounted the 88mm fast-firing deck 
gun with about 160 shells.
^

#PRTO_g_lg_submarine
^
^
^The Type IX U-Boot is the German $LINK<Large Submarine=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Type IX.
^
^The Type IX is hidden to all units except Destroyers and other submarines.


#DESC_PRTO_g_lg_submarine
^Type IXs had six torpedo tubes, four at the bow and two at the stern. They 
carried six reloads internally and had five external torpedo containers 
(three at the stern and two at the bow) which stored ten additional 
torpedoes. The total of 22 torpedoes allowed U-boat commanders to follow a 
convoy and strike night after night. As mine-layers they could carry 44 TMA 
or 66 TMB mines, but many of the IXC boats were not fitted for mine 
operations.
^Secondary armament was provided by one large Utof 105/45 gun with about 110 
rounds. Antiaircraft armament differed throughout the war. They had two 
periscopes in the tower. Types IXA and IXB had an additional periscope in 
the control room, which was deleted in Type IXC and afterward.

#PRTO_gladiator
^
^
^The Gloster Gladiator is the British $LINK<Light Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Gladiator.
^
^It can land on carriers.

#DESC_PRTO_gladiator
^The last of Britain's biplane fighters as well as her greatest, the Gloster 
Gladiator served in the early days of World War II before being replaced by 
the Hawker Hurricane and Supermarine Spitfire.  Armed with 4 .30 (7.8mm) 
caliber machine guns, the Gladiator was outgunned and slower than newer 
monoplane fighters.  The aircraft was highly manuverable, however, and this 
charecteristic was its only advantage.  The Gladiator was also used as a 
carrier aircraft; the Sea Gladiator was modified with and arrester hook and 
hardpoints for catapult launches.  A relic of an earlier time, the Gladiator 
none the less served throughout the dark early days of the Second World War 
with distinction.

#PRTO_hurricane
^
^
^The Hawker Hurricane is the British $LINK<Medium Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Hurricane.
^
^It has no special attack qualities.

#DESC_PRTO_hurricane
^The first production Hurricane flew on 12 October 1937, and was delivered 
to the 111 Squadron at RAF Northolt two months later. A year later, around 
200 had been delivered, and demand for the airplane had increased enough 
that Hawker contracted with the Gloster Aircraft company to build them also. 
During the production run, the fabric-covered wing was replaced by an 
all-metal one, a bullet-proof windscreen was added, and the engine was 
upgraded to the Merlin III. Before WWII, production locations expanded to 
include Yugoslavia, Belgium and in 1940, Canada, where it was undertaken by 
the Canadian Car and Foundry Company.
^
^August 1940 brought what has become the Hurricane's shining moment in 
history: The Battle of Britain. RAF Hurricanes accounted for more enemy 
aircraft kills than all other defenses combined, including all aircraft and 
ground defenses. Later in the war, the Hurricane served admirably in North 
Africa, Burma, Malta, and nearly every other theater in which the RAF 
participated.
^
^The Hurricane underwent many modifications during its life, resulting in 
many major variants, including the Mk IIA, with a Merlin XX engine; the Mk 
IIB, with interchangeable wings housing twelve 7.7mm (0.303in) guns and 
carrying two 500lb bombs; the Mk IID, a tankbuster with two 40mm anti-tank 
guns plus two 7.7mm guns; the Mk IV, with a universal, multi-purpose wing, 
and powered by a 1,620hp Merlin 24/27 engine; and the Canadian-built Mk XII, 
with a 1,300hp Packard Merlin 29 engine. During the war, Hurricanes were 
sold to Egypt, Finland, India, the Irish Air Corps, Persia, Turkey, and the 
USSR


#PRTO_meteor
^
^
^The Gloster Meteor is the British $LINK<Jet Fighter=GCON_Units>.
^
^A city must have both $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Meteor.
^
^The Meteor is a jet aircraft, so it's interception propability is only 50%.

#DESC_PRTO_meteor
^The first Gloster Meteors enered service with the RAF in July, 1944.  Armed 
with four 20-mm cannons in the nose and capable of reaching airspees of over 
415 miles per hour, the Meteor was a formidable aircraft but the initial 
model was outclassed by the Me 262.  The German aircraft carried heavier 
guns and used swept wing technology, giving it a higher maximum speed and 
better handling.  Despite this, the Meteor proved to be an excellent 
interceptor, defending Britain from V-1 ballistic missle attacks.  Like its 
German counterpart, the Meteor was handicapped by its fuel-guzzling jet 
engines and relatively short range.  Later models of the Meteor carried 
heavier engines, with the Mark 8 capable of speeds of 600 miles per hour.

#PRTO_mosquito
^
^
^The deHavilland Mosquito is the British $LINK<Light Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Mosquito.
^
^It can land on carriers.

#DESC_PRTO_mosquito
^The all-wood Mosquito bomber was designed with war in mind. Powered by two 
Rolls-Royce Merlin engines, the Mosquito was as fast as a fighter and could 
carry the payload of a medium bomber. Flying high and fast, it was believed 
it could perform the mission without defensive armament. In a display of 
incredible foresight, deHavilland constructed the airplane almost entirely 
out of balsa and plywood in case strategic metals became scarce. The Air 
Ministry originally wanted nothing to do with the aircraft, and rejected it 
as unsuitable because of its wooden construction.
^The first operational prototype proved itself when it outran three Bf-109's 
over occupied France.  The Mosquito saw service as both a medium bomber and 
as a powerful nightfighter.  Later versions of the aircraft carried four 
20mm cannons and four .30 caliber (7.7mm) machine guns along with 2,000 
pounds of bombs or rockets.

#PRTO_blenheim
^
^
^The Bristol Blenheim is the British $LINK<Medium Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Blenheim.
^
^It has no special attack qualities.

#DESC_PRTO_Blenheim
^Developed from a civilian airliner first built in the 1930's, the Blenheim 
medium bomber was widely believed to be the best bomber in the world long 
after it had become obsolete.  In 1939, most Blenheim's in active service 
were Mark IV's, carring 3 .30 caliber (7.7mm) machine guns and 1,320 pounds 
of bombs.  The Blenheim's limited bombload and poor defensive capablities 
rendered it mostly useless after the early months of the war.  Many were 
converted to night fighters after the Mark V Blenheim, an up-armored and 
up-gunned version, proved too slow to be effective. The Bleinheim's main 
role in the war was to serve until more capable designs entered production 
to replace it.

#PRTO_lancaster
^
^
^The Avro Lancaster is the British $LINK<Heavy Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Lancaster.
^
^It has no special attack qualities.

#DESC_PRTO_lancaster
^The Avro Lancaster Heavy Bomber was by far the best bomber aircraft used by 
the UK during World War Two.  While not as tough or as heavily defended as 
the American B-17 Flying Fortress, the Lancaster generally made bombing runs 
at night as a part of the joint U.S./U.K. 'around the clock' bombing 
campaign, and was therefore less subject to interception by German fighters.
^
^Entering service in 1942, the Lancaster was defended by six to ten .30 
caliber (7.7mm) machine guns mounted in various turrets and gun positions, 
and could carry a payload of 14 1,000 pound bombs.  Special variants of the 
Lancaster could carry a single 22,000 pound "Grand Slam" bomb, the largest 
of the war, or the "Tallboy" bombs which were used to sink the German 
battleship Tirpitz.

#PRTO_b29
^
^
^The Boeing B-29 is the British $LINK<Extra Range Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<American Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the B-29.
^
^It has no special attack qualities.

#DESC_PRTO_b29
^From the beginning, the B-29 was a fountain of firsts, anticipating the 
methodologies and successes of the later NASA Lunar and Space Shuttle 
programs. Before the first prototype had been constructed, manufacturing 
facilities had already been established, a risky process that had not been 
the norm in the aircraft industry. And that bomber, the heaviest production 
aircraft built up to that time, would be the first to have pressurized crew 
compartments, centralized and computerized fire control, the capacity to 
carry up to a 20,000 pound bomb load, or the ability to fly 5,830 miles, 
with a top airspeed of 365 miles per hour. Paradoxically, although the B-29 
was designed to be a high-altitude weapons platform, its greatest WW II 
successes were accomplished at low-altitude, in the fire bombing of Japan. 
Low-flying B-29's laid waste to most militarily important cities in Japan 
except Hiroshima, Nagasaki, Niigata and Kokura, which had been declared -- 
for reasons unclear to the active bomb groups -- off-limits to their 
bombing.
^Eventually, the B-29 became the first combat aircraft to carry and drop 
atomic bombs, first on Hiroshima (by "Enola Gay" commanded by Capt. Robert 
Lewis and Col. Paul Tibbetts), then Nagasaki (by "Bockscar," commanded by 
Capt. Frederick Bock), becoming the first -- and only -- aircraft to 
effectively end a world war. B-29's had one more war in their future before 
the type was finally retired from combat service in 1960 by a jet-propelled 
Air Force: during the Korean War, they flew more than 20,000 sorties in 
which they dropped nearly 200,000 tons of bombs on North Korean targets
^
^Made obsolete by the development of jet engines, the B-29 was phased out in 
favor of the jet-powered B-52 in the mid-1950's


#PRTO_B52
^
^
^The Boeing B-36 is the British $LINK<Jet Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<American Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the B-36.
^
^The B-36 is a jet aircraft, so it's interception propability is only 50%.

#DESC_PRTO_B52
^The B-36 "Peacemaker" super-heavy bomber was an extremely long-ranged 
bomber designed to be able to bomb Germany from airfields in the United 
States in the event that Great Britain fell to the Axis.  Powered by six 
piston engines arranged in a "pusher" configuration and capable of 
operatating at altitudes no contemporary piston-engined fighter could reach, 
the B-36 was the ultimate projector of power in the immediate post-war 
period, capable of reaching virtually any location on the planet and 
delivering an atomic payload.  The Peacemaker sometimes used rockets to 
assist in take-off.  Ultimately, the time of the piston engine had ended, 
however, and the B-36 was replaced by the B-52 Stratofortress in the 
mid-1950's.

#PRTO_catalina
^
^
^The Consolidated Catalina is the British $LINK<Recon Plane=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<American Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Catalina.
^
^The Catalina can destroy ships as it has 'Lethal Sea Bombardement'.

#DESC_PRTO_catalina
^The Catalina was created under the guidance of the brilliant aero-engineer 
Isaac Macklin Laddon. The new design introduced internal wing bracing, which 
greatly reduced the need for drag-producing struts and bracing wires. A 
significant improvement over its predecessors, it had a range of 2,545 
miles, and a maximum take-off weight of 35,420 lbs. In 1939 the Navy 
considered discontinuing its use in favor of proposed replacements. The 
Catalina remained in production, however, because of massive orders placed 
by Britain, Canada, Australia, France, and the Netherlands. These countries 
desperately needed reliable patrol planes in their eleventh-hour 
preparations for WW II. Far from replacing the PBY, the Navy placed its 
largest single order since WW I for an aircraft.
^
^A total of approximately 4000 Catalinas were built between 1936 and 1945. 
Because of their worldwide popularity, there was scarcely a maritime battle 
in WW II in which they were not involved. The PBY had its vulnerabilities: 
it was slow, with a maximum speed of 179 mph, and with no crew armor or 
self-sealing tanks, it was highly vulnerable to anti-aircraft attack.  The 
aircraft was still extremely effective in its intended role as maritime 
patrol aircraft and as a nightfighter on the Pacific front.  The Catalina 
was armed with five .30 caliber (7.7mm) machine guns and up to 4,000 pounds 
of bombs or depth charges.


#PRTO_british_infantry
^
^
^The British Infantry is the British $LINK<Rifle Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<British Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the British Infantry.
^
^It can perform a marine landing.

#DESC_PRTO_british_Infantry
^Equipped with rifles, small arms, and grenades, the infantry unit is an 
adequate defender and attacker, but will have trouble defeating armored 
fighting vehicles or storming entrenched positions.
^
^From the beaches of Dunkirk to the deserts of North Africa the British 
soldier fought and died to stop Hitler's seemingly-invincible war machine.  
For six long years Englishmen fought to contain the power-mad dictator in 
Europe while the Japenese overran British colonies in the Pacific.  While 
the Royal Navy and the RAF were the British Isles's first line of defense, 
the British Army was its last.  Generally armed with a variaty of small 
arms, including Enfield rifles, grenades, and pistols, the British 
infantryman did not have the training of his German counterparts, especially 
in the early days of the war, but did not fight any less harder.

#PRTO_combat_engineer
^
^
^The Combat Engineer is the British $LINK<Flamethrower=GCON_Units>.
^
^A city must have $LINK<Oil=GOOD_Oil> and $LINK<British Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Combat Engineer.
^
^It has no special attack qualities.

#DESC_PRTO_combat_engineer
^Combat Engineers have been a part of war since the begining of recorded 
history, whether it was a Roman Legion erecting a fort or a trench, a 
medieval sapper undermining a wall, or a modern-day expert armed with 
explosives, mines, or constuction equipment.  Good generals study tactics, 
but great generals study logistics and the Combat Engineer is the epitome of 
that philosophy.  Used to defeat the powerful fortifications, defense guns, 
pillboxes, and bunkers, a combat engineer needed courage and skill to 
accomplish his mission successfully.

#PRTO_matilda
^
^
^The Matilda I is the British $LINK<Light Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Matilda.
^
^It has no special attack qualities.

#DESC_PRTO_matilda
^An aging tank when World War Two broke out, the Infantry Tank Matilda, as 
it was formally designated, had enough armor to withstand hits from 
early-model German Panzers but was quickly outclassed when Germany began to 
field the Panzer III and IV models.  The Matilda's 2-pounder gun was too 
weak to be effective even against the lighter Panzer designs, and the 
Matilda was relatively slow as well.  An up-gunned version served well in 
North Africa in the battles leading up to El Alamein, but the Matilda was 
withdrawn from the frontline as soon as it could be replaced, usually with 
an American Sherman or General Lee tank.
^
^After being withdrawn from the front lines, the Matilda was used for 
specialized duties and refitted in a variaty of different models.  The Baron 
mine-clearer and the Frog Flame-tank were both Matilda variants.

#PRTO_churchill
^
^
^The Churchill Tank is the British $LINK<Heavy Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Churchill Tank.
^
^It can attack many times in one turn.

#DESC_PRTO_churchill
^The Infantry Tank Mk IV Churchill was initially designed in 1939 as slow, 
heavily-armored behemoth intended for use in trench warfare like that of 
World War One.  Redesigned after France was overrun by the German 
Blitzkrieg, the final model was a much lighter vehicle, although it suffered 
from reliability and engine problems when first hurried into production with 
the specter of a German invasion looming overhead.  The tank was not fully 
ready until early 1943, but its 6-pounder gun proved to be much more 
effective than the two-pounders mounted on the Matilda, Crusader, and 
Valentine tanks.
^
^The Churchill was also used extensively for specialized tasks like 
bridge-laying, engineering, and  mine-clearing.


#PRTO_dewotine510
^
^
^The Dewotine 510 is the French $LINK<Light Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Dewotine 510.
^
^It can land on carriers.

#DESC_PRTO_dewotine510
^A French monoplane fighter that first entered service in the early 1930's, 
the Dewoitine 510 was advanced for its time but was badly outclassed during 
the second world war.  The plane was armed with a nose-mounted 20mm cannon 
and two wing-mounted .30 caliber machine guns (7.6mm), but the aircraft's 
slow speed of 250 mph made it easy prey for the Bf-109

#PRTO_dewotine520
^
^
^Dewotine 520 is the French $LINK<Medium Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Dewotine 520.
^
^It has no special attack qualities.

#DESC_PRTO_dewotine520
^The Dewoitine 520 was the best fighter France produced before her fall in 
1940.  Comparable to the BF109 in performance and armament, the 520 was not 
built in large enough numbers before France was overrun.
^
^The Dewoitine 520 was slower than the Bf-109, but more manuverable and 
slightly better-armed, carring 4 .30 calber machine guns (7.6mm) and a 
nose-mounted 20mm cannon.

#PRTO_bregeutbr691
^
^
^The Breguet Br.691 is the French $LINK<Light Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Bregeut Br.691.
^
^It can land on carriers.

#DESC_PRTO_bregeutbr691
^A small, slow light bomber roughly equivelent to the British Blenheim or 
the german Me-110, the Bregeut proved to be a largely useless design.


#PRTO_bloch510
^
^
^The Bloch 510 is the French $LINK<Medium Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Bloch 510.
^
^It has no special attack qualities.

#DESC_PRTO_bloch510
^


#PRTO_french_infantry
^
^
^The French Infantry is the French $LINK<Rifle Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<French Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the French Infantry.
^
^It can perform a marine landing.

#DESC_PRTO_french_infantry
^Equipped with rifles, a variety of small arms, and grenades, the infantry 
unit is an adequate defender and attacker, but will have trouble defeating 
armored fighting vehicles or storming entrenched positions.
^
^Facing the German armored juggernaught in 1940 with obsolete tactics, poor 
leadership, and disintegrating morale, it is not a suprise that France 
crumbled in the face of the German onlsaught.  Much-maligned for their swift 
defeat, it should be remembered that the average French soldier fought 
bravely in defense of his homeland.


#PRTO_legionnaire
^
^
^
The French Foreign Legion is the French $LINK<UU Rifle Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<French Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Foreign Legion.
^
^It can perform a marine attack.

#DESC_PRTO_legionnaire
^
^A contingent of soldiers experianced in desert warfare. While most of its 
commissioned officers are French, the rest of the Legion is made up of men 
from a wide variety of nationalities (including French). After serving in 
the Legion for three years, the legionnaire is allowed to apply for French 
citizenship. A legionnaire, as the soldiers of the Legion are known, can 
enter the service under a pseudonym, and after four years of service can 
change his name at will.


#PRTO_la_resistance
^
^
^La Resistance is the French $LINK<Commando=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<French Trade=GOOD_Trades> 
in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build La Resistance.
^
^La Resistance can be drafted, it is & detects invisible units (like 
submarines), and it ignores the movement cost of all terrain. It can also 
perform marine attacks and be paradropped.

#DESC_PRTO_la_Resistance
^
^Formed in wake of the collapse of the French military and the establishment 
of Marshall Petain's Vichy regime, the French Resistance fought a guerilla 
war for four years against the Nazis and their sympathizers.  Sabotage, 
espionage, and bombing were all a part of their arsenal.


#PRTO_ft17
^
^
^The Renault FT-17 is the French $LINK<Light Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the FT-17.
^
^It has no special attack qualities.

#DESC_PRTO_ft17
^
^
^The Renault FT 17 light tank was the most successful armored fighting 
vehicle of the first world war, and the first to be built following the 
classic tank layout. Mounting its main gun in a turret with a 360-degree 
traverse, the FT 17 was could more easilly use its weapon compared to the 
British lozenge-shaped designs, which had to mount redundant weaponry to 
cover their blindspots.  The turret addressed this problem perfectly.
^
^Over 3,000 were ordered during the first world war, and they were employed 
en masse. Suffering from poor reliability and maintance difficulties, the 
massive numbers of FT 17's were a neccessity since the vehicles spent most 
of their time being repaired.  By the time of the German invasion in 1940, 
the FT 17 was still in service.  Upgunned to mount a 37mm main gun, the FT 
17 was still hopelessly outclassed by the German Panzers.  The old tanks 
could barely make 5 mph (7.7 kph) and were sitting targets.

#PRTO_char_bis
^
^
^The Char B1s is the French $LINK<Medium Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Char B1s.
^
^It has no special attack qualities.

#DESC_PRTO_char_bis
^
^Entering service in 1937, the Char B1 Heavy Tank was an advanced war 
machine when it was first introduced.  The Char had formidable firepower, 
with a 75mm gun mounted in the hull and a secondary 45mm cannon mounted in 
the turret.  Self-sealing fuel tanks and thick armor made it difficult to 
knock out.
^
^The Char B1's heavy firepower was negated by serious mechanical and 
logistical difficulties.  Beset with maintance difficulties and hamstrung by 
poorly-trained crews, the tank often broke down in battle and was too 
cumbersome to use its powerful main gun easilly.


#PRTO_arl44
^
^
^The ARL44 is the French $LINK<Heavy Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<French Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the ARL 44.
^
^It has no special attack qualities.

#DESC_PRTO_arl44
^
^During the Second World war, in spite of l occupation, of the French teams 
worked in secrecy what made it possible to produce, as of the end 1944, a 
national tank, l'A.R.L.44. Panhard on its side worked with l'?olution of its 
armoured cars d'avant-war in the form of l'E.B.R. which entered in service 
at the beginning of the Fifties. Following L'?ape of the rebuilding of 
l'industrie d'armement was to be the production of the tank of battle 
A.M.X.50 but it was finally l'A.M.X.13 which was the first French tank 
designed and produced according to concepts' d'apr? war. The war d Algery or 
more exactly "les operations of maintenance of l'ordre in France 
d'Outre-mer" amplified the d'engins need light giving rise to l'A.M.L.60 
Panhard. L'?hec d'une of the first attempts at Franco-German military 
co-operation gave us the tank of battle A.M.X.30 and, indirectly the 
fighting vehicle d infantery A.M.X.10. Parallel to the mechanization of the 
body of battle, it was decided to equip all the units d infantery d'un 
freight vehicle armoured: the V.A.B. equipped l'arm? with ground and the 
V.X.B. the gendarmerie. A new d'engin generation with wheels, l'E.R.C., 
supplanted the armoured cars while the V.B.L. replaced the jeep and other 
P.4 in the zones of combat. The century s'acheva for l'Arm? French with 
l'entr? in service of the LECLERC. Many other armoured tanks were developed 
by the French industrialists during this half century like Fennec, the Lohr 
vehicles or armoured l adaptation of P4. Certain models knew the production 
only for l'?ranger like the Hispano-Suiza caterpillars for l'Allemagne or 
Acmat for various African countries.

This was translated from French with babelfish.altavista.com. If anyone who 
knows French would like to complete the translation, or translate the 
original French text, contact Paasky. Check the "WWII Europe: Small, Fast & 
Beautiful" Civfanatics thread for more info.


#PRTO_fiatcr32
^
^
^The Fiat CR.32 is the Italian $LINK<Light Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and 
$LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Fiat CR.32.
^
^It can land on carriers.

#DESC_PRTO_fiatcr32
^
^The Fiat CR.32 was an Italian biplane fighter first used in the Spanish 
Civil War when Mussolinni intervened on the side of Generalissimo Fransisco 
Franco's Nationalist party. Manuverable and tough, the CR.32 was armed with 
two to four .30 (7.6mm) caliber and .50 (12.7mm) caliber machine guns.  Some 
models could also carry a small bombload for ground attack missions.
^
^Increasingly outmatched by newer monoplane fighters, the Fiat CR.32 was 
relegated to service as a night fighter in 1942.  The aircraft saw use in 
the Spanish Air Force until 1953.




#PRTO_macchi202
^
^
^The Macchi 202 is the Italian $LINK<Medium Fighter=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Macchi 202.

#DESC_PRTO_macchi202
^
^Designed to replace the aging and underpowerd C.200 "Saetta", Lightning, fighter, the C.202 prototype was mounted with an imported 1,175 Daimler-Benz in-line engine.  The results were astounding; the newly designed aircraft could reach 375 mph in level flight even though it carried an additional pair of .30 (7.6mm) caliber machine guns in the wings.  The C.202 "Folgore", Thunderbolt, fighter began production in 1940, and although production was initially slow because of the difficulty of producing the new engines, the aircraft was the most numerous plane in Italy's service by the time of her surrender in 1943.
^
^Considered to outmatch the American P-40 Warhawk and the British Hawker Hurricane, the Thunderbolt's only equal at the time where contemporary models of the Supermarine Spitfire. A fighter-bomber variant, designated C.202CB, saw service, armed with a pair of 160 kg bombs.


#PRTO_imamro57
^
^
^The IMAM RO.57 is the Italian $LINK<Heavy Bomber=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the RO.57

#DESC_PRTO_imamro57
^
^The IMAM RO.57 Heavy Fighter was largely a failure, crippled by the Italians inability to manufacture engines with sufficent horsepower in the 1930's and 40's.  The place was roughly equivlent to the ME-110, and was just as big a failure.  
^
^Early models mounted only a pair of .50 (12.7mm) caliber machine guns, making the aircraft woefully undergunned for its size.  A newer model, designed in 1941, mounted twin 20mm cannons and 500 kg bomb proved to be too heavy.  Only a few of this model ever entered service, and most were destroyed on the ground by American bombers after they had proven useless.  


#PRTO_fiatcr25
^
^
^The Fiat CR.25 is the Italian $LINK<Light Bomber=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the CR.25.

#DESC_PRTO_fiatcr25
^
^An elegant and versitile aircraft, the Fiat CR.25 was never built in large enough numbers.  Capable of airspeeds approaching 300 mph (490 kph) the Cr.25 was faster than many fighter aircraft when it was first built in 1937.  The aircraft could be equipped as a light bomber, similar to the British Blenheim, as a reconnaissance plane, or as a heavy fighter.
^
^Armed with three .50 (12.7mm) caliber machine guns, the plane was too lightly armed to face more advanced aircraft, and would have been replaced with a model mounting 20mm cannon had Italy remained in the war longer.


#PRTO_italian_infantry
^
^
^Italian Infantry is the Italian $LINK<Rifle Infantry=GCON_units>.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Italian Infantry.

#DESC_PRTO_italian_infantry
^
^Equipped with rifles, a variety of small arms, and grenades, the infantry unit is an adequate defender and attacker, but will have trouble defeating armored fighting vehicles or storming entrenched positions.
^
^Italian infantry divisions were chronically under-supplied throughout World War II, and failed to achieve any significant goals.


#PRTO_m13
^
^
^M13-40 is the Italian $LINK<Medium Tank=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the M13-40.

#DESC_PRTO_m13
^
^Designed to replace the badly outgunned M.11 tank, a vehicle originally intended as a light tank but pressed into service as a main battle tank, the M.13 entered service on the North African front in 1940.  Armed with a 47mm anti-tank gun and an anti-infantry 8 mm machine gun (roughly .30 caliber), the M.13 saw wide service in North Africa.  
^
^Unlike its predecessor, the M.13 was capable of engaging British Matilda and Valentine tanks and winning.  The vehicles were reliable and respected; captured tanks saw service in both British and American armored divisions in the early half of the war, before large numbers of Sherman tanks became available.  


#PRTO_l6
^
^
^The Fiat L6-40 is the Italian $LINK<Light Tank=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the L6-40.

#DESC_PRTO_l6
^Production began on the Fiat L6/40 light tank in 1939, and a total of 283 were built.  Armed with a 20mm cannon and a coaxial 8mm (roughly .30 caliber) Breda machine gun, the L6 was roughly equivelent to the Germany Panzer II, but slower and less well-armored.  
^
^The Fiat was L6 was hopelessly outclassed against Allied tanks, and was replaced by the M.11 and M.13 tanks as soon as possible.  Some were converted into self-propelled guns or flame-tanks.


#PRTO_i16
^
^
^I-16 is the Soviet $LINK<Light Fighter=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the I-16.

#DESC_PRTO_i16
^
^Designed in the early 1930's by aircraft designers Nikolai Polikapov and Dmitri Grigorovich while the two engineers and their staff were imprisoned in a gulag, the I-16 was one of the most advanced aircraft of its time.  The tiny plane carried two 7.6 (.30 caliber) machine guns and pair of 20mm cannons, and was highly manuverable.  Over 7,000 had been built by the time of Operation Barbarossa in 1941.
^
^The I-16 first entered combat in Spain in November 1936. Flown in many cases by Soviet pilots, they proved more than a match for German He 51 fighters and Arado Ar68, but met their equals in the Italian C.R.32 biplanes and were overpowered by Messerschmitt Bf 109s. 

#PRTO_mig3
^
^
^Mig-3 is the Soviet $LINK<Medium Fighter=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Mig-3.

#DESC_PRTO_mig3
^
^A powerful, modern fighter, the Mig-3 entered production in December of 1940, with over 3,000 built by the time production ceased a year later.  Production of the Mig-3's AM35A engine had ceased when, by the direct order of Josef Stalin, all resources were shifted to production of the AM-38 engine which was needed for the IL-2 Sturmovik.  Well-armored, and mounted a single .50 caliber (12.7) machine gun and two .30 caliber (7.6mm) machine guns in the nose cowling.  The plane was specifically designed with four wing-mounted pylons, which could be used to carry bombs or rockets.  Later versions of the Mig-3 had an additional pair of .50 caliber (12.7mm) machine guns mounted on two of these hardpoints.
^
^When the Mig-3 first appeared in combat towards the end of 1941, it was a huge shock to the German high command as the aircraft was both faster and more manuverable than the Bf-109F fighter, Germany's standard fighter plane.  With the addition of the wing-mounted machine guns, the Mig-3 also carried a similar amount of firepower.  The Lufftwaffe was still able to maintain air superiority over Russia for the first two years of the war on the East front, however.  Germany's veteran pilots, modern gunsights, and superior tactics gave them the advantage.  Furthermore, the Mig-3 had been designed as a high-altitude interceptor, intended to intercept 4-engine German "Ural" bombers attacking Soviet factories relocated to the Ural mountains, but the Germans never built such a bomber in time.  The Mig-3 was therefore pressed into service as a low-altitude air superiority and ground-attack fighter, a role it was less suitable for.


#PRTO_la7
^
^
^La-7 is the Soviet $LINK<Heavy Fighter=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the La-7.

#DESC_PRTO_la7
^
^An advanced soviet interceptor that first saw combat in early 1944, the Lavochkin La-7 was a powerful and deadly aircraft.  Along with the La-5, the La-7 dominated the skies over the East front for the last two years of the war.  Armed with 2-3 20mm cannons mounted in the nose and 6 wing-mounted rockets, the plane was a dangerous interceptor, particularly since it carried 200 rounds of ammunition for each cannon and therefore rarely ran out of ammunition. 
^
^Outclassing even the Focke-Wulf FW-190, the La-7 had a maximum airspeed of 413 mph, making it considerably faster than the Fw-190.  The plane's relatively short range of 395 miles was mitigated by the fact that forward airbases could quickly be established by the advancing Red Army and that Germany's bomber squadrons had been decimated by that point.

#PRTO_db3
^
^
^Db-3 is the Soviet $LINK<Medium Bomber=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Db-3.

#DESC_PRTO_db3
^
^The TsKB-26 long-range bomber prototype appeared in 1935, a twin-engined metal low-wing monoplane powered by 597-kW (800-hp) Gnome-Rhône K-14 radials. Demonstrated by test pilot Vladimir Kokkinaki on May Day 1936, the prototype went on to establish two world altitude records during July 1936. A second prototype, the TsKB-30, had an enclosed instead of open position for the pilot, Soviet M-85 engines and a metal rear fuselage. The TsKB-30 also broke records and then attracted world interest by flying from Moscow to Canada, where pilot Kokkinaki had to make a wheels-up landing on 28 April 1939 after covering a distance of 8000 km (4,971 miles). 
^
^By then the bomber had been in production for the Soviet air arm for more than two years. Under the military designation 1131113-3 it served widely with the ADD (Long-Range Aviation) and the V-MF (Naval Aviation), remaining operational well into the war with Germany, DB-3s being credited with some of the earliest attacks on Berlin. The aircraft was typical medium bomber with a payload of 2500 kilograms with three .30 caliber (7.6mm) machine guns for defense.


#PRTO_pe8
^
^
^Pe-8 is the Soviet $LINK<Heavy Bomber=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Pe-8.

#DESC_PRTO_pe8
^
^The only four-engined bomber the USSR used during WWII. The TB-7 was developed from the ANT-42 prototypes, flown in 1936-1937. Radically differed from prototypes by new powerplants (allowing to eliminate odd fifth engine, driving centralized supercharger in the fuselage). Production started in 1939 and lasted until October 1940, 79 aircraft came out of assembly line. In service since May 1940, and remained there for almost all the War period. Apart of numerous raids deep into Germany held territory (particularly Berlin), TB-7 got his fame for remarkably long flights. Those included Molotov (then Soviet Foreign minister) flight to Washington from Moscow (17,700km) with landings in Scotland, Iceland and Canada in May-June 1942. 
^
^With a 4,000 kg bomb load and a defensive armament consisting of two .30 caliber machine guns, two .50 caliber machine guns, and a pair of 20mm cannons, the Pe-8, while not the equal of its western contemporaries like the Avro Lancaster or the Boeing B-17, was better than the German medium bomber designs.

#PRTO_is2
^
^
^IS-2 is the Soviet $LINK<Heavy Tank=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the

#DESC_PRTO_is2
^
^The IS-2 (Iosif Stalin, the Cyrillic spelling of Josef Stalin) heavy tank was designed in the aftermath of the Battle of Kursk in 1943 to replace the KV-1 Heavy tank and to counter the German Tiger heavy tank design.  Armed with a massive 120mm gun along with a pair of anti-infantry machine guns, the IS-2 was the most heavily armed and armored tank of the second world war, although by the time it saw service the Red Army already stood on the brink of victory.
^
^Outgunning the Tiger and better-armored than even the TigerII "King Tiger", the IS-2 was the best heavy tank of World War II.


#PRTO_lmk
^
^
^SMK is the Soviet $LINK<Late Tank=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the SMK

#DESC_PRTO_lmk
^
^The SMK super-heavy tank was designed in 1938 after Soviet experiances in the Spanish civil war demonstrated the inferiority of the T-26 tank.  Initially designed with no fewer than three turrets and protected by paper-thin armor, the tanks were redesigned in early 1939 with only two turrets and better armor protection. The vehicle first saw action in the 'Winter War' of 1939 when the Red Army invaded Finland.  Unable to penetrate the Mannerheim line, the protype SMK tanks were sent in, but bogged down in the marshy and wet terrain and were picked apart.  The SMK never entered mass production after the fiasco in Finland.
^
^The final prototype of the SMK had two turret-mounted main guns, one 76mm and the other 45mm, as well as three .30 caliber machine guns.  Multi-turreted tanks generally proved to be disastrous, and the SMK was no exception.  The tank weighed over 56 tons, but had no greater firepower than the French Char B1 Heavy tank and was little more than an enormous target.

But because it looks big and powerful, its used as the Soviet Late Tank.

#PRTO_katyusha
^
^
^Katyusha is the Soviet $LINK<Rocket Artillery=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Katyusha.

#DESC_PROTO_katyusha
^
^The 82mm BM-8 and 132mm BM-13 Katyusha rocket launchers were built and fielded by the Soviet Union in World War II. The launcher got this inofficial, but immediately recognized in the Red Army, name from the title of a Russian wartime song, Katiusha about a girl longing for his beloved, who is away on military service. 
^
^The weapon was better known as "Stalin's Organ", so named by German troops due to its resemblance to a pipe organ. Stalin's Organ was seen in many forms during World War II mounted on various trucks (often the Lend Lease US Studebaker-US6), tanks, and occasionally even on tractors. It was a relatively simple design consisting of a rack of parallel rails on which rockets were mounted, with a folding frame to raise the rails to launch position. Each truck had 48 launchers. The rocket was 1.8 m long and had a 22 kg explosive warhead with a range of about 5 km. It was often used in huge masses to create a shock effect. 
^The idea for the Katyusha rocket launcher was sparked by Nazi Germany's development of the six-barreled Nebelwerfer rocket mortar in 1936. The Red Army began work on the design of rocket artillery in 1938, and deployment was approved on June 21 1941. On July 14 1941 the experimental artillery battery (7 launchers) was used in battle against the German army under the command of the captain I. Flerov at station Orsha. On August 8 1941 first eight regiments of missile artillery (36 launchers in each unit) were created. The improved BM-13N ("normalized") design was developed in 1943, and more than 1800 were made by the end of WWII. The simple design of Stalin's Organ lacked accuracy, therefore its primary usage was to heavily bombard enemy forces firing in salvos for area coverage, psychological effects being an important factor. 


#PRTO_morane
^
^
^Mörkö Morane is the Finnish $LINK<Light Fighter=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Finnish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Mörkö Morane.


#PRTO_finnish_infantry
^
^
^Finnish Infantry is the Finnish $LINK<Rifle Infantry=GCON_units>.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Finnish Infantry

DESC_PRTO_finnish_infantry
^
^Equipped with rifles, small arms, and grenades, the infantry unit is an adequate defender and attacker, but will have trouble defeating armored fighting vehicles or storming entrenched positions.
^
^Finnish Infantry is especially well trained to fight in forests. When the Soviet Union attacked Finland in November 1939, The Finnish Infantry defended remarcably well. This was mostly because of the incompitence of Russian Generals.


#PRTO_jaakari
^
^
^Jääkäri is the Finnish $LINK<MG Infantry=GCON_units>.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Jääkäri.

#DESC_PRTO_jaakari
^
^The Jääkäri is the name used for some soldiers, especially for elite foot soldiers. Today there are foot-, parachute-, and anti-tank Jääkäri's. The word Jääkäri comes from the German word Jaeger, which means hunter. In Finland, soldiers who were experienced in forest warfare, were called jääkäri already in the 18th century in the Savo Brigade. Almost 2000 young men received a military training in Germany from 1915 to 1918 in order to fight for an independent Finland. Their contribution for Finnish independence was indispensable. After the first World War in Finland the word jääkäri often meant Finnish volunteers who had their military training in Germany.



#PRTO_kk-pataljoona
^
^
^KK-Pataljoona is the Finnish $LINK<MG Batallion=GCON_units>.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the KK-Pataljoona.

#DESC_PRTO_kk-pataljoona
^
^KK-Pataljoona is a direct translation from MG Batallion (Machinegun is Konekivääri in Finnish, and Batallion is Pataljoona).
^
^The water-cooled heavy machine guns of World War One, descendents of the Maxim and Gattling guns, changed the face of war forever.  A fortified machine gunner could mow down dozens or hundreds of enemies; taking a few yards of ground could result in thousands of casulties for the attacker.  By WWII, tanks and new tactics had diminished the power of machine gunners somewhat, but the weapons remained lethally effective, especially in fortified positions or in urban settings.



#PRTO_fokkerxxi
^
^
^Fokker XXI is the Dutch $LINK<Light Fighter=GCON_units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Dutch Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Fokker XXI

#DESC_PRTO_fokkerxxi
^
^The Dutch manufactured Fokker D XXI, which was flown by both Holland and Denmark against the Germans and later flown by Finland against the Russians. Out performed and out numbered by Luftwaffe aircraft the D.XXI acquitted it self well, but it was against the Russians that the D.XXI came into its own, taking a tremendous toll of Russian aircraft.
^
^The Fokker XXI was usually armed with four .30 caliber Browning machine guns.  The Finns attempted to replace two of the machine guns with 20mm cannon during the Winter War, but this experiment failed.


#PRTO_cavalry
^
^
^Cavalry is available to all except those who have UU cavalry. 
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Cavalry.

#DESC_PRTO_cavalry
^
^Horse cavalry were obsolete during WWI, and although a few backward countries still fielded cavalrymen when WWII began, the role of the armored horsemen had clearly been taken over by the tank.

#PRTO_mg_infantry
^
^
^MG Infantry is available to all except those who have UU MG Infantry.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build MG Infantry

#DESC_PRTO_mg_infantry
^
^The water-cooled heavy machine guns of World War One, descendents of the Maxim and Gattling guns, changed the face of war forever.  A fortified machine gunner could mow down dozens or hundreds of enemies; taking a few yards of ground could result in thousands of casulties for the attacker.  By WWII, tanks and new tactics had diminished the power of machine gunners somewhat, but the weapons remained lethally effective, especially in fortified positions or in urban settings.

#PRTO_mortar_infantry
^
^
^Mortar Infantry is available to all except those who have UU Mortar Infantry.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Mortar Infantry

#DESC_PRTO_mortar_infantry
^
^A mortar is a high-trajectory low-velocity artillery piece useful against entrenched positions.  Because of the low muzzle velocity of the mortar itself, mortar shells do not need to be as heavily reinforced as an artillery or howitzer shell of the same caliber, allowing more of the weight to be devoted to the explosive charge.

#PRTO_mg_batallion
^
^
^MG Batallion is available to all except those who have UU MG Batallions.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the MG Batallion.

#DESC_PRTO_mg_battallion
^
^The water-cooled heavy machine guns of World War One, descendents of the Maxim and Gattling guns, changed the face of war forever.  A fortified machine gunner could mow down dozens or hundreds of enemies; taking a few yards of ground could result in thousands of casulties for the attacker.  By WWII, tanks and new tactics had diminished the power of machine gunners somewhat, but the weapons remained lethally effective, especially in fortified positions or in urban settings.

#PRTO_light_transport
^
^
^Light Transport is available to all.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Light Transport.


#PRTO_heavy_transport
^
^
^Heavy Transport is available to all.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Heavy Transport.


#PRTO_landing_craft
^
^
^Landing Craft is available to all except those who have UU Landing crafts.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Landing Craft.
^
^The Landing Craft can transport only foot soldiers.

#DESC_PRTO_landing_craft
^
^Landing craft, like the American DUKW, were critical to the massive amphibious invasions of the second world war.

#PRTO_light_artillery
^
^
^Light Artillery is available to all.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Light Artillery.

#DESC_PRTO_light_artillery
^
^Described as "the king of battle", the traditional field artillery piece was somewhat displaced by tanks and self-propelled guns during World War II, but remained a vital part of any army.


#PRTO_anti-tank_infantry
^
^
^Anti-Tank Infantry is available to some except those who have UU A-T Infantry
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Anti-Tank Infantry.
^
^The Anti-Tank Infantry has 'Lethal Ground Bombardement' and can destroy land units by bombarding them.

#DESC_PRTO_anti-tank_infantry
^
^When the British first introduced the Mk.1 tank in WWI, the vehicles proved to be devastingly effective, but the German army quickly adapted and stopped the British advance, partially because the early tanks broke down constantly, but also because the Germans developed anti-tank tactics.  Grenades and armor-piercing machine guns were not particularly effective against the much more powerful tanks of WWII, but the lowly infantryman could still slay the giant using anti-tank rocket launchers like the American Bazooka or the German Panzershreck.


#PRTO_flamethrower
^
^
^Flamethrower is available to some except those who have UU Flamethrowers.
^
^A city must have both $LINK<=GOOD_> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Flamethrower.

#DESC_PRTO_flamethrower
^
^A flamethrower is a pack-back mounted fuel tanks connected to a rifle-like projecter.  While the weapon has a very limited range and is extremely dangerous to use because of the risk of the fuel tank exploding when hit, the weapon is terrifying and demoralizing to those it is used against. Death by fire remains one of the most painful and horrifying ways to perish. Flamethrowers were used primarily to clear our fortified postions, machine gun nests, and bunkers.

#PRTO_destroyer
^
^
^Destroyer is available to all except those who have UU Destroyers.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Destroyer.

#DESC_PRTO_destroyer
^
^Originally designed to counter light attack craft, the "torpedo boat destroyer" evolved into the premier escort vessel of the first and second world wars.  Destroyers were used exstensively for anti-submarine warfare, using depth charges and sonar to defeat the hidden hunters.  Besides depth charges, an average WWII-era destroyer was armed with several 5-inch guns as well as torpedo tubes for use against enemy capital ships.  The Japenese "Long Lance" torpedoes were particularly deadly. 


#PRTO_cruiser
^
^
^Cruiser is available to some except those who have UU Cruisers.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Cruiser.

#DESC_PRTO_cruiser
^
^Originally designed for long-ranged patrol and as secondary units on the battleship battle-lines, the average cruiser more often served as a carrier or convoy escort.  A typical heavy cruiser mounted torpedo tubes, anti-aircraft guns, and 88-inch guns.

#PRTO_Battlecruiser
^
^
^Battlecruiser is available to some except those who have UU Battlecruisers.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Battlecruiser.

#DESC_PRTO_Battlecruiser
^
^The brainchild of First Sea Lord Jack Fisher in the years before World War I, the battlecruiser was a ship with the speed of a cruiser and the firepower of a battleship.  Originally intended to hunt down cruisers and act as convoy escorts, battlecruisers were pressed into service in the main battleline at the Battle of Jutland, with disastrous results.  The massive engines needed to drive a ship the size of a battleship at the speed of a cruiser left little room for armor.  Three british battlecruisers blew up at Jutland, and the design fell into disfavor.
^
^By the dawn of the second world war, the line between fast battleship and battlecruiser was increasingly blurred.  The American Iowa-class battleships, for example, were as well-protected as a battleship but could reach speeds of over 33 knots.  The only vessels that can be truly thought of as battlecruisers were those built during the first world war, like H.M.S. Hood, Revenge, and Repulse, along with hybrid designs intended to destroy commerce raiders like the U.S.S. Alaska and the French Strasbourg.

#PRTO_battleship
^
^
^Battleship is available to some except those who have UU Battleships.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Battleship.

#DESC_PRTO_battleship
^Once the ultimate symbol of naval supremacy, the battleship was increasingly displaced by the aircraft carrier during WWII.  The average WWII-era battleship mounted between eight and ten main guns with calibers ranging from 14-inches to 18 inches.  

#PRTO_carrier
^
^
^Carrier is available to some except those who have UU Carriers.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Carrier.

#DESC_PRTO_carrier
^
^The supreme weapon of naval warfare during WWII, the aircraft carrier carried a combination of torpedo bombers, dive bombers, and fighter aircraft.  The british armored carriers, many of them coverted from battlecruisers, lacked the capacity of their American and Japenese counterparts but their armored flight decks gave them greater protection versus bombs.

#PRTO_heavy_artillery
^
^
^Heavy Artillery is available to all.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Heavy Artillery

#DESC_PRTO_heavy_artillery
^
^Described as "the king of battle", the traditional field artillery piece was somewhat displaced by tanks and self-propelled guns during World War II, but remained a vital part of any army.


#PRTO_spitfire
^
^
^The Supermarine Spitfire is the British $LINK<Heavy Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Spitfire.

#DESC_PRTO_Spitfire
The Spitfire was developed by Reginald Mitchell through the 1930's military competitions to replace the Bristol Bulldog fighters. It was named "Spitfire" and it went in production in 1938 as the Mk.I version. Many more versions followed that saw continual modifications to the Merlin engine to wring more power from it. The original cockpit suffered from a rear-ward vision problem, it was eventually replaced with a teardrop shape originally designed for the P51 Mustang. The propellor changed from a two-bladed wooden one to a steel 5-bladed propellor. The armament increased from eight machine guns to four cannons and bombs. When the Merlin engine reached its limit in 1942 (its power had increased from 990 hp to 1,730 hp), Supermarine turned to the Rolls-Royce Griffon engine. A very successful version of the Spitfire (Mk XIV) was a Mk.VII with a five-bladed propeller and a Griffon engine. A new name, the "Victor" had been proposed, but not adopted. This aircraft was superior to almost all German fighters, except the last version of the FW190. The last version, the Mk.22, was armed with four 20 mm cannons and had a very powerful engine capable of catching V1 rockets. A total of 20531 Spitfires in 40 modifications were built. It remained in service with various air forces for many years after the end of the war and the Seafire naval variation was last used in combat by the Royal Navy from the carrier HMS Triumph in the Korean war.



#PRTO_v2
^
^
^The V2 is the German $LINK<Cruise Missile=GCON_Units>.
^
^A city must have $LINK<German Trade=GOOD_Trades>, $LINK<Oil=GOOD_Oil> and $LINK<Iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the V2.
^
^The V2 has 'Lethal Land & Sea Bombardement' so it can destroy any units.

#DESC_PRTO_v2
The V-2 rocket was an early ballistic missile used by Germany during the later stages of World War II against mostly British and Belgian targets. As early as 1927 members of the German Rocket Society had started experimenting with liquid-fueled rockets. By 1932 the Reichswehr started taking notice of their developments for potential long-range artillery use, and a team led by General Walter Dornberger was shown a test vehicle designed and flown by Wernher von Braun. In December 1934 Von Braun scored another success with the flight of the A2 rocket, a small model powered by ethanol and liquid oxygen. By 1936 the team had moved on from the A2 and started work on both the A3 and A4. The latter was a full-sized design with a range of about 175 km (109 miles), a top altitude of 80 km and a payload of about a tonne. Production started in 1943 on the wonder weapon Vergeltungswaffe 2 (reprisal weapon 2), or the V-2 as it became better known, at the insistence of Goebbels' propaganda ministry. The Allies were already aware of the weapon. At a test site at Blizna in Poland a fired missile had been recovered by Polish resistance agents from the banks of the Western Bug, and vital technical details had been given to British intelligence. The British launched a massive bombing campaign against Peenemünde which slowed testing and production considerably as well as killing many slave workers.


#PRTO_reiter
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^
^The Reiter is the German $LINK<Cavalry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead>, $LINK<German Trade=GOOD_Trades> and $LINK<Horses=GOOD_Horses> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Reiter.

#DESC_PRTO_reiter
From the beginning of civilization to the 20th century, ownership of cavalry horses has been a mark of wealth amongst settled peoples. A cavalry horse requires considerable expense in breeding, training and feeding and has very little productive use except as a mode of transport. For this reason, and because of their often decisive military role, the cavalry has typically been associated with high social status. This was most clearly seen in the feudal system, where a lord was expected to enter combat armored and on horseback and bring with him an entourage of peasants on foot. If landlords and peasants came into conflict, the peasants would be ill-equipped to defeat armored knights. In later national armies the cavalry often remained a badge of social status (with the typical exception of "frontier" units like Cossacks). For instance an officer of the (British) Horse Guards was (and is) relatively likely to have attended elite schools and to come from a socially privileged background.



#PRTO_wehrmacht
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^
^The Wehrmacht is the German $LINK<Rifle Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Wehrmacht.

#DESC_PRTO_wehrmacht
The Wehrmacht (literally defence force or means/power of resistance) was the name of the armed forces of Germany from 1935 to 1945. It replaced the old Reichswehr and was succeded by the current Bundeswehr. The term was not only used for the German military forces. The military forces of other nations were also addressed as Wehrmacht during the period when the name was used in Germany. The German soldier were very well disciplined and organized forces, and the majority of their nutis were very well armed as well, due to this fact the Wehrmacht was an important factor during the Blitz Krieg period.


#PRTO_waffen_ss
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^
^The Waffen SS is the German $LINK<MG Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Waffen SS.

#DESC_PRTO_waffen_ss
The Waffen-SS was formed, in December 1940, as a subdivision of the regular SS (Schutzstaffel) corps in Nazi Germany in order to perform a wide variety of functions: Regular Troops (Verfügungstruppe, SS-VT) serving as elite troops and fighting alongside the regular Wehrmacht army, and Hitler's personal guard, the Leibstandarte Adolf Hitler (LAH). The Waffen-SS Order of Battle eventually included numerous units ranging in size from small detachments to entire corps. Examples of SS units are the SS Division Nordland, formed from Norwegian, Danish and Baltic volunteers; an SS Hitlerjugend Division (enlisted ranks were volunteers from the Hitlerjugend); and an SS Totenkopf Division, formed from excess guard detachments who had almost all died out by 1942 in the Valdai Hills of Russia (these were replaced by volunteers not affiliated with the concentration camps). Many of the so-called volunteer units really consisted of volunteers. A large army of Waffen-SS soldiers fought in the Battle of Kursk.


#PRTO_panzerjager
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^The Panzerjäger is the German $LINK<Anti-Tank Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Panzerjäger.
^
^The panzerjäger can destroy land units by bombarding them because it has 'Lethal Land Bombardement'.

#DESC_PRTO_panzerjager
Panzerjäger were German tank destroyers of World War II. Panzerjäger (PzJg) typically refers to designs based around mounting anti-tank guns on convenient chassis with light armour protection. Tank destroyers modelled on existing tank chassis with heavy armour were referred to as Jagdpanzer. The first of many tank destroyers, the Panzerjäger I (tank hunter I) was based on the chassis of the Panzer I ausf B and was armed with the Skoda 47 mm Pak L/43 anti-tank gun. The Panzerjäger proved to be a cheap and fairly effective solution to help counter Russian tanks, and served to extend the useable lifetime of the obsolete Panzer I. As with most tank destroyers, the crew was highly vulnerable, their only protection coming from a frontal gun shield; the gun also had a very limited traverse.



#PRTO_scharfschutze
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^The Scharfschütze is the German $LINK<Commando=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Scharfschntze.
^
^The Scharfschütze detects & is invisible (like submarines), and ignores movement costs on all terrain.

#DESC_PRTO_scharfschutze
The Scharfschütze is the sniper unit of the Germans during the WWII. Typical missions include reconnaissance or scouting and surveillance, anti-sniper, killing enemy commanders, selecting targets of opportunity, and even anti-materiel tasks (destruction of military equipment), which tend to require use of rifles in the larger calibres such as .50 BMG and .338 Lapua. Snipers have of late been increasingly demonstrated as useful in a fire support role to cover the movement of infantry, especially in urban areas. During WWII the Scharfschütze were designed the neutralization of guerrillas and rebels inside the secret organizations of the resistance, detecting and demorilizing the resistant groups.

#PRTO_panzerii
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^The Panzer II is the German $LINK<Light Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Panzer II.

#DESC_PRTO_panzerii
The Panzer II was a heavier vehicle, designed to replace the Panzer I. The Panzer II was the main battle tank of the German Panzer divisions beginning with the invasion of France, until it was replaced by the Panzer III and IV in 1940/41. Afterwards, it was used to great effect as a reconnaissance tank. The Panzer II was tested in the Spanish Civil War and used in the German campaigns in Poland, France, Denmark, Norway, North Africa and Russia. After being removed from front-line duty, it was used on secondary fronts and for patrolling. The Panzer IIA, B, and C had 14mm of slightly sloped homogenous steel armor on the sides, front, and back, with 10mm of armor on the top and bottom. This armor proved to be ineffective against anything heavier than a machine gun, so starting with the D model, the front armor was increased to 30mm. Model F and later had 20mm of side armor, in addition. All models of the Panzer II were armed with a 20mm KwK30 L/55 cannon. This cannon was based on the 20mm FlaK 30 anti-tank gun, and was capable of firing at a rate of 280 rounds per minute, a very high rate for a tank. The Panzer II also had a 7.92mm machine gun mounted coaxially with the main gun.


#PRTO_panzeriv
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^
^The Panzer IV is the German $LINK<Medium Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Panzer IV.

#DESC_PRTO_panzeriv
The Panzer IV was the workhorse of the German tank corps, being produced and used in all theatres of combat throughout the war. The design was upgraded repeatedly to deal with the changing threats from enemy forces. On January 11, 1934, following specifications laid down by Heinz Guderian, the Army Weapons Department drew up plans for a medium tank with a maximum weight of 24,000 kg and a top speed of 35 km/h. It was intended in a support and anti-infantry role, using a low-velocity, large-caliber gun firing high-explosive shells. It was not required to deal with enemy tanks on equal terms. The Panzer IV A had 15mm of slightly sloped homogenous steel armor on all sides, with 10mm of armor on the top and 5mm on the bottom. This was deemed sufficient, as the Panzer IV was intended for anti-infantry work, while Panzer IIIs were to deal with opposing tanks. In practice, Panzer IVs would frequently face enemy tanks and anti-tank guns unsupported, and the armor was upgraded to 30mm on the front hull of the Panzer IV B, 50mm in the IV E, and 80mm in the IV H, with armor on the sides and rear being increased as well. Further, Panzer IVs frequently had armor skirting or additional layers of armor added in the field. As the Panzer IV was intended to fill an anti-infantry combat role, early models were fitted with a low-velocity 75mm KwK37 L/24 gun, firing high-explosive shells. 


#PRTO_tiger
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^
^The Tiger is the German $LINK<Heavy Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Tiger.

#DESC_PRTO_tiger
The Tiger was possibly the most sophisticated and best engineered tank of its time. The internal layout was typical of German tanks, with the hull divided into four parts: two front compartments for the driver and the radio-operator, a central fighting compartment, and the rear engine compartment. The tank had front armor up to 100 mm thick, with 80 mm on the sides and back of hull and turret; to simplify production, flat sections were used where possible, with interlocking and welding rather than bolted joints. Although quite sufficiently armored for 1942, for its elevated weight the tank was rather poorly protected. This armoured fighting vehicle was first used in late-1942. It weighed 55-57 tons and was the heaviest German production tank to date. It had a crew of five, and was armed with an 88 mm cannon (the KwK 36). The Tiger I was in use until the German surrender and was given its nickname by Ferdinand Porsche. This design eventually resulted in the PzKpfw VI Königstiger, known as the Tiger II or King Tiger.


#PRTO_Opelblitz
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^The Opel Blitz is the German $LINK<Troop Truck=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Opel Blitz.

#DESC_PRTO_Opelblitz
An important logistic unit during the Blitz was the troop transportation. The motorized sprawl of the early XX century permitted to add trucks for the fast movement of the foot units. The main contractor for the Wehrmacht, was the Company Opel, given the name of Blitz to these units designed for the infantry transportation. 


#PRTO_wespe
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^The Wespe is the German $LINK<Self-Propelled Artillery=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Wespe.

#DESC_PRTO_wespe
In 1940, during the Battle of France, it was quite apparant that the main tank of the German forces, the Panzer II, was unsuitable as a direct combat vehicle, both underarmed and underarmored, though it proved mechanically sound. Thus, when the need then arose for a self-propelled artillery vehicle, the Panzer II was a natural choice, removing the vehicles from frontline service and extending their useable lifespan. The design for the Wespe was done by Alkett, based on the Panzer II Ausf F chassis. Production of the vehicles were primarily done at various plants in Poland. The conversion process itself proved relatively simple, replacing the Panzer II turret with a 105 mm howitzer and gun-shield. The Wespe first saw combat in 1943 on the Eastern Front, and proved so successful that Hitler ordered all Panzer II production was to be reserved for the Wespe alone, dropping other projects such as the Marder II. The Wespe continued production until mid-1944 when Soviet forces captured the Polish factories. By that time 682 examples were produced, with an additional 158 as weaponless ammunition carriers.


#PRTO_Nebelwerfer
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^The Nebelwerfer is the German $LINK<Rocket Artillery=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Nebelwerfer.

#DESC_PRTO_Nebelwerfer
The Nebelwerfer was the German rocket artillery during the WWII, multi-barrel rocket launchers that could be used for smoke or high explosive projectiles. The name become from Rudolf Nebel (March 21, 1894 - September 18, 1978) who was a spaceflight advocate active in Germany's amateur rocket group, the Verein für Raumschiffahrt (VfR - "Spaceflight Society") in the 1930s and in rebuilding German rocketry following World War II. He opposed the militarisation of rocketry, and rejected the opportunity to join the army's rocket team under Captain Walter Dornberger that was taken up by Wernher von Braun and Klaus Riedel. Von Braun later tried again during the war to have him join, but by now the SS regarded him as untrustworthy and had von Braun cease his attempts.

 

#PRTO_Zerstorer
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^
^Zerstörer is the German $LINK<Destroyer=GCON_Units>.
^
^A city must have both $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Zertörer.

#DESC_PRTO_Zerstorer
Zerstörer means a bomber destroyer. In naval terminology, a destroyer is a fast and maneuverable yet long-endurance warship intended to escort larger vessels in a fleet or battle group and defend them against smaller, short-range attackers. Another, rarer (perhaps only in Germany; German: Zerstörer), use is to refer to aircraft specifically designed to operate at long ranges and hunt down bombers or opposing fighters. Here they are often referred to specifically as bomber destroyers with their anti-fighter role being better described as an escort fighter. They were re-equipped with new anti-aircraft guns, in addition to their already-existing light guns, depth charges, and torpedoes



#PRTO_schnellboot
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^The Schnellboot is the German $LINK<Landing Craft=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<German Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Schnellboot.

#DESC_PRTO_schnellboot
The German Schnellboot (S-boot), was a small, fast, torpedo boat a little larger than the PT boat of the Allies. It use was limited because of the range of operation and the small capacity for troop transportation. The Schnellboot could not face the fast destroyers, despite the fact that were armed with torpedos, and later during the WWII period was discontinued on behalf the production of larger faster troop transport larger boats.


#PRTO_sas
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^The SAS is the British $LINK<Commando=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead>, $LINK<Rubber=GOOD_Rubber> and $LINK<British Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the SAS.

#DESC_PRTO_sas
The SAS was founded by then Lieutenant David Stirling during World War II. It was originally created to conduct raids and sabotage far behind enemy lines in the desert, and operated in conjunction with the existing Long Range Desert Group. Stirling (formerly of No.8 Commando) looked for recruits with rugged individualism and initiative and recruited specialists from Layforce and other units. The name "Special Air Service" was already in use as a deception. Their first mission, parachuting behind enemy lines in support of General Sir Claude Auchinleck's attack in November 1941, was a disaster. Only 22 out of 62 troopers reached the rendezvous. Stirling still managed to organise another attack against the German airfields at Aqedabia, Site and Agheila, this time transported by the LRDG. 1st SAS earned regimental status and Stirling's brother Bill began to organise a second regiment, 2 SAS. During the desert war they performed many successful and daring long range insertion missions and destroyed aircraft and fuel depots. Their success contributed towards Hitler issuing his Kommandobefehl order to execute all captured Commandos. When the Germans stepped up security, the SAS switched to hit-and-run tactics. David Stirling was captured by the Italians in January 1943 and he spent the rest of the war as a prisoner of war in Colditz castle. His brother Bill Stirling and 'Paddy' Blair Mayne took command of the SAS. Prior to the Normandy Invasion, SAS men were inserted into France as 4-man teams to help maquisards of the French Resistance. During and after D-Day they continued their raids against fuel depots, communications centres and railways. At the end of the war, the SAS hunted down SS and Gestapo officers.

#PRTO_sherman
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^The Sherman is the British $LINK<Heavy Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<American Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Sherman.

#DESC_PRTO_sherman
The M4 General Sherman tank was the main tank designed and built by the US for use in World War II. It was named after Union General William Tecumseh Sherman. The name is often shortened to M4 Sherman or simply Sherman. Its high profile and rounded top made it an easy target, but it was rather fast and maneuverable, reliable, and easy to produce and service. The Sherman was a reliable tank which was produced in large numbers and was effective in World War II. Early models are often criticised for the 75 mm gun chosen by the artillery branch of the US Army. While it was an effective weapon in 1942 when the Sherman was introduced, by the Normandy landings of 1944 the Sherman lacked effectiveness against contemporary German tanks, especially the Panther and Tiger. The 75 mm gun was, however, a solid weapon against infantry and anti-tank artillery. Later models had a somewhat more powerful gun, but the Sherman was still outgunned by Axis armor. Overall, the Sherman's lack of armor protection made it nothing more than an adequate tank for the US Army in World War II.


#PRTO_priest
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^The Priest is the British $LINK<Heavy Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<American Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Priest.

#DESC_PRTO_priest
The Howitzer Motor Carriage M7 was an American self-propelled artillery vehicle produced during World War II. It was gave it the nickname Priest, believed to be because the shape of its machine gun mounting resembled a pulpit to British gunners. While the first M7's were produced for the US Army, supply was soon diverted to support the lend-lease policy. 90 M7's were sent to the British 8th Army stationed in North Africa, who were also the first to use it in combat during the Second Battle of El Alamein. The M7 soon proved itself successful and the British requested 5,500 of them, an order which was never fully completed. They did find problems with the M7 though, as the primary armaments were of American, not British standard. This meant that the M7's had to be supplied seperately, causing logisitical complications. It was a problem that was only truely resolved in 1944 on arrival of the Sexton. Until that time though, the British continued to use the M7 throughout the North African Campaign, the Italian Campaign and even a few during the early days of the Normandy Invasion. 




#PRTO_spaviero
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^Spaviero is the Italian $LINK<Heavy Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Italian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the

#DESC_PRTO_spaviero
Developed from a civil airliner, the first Sparvieros entered service with the Regia Aeronautica in late 1936, just in time to fly combat over Spain with the Aviacion Legionaria, the Italian contingent fighting in support of the Nationalists. The SM.79-I established an excellent reputation in combat with the Aviacion Legionaria in Spain in 1936-1939. Its performance drew favorable comments from both sides, leading to a succession of export orders. The SM.79-I served with the Italian Aviazione Legionaria in support of Franco in the Spanish Civil War. In October 1939 the Regia Aeronautica began to receive the 79-II with 745.2 kW (1,000 hp) Piaggio P.XI RC.40 engines (one batch had the Fiat A.80 of similar power) and this was the dominant version in action subsequently. About 1,200 served with the Regia Aeronautica including a handful of the III sub-type with forward-firing 20 mm cannon and no ventral gondola. When Italy joined the war in 1940 its air force had nearly 1,000 bombers, of which well over half were Savoia-Marchetti S.M.79 Sparviero (Hawk) medium bombers. These trimotors, were thought by many to be among the best land-based torpedo bombers of the war. They could carry 1,250 kg (2,750 lb) of bombs internally or two torpedoes. Also active as a medium bomber around the Mediterranean and on anti-ship duties was the Cant Z.1007bis Alcione (Kingfisher) ,production of which began in 1939. It also was a trimotor, powered by 1,000 hp Piaggio radials, and it carried four machine guns for self-defence as well as up to 2,000 kg (4,410 lb) of bombs or two torpedoes. 


#PRTO_yak17
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^Yak-17 is the Soviet $LINK<Jet Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Yak-17.

#DESC_PRTO_yak17
The Yakovlev Yak-3 was a Russian fighter aircraft of World War 2. The Yak-3 entered service in 1944; it was developed alongside the Yak-9 as an improvement of Yak-1M and, although having a lower designation number, entered service after its sister plane. It was a bit lighter and slimmer than the Yak-9 and was a very agile dogfighter at low heights; however, as with many Russian fighter aircraft, its performance declined tremendously above about 4,000 m (13,000 ft). The Yak-3 was powered by a 970 kW (1,300 hp) Klimov V12 inline engine which gave it a top speed of 407 mph. It was armed with a single engine-mounted 20 mm ShVAK cannon and two 12.7 mm UBS machine guns. In total, 4,848 aircraft were produced; at least five of them remain in airworthy condition. The designation Yak-3 was also used for two prototype planes that were built in 1941 as a modification of the Yak-1. These planes are also known under the alternative designation I-30 ("I" for Istriebitiel - fighter). They were partly constructed from aluminium and were more heavily armed than the Yak-1: first machine: 2x 20mm ShVAK guns in wings and 2x ShKAS 7,62mm machine-guns over engine, second machine: 2x 20mm ShVAK guns in wings and 4x ShKAS 7,62mm machine-guns over engine. Both prototypes were powered by a Klimov M-105P engine (809.6 kW). Due to a lack of aluminium, the machnines did not enter production.


#PRTO_sturmovik
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^Il-2 Sturmovik is the Soviet $LINK<Light Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Il-2.

#DESC_PRTO_sturmovik
The Ilyushin Il-2 Shturmovik was one of the most formidable ground attack aircraft of World War II, and was produced by the Soviet Union in huge numbers; a total of 36,163 according to one source. It was originally designed by Sergey Vladimirovich Ilyushin and his team at the Central Design Bureau in 1938, as a two-seat aircraft with an armored shell protecting crew, engine, radiators, and the fuel tank. However, this was rejected in favor of a lighter single-seat design, which first flew October 12, 1940. This version was officially designated Il-2, and started large-scale production in early 1941, with the first deliveries coming in May, just in time for the German invasion. The Il-2 proved itself to be a deadly weapon against German transport and armor, but was itself vulnerable to fighter attack, and so in February 1942 the two-seat design was revived. The two-seat version was called IL-2M, and differed by having a rear gunner's position under a lengthened canopy. These modified versions started appearing in September 1942, and eventually existing single-seaters were modified also. Later changes included an upgrade from 20-mm to 23-mm cannons, aerodynamic improvements, use of wooden outer wing panels instead of metal, and increased fuel capacity. In 1943 the IL-2 Type 3 or Il-2m3 came out with redesigned wings that were swept back 15 degrees on the outer ends. Performance and handling were much improved, and this became the most common version of the Il-2.


#PRTO_russian_infantry
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^
^Russian Infantry is the Soviet $LINK<Rifle Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> and $LINK<Russian Trade=GOOD_trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Russian Infantry.

#DESC_PRTO_russian_infantry
At the time of the Nazi Germany assault on the USSR in June 1941, the Red Army numbered around 1.5 million men. Already weakened by the political cleansing of its ranks, the Red Army was taken by surprise by the German invasion. The first weeks of the War saw the annihilation of virtually the entire Soviet air force on the ground, and major Soviet defeats as German forces trapped hundreds of thousands of Red Army soldiers in vast pockets. The Soviet government adopted a number of measures to improve the state and morale of the retreating Red Army in 1941. Soviet propaganda turned away from political notions of class struggle, and instead invoked deeper-rooted patriotic feelings of the population, embracing pre-revolutionary Russian history. The War against the German aggressors was proclaimed the Great Patriotic War, in allusion to the Patriotic War war against Napoleon in 1812. References to ancient Russian military heroes such as Alexander Nevski and Mikhail Kutuzov were made. Repressions against the Russian Orthodox Church stopped, and priests revived the tradition of blessing arms before battle. The institution of political commissars was abolished, although it was soon restored. Military ranks were introduced. Many additional individual distinctions such as medals and orders were adopted. The Guard was reestablished, with units having shown exceptional heroism in combat being renamed "Guards Regiment", "Guards Army" etc. During the Great Patriotic War, the Red Army drafted between 15 and 20 million officers and soldiers, of which 7 to 10 million were killed. Red Army soldiers captured by the Nazi armies were frequently shot in the field, or shipped to concentration camps and executed as a part of the Holocaust. Following its costly victory over Germany after the capture of Berlin in 1945, the prestige and influence of the Army in post-war Soviet society increased greatly.


#PRTO_sniper
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^
^Sniper is the Soviet $LINK<Commando=GCON_Units>.
^A city must have $LINK<Rubber=GOOD_Rubber>, $LINK<Lead=GOOD_Lead> & $LINK<Russian Trade=GOOD_trades>
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Sniper.

#DESC_PRTO_sniper
Russian and derived military doctrines include squad-level "snipers," which may be called "sharpshooters" or "designated riflemen" in other doctrines (see below). They do so because this ability was lost to ordinary troops when assault rifles (which are optimized for close-in, rapid-fire combat) were adopted. Russian military doctrine uses snipers for long-distance suppressive fire and targets of opportunity, especially leaders. During World War II the Soviets found that military organizations find it hard to replace experienced non-commissioned officers and field officers in a war. They also found that the more expensive and delicate sniper rifles could match the cost-effectiveness of a cheaper assault rifle given good personnel selection, training, and adherence to doctrine. Additionally, they found that sniper duties fit women well, since good snipers are patient, careful, deliberate, can avoid hand-to-hand combat, and need higher levels of aerobic conditioning than other troops.


#PRTO_t26
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^
^T-26 is the Soviet $LINK<Light Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the T-26.

#DESC_PRTO_t26
The T-26 Soviet light tank was based on the British Vickers 6-Ton tank. During the Spanish civil war republican Spain received 362 T-26 model 1933 which were found superior to the German Panzer I. The T-26 was also used against Finland during the Winter War, and its armour was found inadequate against the Finnish anti-tank weapons. Many of these tanks were captured by the Finns and used towards the end of the WWII. A lot of Soviet T-26s were abandoned or destroyed during 1941 battles of the WWII, then this type came out of use. General Characteristics : Weight - 8.5 t (1931), 10.3 t(1937), Speed - 30 km/h (road)-(off-road), Range - 150-225 km, Primary armament - 45 mm gun (from 1933 on), Secondary armament - 1 or 2 x 7.62 mm machineguns, Maximum armour - 15 mm.


#PRTO_t34
^
^
^T-34 is the Soviet $LINK<Medium Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Russian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the T-34.

#DESC_PRTO_t34
The ancestry of the T-34 derives from prototype fast tanks built by American tank designer J. Walter Christie, which were sold to the Soviet Union after the American military declined to buy them. In particular the T-34 incorporates the Christie suspension. Development proper commenced in 1936, and a prototype was completed in 1939. Full scale production started in 1940. Between 1940 and 1944 over 35000 T-34/76 tanks were produced. The T-34 was produced in two major variants, the T-34/76 with a 76 mm gun and a T-34/85 with an 85 mm gun. 


#PRTO_pzl11
^
^
^Pzl.11 is the Polish $LINK<Light Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Polish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Pzl.11.

#DESC_PRTO_pzl11
The PZL P.11 was the Polish fighter aircraft, designed in early-1930s in the PZL factory in Warsaw. It was the main fighter in the Polish September Campaign. At the outbreak of the World War II, on September 1, 1939, the Polish Air Force had 109 PZL P.11c and 20 P.11a (and 30 P.7a) in combat units. Further 43 P.11c were in reserve or undergoing repairs. Only a third of P.11c were armed with 4 machineguns, the rest had only 2, even fewer had a radio. P.11 were used in 12 escadres, each with 10 aircraft (two escadres constituted a group, in Polish: dywizjon). Two groups - 4 escadres were in the Pursuit Brigade, deployed around Warsaw, the rest were assigned to Armies. All of them took part in the Polish September Campaign. Apart from combat units, several P.11, including a prototype P.11g, were used in units improvised at air bases. By September 1, the fighter escadres had been deployed to field airfields, so they were not bombed by the Germans. During the campaign, P.11 fought against more modern German bombers and fighters. Not only German fighters Bf 109 and Bf 110 were faster and better armed, but also most German bombers were faster than P.11c. Since the planes were intensively used, their maximum speed was still lower than the theoretical 375 km/h. P.11a were in an even worse situation.

#PRTO_pzl50
^
^
^Pzl.50 is the Polish $LINK<Medium Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Polish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Pzl 50.

#DESC_PRTO_pzl50
*Todo* text


#PRTO_pzl23
^
^
^Pzl.23 is the Polish $LINK<Light Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Polish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Pzl.23

#DESC_PRTO_pzl23
The PZL.23 Karas was the Polish light bomber and reconnaissance aircraft, designed in the mid-1930s in the PZL factory in Warsaw. It was the main light bomber in the Polish September Campaign. On September 2, 1939, one PZL.23B of the 21st escadre bombed a factory in Olawa as the first bomb attack on the German territory. The bomber escadres attacked German armoured columns, while the main mission of Army escadres was flying in a reconnaissance. All PZL.23 were suffering big losses due to low speed, lack of armour and fighter protection. Many were shot down by the German fighter planes, but they also shot down a few. Some 20 aircraft crashed on rough field airfields. The 5 escadres of the Bomber Brigade delivered about 52-60 tons of bombs during the campaign, the Army escadres brought about dozen tons of bombs as well. About 90% of PZL.23 were destroyed in 1939. In a campaign, also 2 PZL.43A were used in the 41st Escadre, left from Bulgarian order.


#PRTO_pzl37
^
^
^Pzl.37 is the Polish $LINK<Medium Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Polish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Pzl.37.

#DESC_PRTO_pzl37
The PZL-37 Los, was the Polish twin-engine medium bomber, used in the Polish September Campaign in 1939. It was one of the most modern bombers in the world before the Second World War. The first 10 serial aircraft were produced in 1938 as the PZL-37A variant with a single tail fin, however. The next 20 interim aircraft were built as PZL-37A bis, with a double tail fin. They all were powered by Bristol Pegasus XII B radial engines produced in Poland under licence. The main production variant, the PZL-37B, was fitted with the double tail fin and newer Pegasus XX engines. Production of PZL-37B for the Polish Air Force started in autumn 1938. Only the PZL-37s of the Bomber Brigade took part in combat. By September 1, they had been deployed to field airfields, so they were not bombed by the Germans. During the campaign, from September 4 the planes were attacking German armoured columns in day attacks, most notably the 16th Armoured Corps near Czestochowa and Radomsko. They suffered losses due to lack of armour and fighter protection. 


#PRTO_polish_cavalry
^
^
^Polish Cavalry is the Polish $LINK<Cavalry=GCON_Units>.
^
^A city must have $LINK<=GOOD_Horses> and $LINK<Lead=GOOD_Lead> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Polish Cavalry.

#DESC_PRTO_cavalry
From the beginning of civilization to the 20th century, ownership of cavalry horses has been a mark of wealth amongst settled peoples. A cavalry horse requires considerable expense in breeding, training and feeding and has very little productive use except as a mode of transport. For this reason, and because of their often decisive military role, the cavalry has typically been associated with high social status. This was most clearly seen in the feudal system, where a lord was expected to enter combat armored and on horseback and bring with him an entourage of peasants on foot. If landlords and peasants came into conflict, the peasants would be ill-equipped to defeat armored knights. In later national armies the cavalry often remained a badge of social status (with the typical exception of "frontier" units like Cossacks). For instance an officer of the (British) Horse Guards was (and is) relatively likely to have attended elite schools and to come from a socially privileged background.


#PRTO_tks
^
^
^Tks is the Polish $LINK<Light Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Polish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Tks.

#DESC_PRTO_tks
The TK (TK-3) and TKS were the Polish tankettes of the Second World War. The tankette (small reconnaissance turretless tank) TK (also known as TK-3) was the Polish design, based upon an improved chasis of the British Carden-Loyd tankette. TK was produced since 1931. The TKS was an improved model with new hull and stronger engine. The armour of tankettes was up to 8 mm thick (10 mm in TKS). In 1939, there started a re-arming of the tankettes with 20 mm guns, but only about 24 were completed before the outbreak of the war. The tankettes were the bulk of the Polish armoured forces before the Second World War. Because of their armament, they couldn't fight with German tanks, but their small size made them ideal for reconnaissance. They suffered heavy losses during the Polish September Campaign, being usually used as the only tanks available. Only a handful of tankettes armed with 20 mm guns could fight the enemy tanks.


#PRTO_t5
^
^
^T5 is the Belgian $LINK<Light Tank=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Belgian Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the T5.

#DESC_PRTO_t5
*Todo* text

#PRTO_saabj29
^
^
^Saab J29 is the Swedish $LINK<Jet Fighter=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Swedish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Saab J29

#DESC_PRTO_saabj29
*Todo* text


#PRTO_saab18
^
^
^Saab 18 is the Swedish $LINK<Light Bomber=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron>, $LINK<Oil=GOOD_Oil> and $LINK<Swedish Trade=GOOD_Trades> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Saab 18.

#DESC_PRTO_saab18
*Todo* text


#PRTO_rifle_infantry
^
^
^Rifle Infantry is available to all except those who have UU Rifle Infantry. $LINK<Rifle Infantry=GCON_Units>.
^
^A city must have $LINK<Lead=GOOD_Lead> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Rifle Infantry.

#DESC_PRTO_rifle_infantry
Equipped with rifles, small arms, and grenades, the infantry unit is an adequate defender and attacker, but will have trouble defeating armored fighting vehicles or storming entrenched positions.


#PRTO_troop_transport
^
^
^Troop Transport is available to all except Germany. $LINK<Troop Transport=GCON_Units>.
^
^A city must have $LINK<Iron=GOOD_Iron> and $LINK<Oil=GOOD_Oil> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the

#DESC_PRTO_troop_transport
*Todo* text

#PRTO_paratrooper
^
^
^Paratroopers are available to some except Germany. $LINK<Paratrooper=GCON_Units>.
^
^A city must have $LINK<Rubber=GOOD_Rubber> and $LINK<Lead=GOOD_Lead> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Paratrooper.

#DESC_PRTO_paratrooper
Modern paratroopers are highly trained soldiers capable of fighting behind enemy lines for long periods of time. They use a variety of techniques including HALO (high altitude, low opening) jumps, which permit covert insertion of paratroopers -- the transport plane flies too high to be detected, and the paratroopers open their chutes too low for the chutes to be spotted by the enemy. Virtually all military Special Forces training includes parachute training, since it is a key element of modern commando operations.

#PRTO_b17
^
^
^The B-17G is available only with the Bomber Factory.

#DESC_PRTO_b17
^
^
^The B-17 is available only with the Bomber Factory.
^
^The B-17 Flying Fortress was the first mass-produced, four-engine heavy bomber. It is still one of the most recognised aeroplanes ever built. It was most widely used for daylight strategic bombings of German industrial targets during World War II as part of the United States 8th Air Force.
^
^The prototype B-17 first flew on 1935 July 28 as the Boeing Model 299. During a demonstration later that year at Wright Field in Dayton, Ohio, Model 299 competed with the Douglas DB-1 and Martin Model 146. While the Boeing design was obviously superiour, Army officials were daunted by the much greater expence per aircraft. It did not help that the Model 299 had crashed (http://www.wpafb.af.mil/museum/research/bombers/b2-13a.htm) during the demonstration, despite the fact that this crash was due to pilot error. In 1936, only 13 B-17s were ordered, next to 99 B-18s (successor of the DB-1).
^
^The first B-17 went into service in 1938. By 1941 December 7, few B-17s were in use by the Army. Following the attack on Pearl Harbor, production was quickly accelerated. The aircraft served in every World War II combat zone. Production ended in 1945 May after 12,726 aircraft had been built.
^ 
^The vapour trails from two B-17 Flying Fortresses light up the night sky over Eastern Europe during World War IIContrary to the common misperception that the aircraft was named the "Flying Fortress" because of the number of heavy machine guns it carried, it received that sobriquet from newspaper reporters in the 1930s based on its original mission as a coastal patrol bomber, a 'flying fortress' that would guard the nation's offshore limits beyond the range of the heavy guns sited at major harbours. Among the combat aircrews that flew bombers in World War II, noted aviation writer Martin Caidin reported that the B-17 was referred to as the "Queen of the Bombers."
^
^The B-17 was noted for its ability to take battle damage, still reach its target and bring its crew home. It reportedly was much easier to fly than its contemporaries, and its toughness more than compensated for its shorter range and lighter bomb load when compared to the Consolidated B-24 Liberator or the British Avro Lancaster heavy bombers.
^
^The design went through eight major changes over the course of its production, culminating in what some consider the definitive type, the B-17G, differing from its immediate predecessor by the addition of a chin turret with two 0.50-calibre (12.7 mm) machine guns under the nose. This eliminated the aeroplane's main defencive weakness.

#PRTO_pt107
*todo* text here.

#DESC_PRTO_pt107
^A PT boat was a motor torpedo boat (hull classification symbol "PT"), a small, fast vessel used by the United States Navy in World War II to attack larger surface ships.
^
^The most famous of these torpedo boats, PT-109, commanded by future United States President John F. Kennedy, was one of the hundreds of members of the PT-103 class completed between 1942 and 1945 by Elco Naval Division of Electric Boat Company at Bayonne, New Jersey.
^
^The Elco boats were the largest in size of the three types of PT boats built for US Navy use during World War II. Wooden-hulled, 80 feet (24 m) long with a 20 ft 8 i (6.3 m) beam, the Elco PT boats had three 12-cylinder Packard gasoline engines generating a total of 4,500 horsepower (3,400 kW) for a designed speed of 41 knots (76 km/h). With accommodations for 3 officers and 14 men, the crew varied from 12 to 14. Its full-load displacement was 56 tons.
^
^Early Elco boats had two 20 mm guns, four .50-caliber (~12.7 mm) machine guns, and two or four 21 inch (533 mm) torpedo tubes. Some of them carried depth charges or mine racks. Later boats mounted one 40 mm gun and four torpedo launching racks. Many boats received ad-hoc refits at advanced bases, mounting such light guns as Army Air Forces 37 mm aircraft guns and even Japanese 23 mm guns. Some PTs later received rocket launchers.
^
^Originally conceived as antiship weapons, PTs were publicly, but erroneously, credited with sinking Japanese warships during the early months after Pearl Harbor.
^
^During the long Solomons campaign, they operated usefully at night and times of low visibility against Japanese barge traffic in "the Slot." Throughout World War II, PTs operated in the southern, western, and northern Pacific, as well as in the Mediterranean and the English Channel. Some served off Normandy during that invasion.
^
^Though their primary mission continued to be seen as attack of surface ships and craft, PTs were also used effectively to lay mines and smoke screens, to rescue downed aviators, and to carry out intelligence or raider operations. Almost all surviving Elco PTs were disposed of shortly after V-J Day. Two PTs survive in WW II configuration on static dispaly--Elco boat, PT-617, and PT 796, A 78 foot Higgins Fall River, Massachusetts. These boats are owned by PT Boats, Inc., a WW II PT veterans organization headquartered in a suburb of Memphis, TN.
^
^Although more 80-foot Elco boats were built than any other type of motor torpedo boat, other types were built by the U. S. The British-designed 70 foot (21 m) Vosper boats which were built for Lend Lease fired 18 inch (457 mm) torpedoes. Since the U.S. produced the heavier and longer 21-inch torpedoes, the U.S. Navy wanted a larger PT boat. After experimentation, the first PT boat built in any quantity was the 77 foot (23 m) type built by Elco. These boats were used early in World War II.
^
^In 1943 in the Solomons, three of these 77 foot (23 m) PT boats, PT-59, PT-60, and PT-61, were even converted into gunboats by stripping the boat of all original armament except for the two twin .50 caliber (~12.7 mm) gun mounts, and then adding two 40 mm guns and four more twin .50 caliber (~12.7 mm) machine guns. LTJG John F. Kennedy was the first commanding officer of PT-59 after the conversion.
^
^Although the Huckins Yacht Company of Jacksonville, Florida, built a few 78 foot (24 m) boats of the PT-95 class, the 80 foot (24.4 m) Elco boats and the 78 foot (24 m) Higgins boats became the standard motor torpedo boats of World War II. The Higgins boats which were built by Higgins Industries in New Orleans, Louisiana, were 78 foot (24 m) boats of the PT-71 class. The Higgins boats had the same beam, full load displacement, engine, generators, shaft horsepower, trial speed, armament, and crew accommodations as the 80 foot (24.4 m) Elco boats.

#PRTO_panzer3
Pz3JGray
#PRTO_stug
StuG3G
#PRTO_panzer4h
Pz4H
#PRTO_panther
panther
#PRTO_ktiger
Tiger II
#PRTO_kv1
kv1
#PRTO_su85
Su85
#PRTO_su122
Su122
#PRTO_pe8
pe-8
#PRTO_stuart
M3Stuart
#PRTO_shermanc
Calliope
#PRTO_firefly
M4A3E8
#PRTO_m48
m48
#PRTO_h_flak
h_flak
#PRTO_flak38
20Flak
#PRTO_flak88
Flak88









;*|*|* END UNITS *|*|*

;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ

;*|*|* CIVILIZATIONS *|*|*


#RACE_Finland
^
^
^ Finland is one of the most northernly states of mainland Europe. Part of the coutry lies on the Arctic Circle, and is known as 'Land of the midnight sun', for in summer, particularly in June, the sun shines all day and night. Finland has a history of Russian and Swedish influence, but became indipendent in 1917, after the collapse of the Russian Empire. It joined the European Union in 1995. 
^
^Finland is in war with the USSR, but isn't part of any Alliance.
^Finland is Militaristic and Agricultural.
^
#DESC_RACE_Finland
^
^
^The Unique Units are:
^$LINK<Finnish Infantry=PRTO_Finnish_Infantry>
^$LINK<Jääkäri=PRTO_Jaakari>
^$LINK<KK Pataljoona=KK_pataljoona>


#RACE_Sweden
^
^
^ Lying on the eastern half of the Scandinavian Peninsula, Sweden is a country of forests, fertile plains and lakes, much of wich was shaped in the Ice Age. Sweden is one of the oldest Kingdoms in Europe. It joined the European Union in 1995.
^
^Sweden isn't in war with any country, and isn't part of any Alliance.
^Sweden is Industrious and Agricultural.
^
#DESC_RACE_Sweden
^
^
^The Unique Units are:
^$LINK<Saab 18=PRTO_Saab18>
^$LINK<Saab J29=PRTO_Saabj29>


#RACE_Norway
^
^
^ Situated on the Scandinavian Peninsula, Norway's sparse population is concerned mainly in the Southern part of the country.
^
^Norway isn't in war with any country, but is part of the $LINK<Scandinavian Alliance=GCON_Alliances>.
^Norway is Commercial and Agricultural.
^
#DESC_RACE_Norway
^
^
^The Unique Units are:
^N/A


#RACE_Denmark
^
^
^ The mainland part of Denmark is an extension of the North German Plain whic is known as the Jutland Peninsula. Denmark also includes 406 islands of which 89 are inhabited. Denmark is one of the oldest monarchies in Europe and at one time had a large empire. The FSröe Islands and Greenland are still dependencies, but have a large degree of autonomy.
^
^Denmark isn't in war with any country, but is part of the $LINK<Scandinavian Alliance=GCON_Alliances>.
^Denmark is Commercial and Agricultural
^
DESC_#RACE_Denmark
^
^
^The Unique Units are:
^N/A


#RACE_Britain
^
^
^ The United Kingdom of Great Britain and Northern Ireland is made up of England, Scotland, Wales, Northern Ireland and many off-shore islands. The country is situated on the westernmost edge of Europe and dispite being situated in a northernly position, has a temperate climate due to the North Atlantic Drift.
^
^Britain is in war with the Axis, and is part of the $LINK<Allies Alliance=GCON_Alliances>.
^Britain is Industrious and Commercial.
^
DESC_#RACE_Britain
^
^
^The Unique Units are:
^

#RACE_Ireland
^
^
^ The Republic of Ireland occupies 80% of the island of Ireland as the remaining 20% is part of the United Kingdom. In 1921, Ireland became an indipendent state. It had been part of the UK for over 100 years.
^
^Ireland is in war with the Axis, but is part of the $LINK<Allies Alliance=GCON_Alliances>.
^
DESC_#RACE_Ireland
^
^
^The Unique Units are:
^N/A


#RACE_Luxembourg
^
^
^ TEXT
^
^Luxembourg is in war with the Axis, and is part of the $LINK<Allies Alliance=GCON_Alliances>.
^
DESC_#RACE_Luxembourg
^
^
^The Unique Units are:
^N/A


#RACE_Belgium
^
^
^ TEXT
^
^Belgium is in war with the Axis, and is part of the $LINK<Allies Alliance=GCON_Alliances>.
^
DESC_#RACE_Belgium
^
^
^The Unique Units are:
^$LINK<T5 Medium Bomber=PRTO_T5>


#RACE_Poland
^
^
^ TEXT
^
^Poland is in war with the Axis & USSR, and is part of the $LINK<Baltic States Alliance=GCON_Alliances>.
^
DESC_#RACE_Poland
^
^
^The Unique Units are:
^$LINK<Polish Cavalry=PRTO_Polish_Cavalry>
^$LINK<Pzl.11=PRTO_pzl11>
^$LINK<Pzl.--=PRTO_pzl-->
^$LINK<Pzl.--=PRTO_pzl-->
^$LINK<Pzl.50=PRTO_pzl50>
^$LINK<Tks Light Tank=PRTO_tks>



#RACE_Estonia
^
^
^ TEXT
^
^Estonia is in war with the Axis & USSR, and is part of the $LINK<Baltic States Alliance=GCON_Alliances>.
^
DESC_#RACE_Estonia
^
^
^The Unique Units are:
^N/A


#RACE_Latvia
^
^
^ TEXT
^
^Latvia is in war with the Axis & USSR, and is part of the $LINK<Baltic States Alliance=GCON_Alliances>.
^
DESC_#RACE_Latvia
^
^
^The Unique Units are:
^N/A


#RACE_Lithuania
^
^
^ TEXT
^
^Lithuania is in war with the Axis & USSR, and is part of the $LINK<Baltic States Alliance=GCON_Alliances>.
^
DESC_#RACE_Lithuania
^
^
^The Unique Units are:
^N/A


#RACE_Italy
^
^
^ TEXT
^
^Italy is in war with the Baltic States & the Allies, and is part of the $LINK<Axis Alliance=GCON_Alliances
^
DESC_#RACE_Italy
^
^
^The Unique Units are:
^$LINK<Italian Infantry=PRTO_Italian Infantry>
^$LINK<M13=PRTO_M13>
^$LINK<L6=PRTO_L6>
^$LINK<Fiat CR.32=PRTO_Fiatcr32>
^$LINK<Spaviero=PRTO_Spaviero>
^$LINK<Macchi 202=PRTO_Macchi202>
^$LINK<Fiat CR.25=PRTO_fiatcr25>



#RACE_Hungary
^
^
^ TEXT
^
^Hungary is in war with the Baltic States & the Allies, and is part of $LINK<Axis Alliance=GCON_Alliances
^
DESC_#RACE_Hungary
^
^
^The Unique Units are:
^N/A


#RACE_Romania
^
^
^ TEXT
^
^Romania is in war with the Baltic States & the Allies, and is part of the $LINK<Axis Alliance=GCON_Alliances
^
DESC_#RACE_Romania
^
^
^The Unique Units are:
^N/A


#RACE_Yugoslavia
^
^
^ TEXT
^
^Yugoslavia isn't in war with any country, and isn't part of any Alliance.
^
DESC_#RACE_Yugoslavia
^
^
^The Unique Units are:
^N/A


#RACE_Bulgaria
^
^
^ TEXT
^
^Bulgaria is in war with the Baltic States & the Allies, and is part of $LINK<Axis Alliance=GCON_Alliances
^
DESC_#RACE_Bulgaria
^
^
^The Unique Units are:
^N/A


#RACE_Turkey
^
^
^ TEXT
^
^Turkey isn't in war with any country, and isn't part of any Alliance.
^
DESC_#RACE_Turkey
^
^
^The Unique Units are:
^N/A


#RACE_Germany
^
^
^ TEXT
^
^Germany is in war with the Baltic States & the Allies, and is part of the $LINK<Axis Alliance=GCON_Alliances
^
DESC_#RACE_Germany
^
^
^The Unique Units are:
^

#RACE_France
^
^
^ TEXT
^
^France is in war with the Axis, and is part of the $LINK<Allies Alliance=GCON_Alliances>.
^
DESC_#RACE_France
^
^
^The Unique Units are:
^

#RACE_Spain
^
^
^ TEXT
^
^Spain isn't in war with any country, and isn't part of any Alliance.
^
DESC_#RACE_Spain
^
^
^The Unique Units are:
^N/A


#RACE_Portugal
^
^
^ TEXT
^
^Portugal isn't in war with any country, and isn't part of any Alliance.
^
DESC_#RACE_Portugal
^
^
^The Unique Units are:
^N/A


#RACE_Netherlands
^
^
^ TEXT
^
^Netherlands is in war with the Axis, and is part of the $LINK<Allies Alliance=GCON_Alliances>.
^
DESC_#RACE_Netherlands
^
^
^The Unique Units are:
^$LINK<Fokker G.1A=PRTO_fokkerg1a>


#RACE_Greece
^
^
^ TEXT
^
^Greece is in war with the Axis, and is part of the $LINK<Allies Alliance=GCON_Alliances>.
^
DESC_#RACE_Greece
^
^
^The Unique Units are:
^N/A


#GCON_Alliances
- Alliances -
^
^
^ There are five main alliances in this scenario: The Allies, Axis, Scandinavians, Batlic States, and The Low Countries.
^All except The Scandinavians are in Locked Alliance. The Scandinavians have Mutual Protection Pacts with each other.
^
^The Allies:
^Britain
^France
^Greece
^Belgium
^Netherlands
^Luxembourg
^
^The Axis:
^Germany
^Italy
^
^The Baltic States:
^Poland
^Estonia
^Latvia
^Lithuania
^
^USSR:
^Soviet union



;*|*|* END CIVILIZATIONS *|*|*

;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ

;*|*|* TECHNOLOGIES *|*|*

#TECH_Atomic_Theory
text comes here

#TECH_Basic_Engines
text comes here
#TECH_Basic_Aerodynamics
text comes here
#TECH_Basic_Targeting
text comes here
#TECH_Basic_Air_Warfare
text comes here
#TECH_Basic_Aircraft_Building
text comes here
#TECH_Advanced_Bombsights
text comes here
#TECH_Advanced_Targeting
text comes here
#TECH_Advanced_Engines
text comes here
#TECH_Advanced_Aerodynamics
text comes here
#TECH_Advanced_Bombers
text comes here
#TECH_Advanced_Air_Warfare
text comes here
#TECH_Jet_Engines
text comes here
#TECH_Rocketry
text comes here
#TECH_Fuel_Consumption_Knowledge
text comes here

#TECH_Rifles
text comes here
#TECH_MGs
text comes here
#TECH_Diesel_Engines
text comes here
#TECH_Basic_Cannonry
text comes here
#TECH_Basic_Tanks
text comes here
#TECH_Advanced_Warfare
text comes here
#TECH_Flamethrowers
text comes here
#TECH_Anti-Tank_Weapons
text comes here
#TECH_Secret_Operations
text comes here
#TECH_Advanced_Armour
text comes here
#TECH_Self-Propelled_Artillery
text comes here
#TECH_Advanced_Cannonry
text comes here
#TECH_Advanced_Tanks
text comes here
#TECH_Late_Tanks
text comes here
#TECH_Ground_Rocketry
text comes here

#TECH_Basic_Ship_Building
text comes here
#TECH_Basic_Naval_Cannonry
text comes here
#TECH_Basic_Submarines
text comes here
#TECH_Basic_Warships
text comes here
#TECH_Naval_Airpower
text comes here
#TECH_Advanced_Naval_Armour
text comes here
#TECH_Advanced_Naval_Cannonry
text comes here
#TECH_Advanced_Ship_Building
text comes here
#TECH_Advanced_Sonar
text comes here
#TECH_adv_naval_airpower
text comes here

#TECH_Basic_Factories
text comes here
#TECH_Modern_Governments
text comes here
#TECH_Government_Influence
text comes here
#TECH_Espionage
text comes here
#TECH_Mass_Production
text comes here
#TECH_Foreign_Aid
text comes here
#TECH_Secret_Service
text comes here
#TECH_Propaganda
text comes here
#TECH_Sensorship
text comes here
#TECH_Computers
text comes here
#TECH_Decryption
text comes here
#TECH_Molecular_Structure
text comes here
#TECH_Nuclear_Tests
text comes here
#TECH_Advanced_Factories
text comes here
#TECH_Nuclear_Weapons
text comes here
#TECH_Unavailable
text comes here
#TECH_nuclear_physics
text comes here
#TECH_major_power
text comes here



;*|*|* END TECHNOLOGIES *|*|*

;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ

;*|*|* BUILDINGS *|*|*


#BLDG_Palace
^
^Things it does: Sets the Capital.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Barracks
^
^Things it does: Creates veteran ground units. Allows ground units to be upgraded.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Granary
^
^Things it does: Doubles city growth rate.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Temple
^
^Things it does: 1 citizen becomes content.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Marketplace
^
^Things it does: +50% tax output. Increases luxury trade.
^
^Things different from normal Civ: This is a renamed Marketplace.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Library
^
^Things it does: +50% research output.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_courthouse
^
^Things it does: Resistant to propaganda. Reduces corruption.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_walls
^
^Things it does: Stealth attack barrier.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: +50%
^
^Bombard: 0
^
^AA: 0



#BLDG_Aqueduct
^
^Things it does: Allows the city to grow up to size 10.
^
^Things different from normal Civ: Unbuildable.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_bank
^
^Things it does: +50% tax output. Requires a supermarket.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_cathedral
^
^Things it does: 3 content citizens in the city. Requires a temple.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_university
^
^Things it does: +50% Research output.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Stadium
^
^Things it does: 2 content citizens.
^
^Things different from normal Civ: Renamed colosseum.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_small_factory
^
^Things it does: N/A
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 1
^
^Production: +25%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_coal_plant
^
^Things it does: N/A
^
^Things different from normal Civ: Does not replace other plants.
^
^Units created: N/A
^
^
^
^
^Pollution: 2
^
^Production: +50%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_hydro_plant
^
^Things it does: Must be near a river.
^
^Things different from normal Civ: Does not replace other plants.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: +50%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_hospital
^
^Things it does: Allows a city to grow larger than 10.
^
^Things different from normal Civ: Unbuildable.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_coastal_fortress
^
^Things it does: Bombards enemy ships.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Naval Defense: +25%
^
^Naval Bombard: 100
^
^AA: 0



#BLDG_harbor
^
^Things it does: Veteran sea units. Allows water trade. Increases food in water.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_Airport
^
^Things it does: Allows air trade. Requires an airfield.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 1
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_police_station
^
^Things it does: +50% tax output. Reduces corruption. Reduces war weariness.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_wealth
^
^Things it does: Changes produced shields into money.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_grand_cathedral
^
^Things it does: 2 citizens are content in all cities.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_great_university
^
^Things it does: Culture.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_trading_company
^
^Things it does: +50% tax output. +1 trade in all trade producing tiles.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_hoover_dam
^
^Things it does: +100% Production.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_manhattan_project
^
^Things it does: Allows the construction of nuclear weapons.
^
^Things different from normal Civ: Only the nation that builds it can construct A-Bombs.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_epic
^
^Things it does: Increases chance of leader appearance. Requires a victorious army.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_military_academy
^
^Things it does: The city can build armies. An army can transport 1 more unit.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_intelligence_center
^
^Things it does: Allows spy missions.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_battlefield_medicine
^
^Things it does: Allows healing in enemy territory. Requires 2 Hospitals.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_civil_defense
^
^Things it does: Requires a barrack.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 20
^
^Bombard: 0
^
^AA: 0



#BLDG_stock_exchange
^
^Things it does: +50% tax output. Requires a bank. The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^
^Things different from normal Civ: Only available to Democratic, Republic & Constitutional Governments.
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_commercial_dock
^
^Things it does: +50% tax output. Increases trade in water. Requires an harbor.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_flak_battery
^
^Things it does: Anti Air defense.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 30



#BLDG_medium_factory
^
^Things it does: Requires a small factory.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 2
^
^Production: +50%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_large_factory
^
^Things it does: Requires a medium factory
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 3
^
^Production: +75%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_factory_complex
^
^Things it does: Requires a Large Factory
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 4
^
^Production: +100%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_castle
^
^Things it does: Unbuildable.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: +25%
^
^Bombard: 0
^
^AA: 0



#BLDG_ss_office
^
^Things it does: Makes 3 citizens content. Can only be built by Fascist governments.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_kgb_office
^
^Things it does: Makes 3 citizens content. Can only built by Communist governments.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_radio_broadcasting_tower
^
^Things it does: 1 citizens comes content. Resistant to propaganda.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_bus_system
^
^Things it does: Reduces population pollution.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: -1 (+population removal)
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_tram_system
^
^Things it does: Reduces population pollution.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: -2 (+population removal)
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_subway_system
^
^Things it does: Reduces population pollution.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: -3 (+population removal)
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_airfield
^
^Things it does: Creates veteran air units. Allows air units to be upgraded.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_concentration_camp
^
^Things it does: 1 citizen becomes unhappy.
^
^Things different from normal Civ: N/A
^
^Units created: Slave labourer every 10 turns.
^
^
^
^
^Pollution: 4
^
^Production: +50%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_gulag
^
^Things it does: 1 citizen becomes unhappy.
^
^Things different from normal Civ: N/A
^
^Units created: Slave labourer every 10 turns.
^
^
^
^
^Pollution: 4
^
^Production: +50%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_ministry_of_the_press
^
^Things it does: Reduces war weariness. 1 citizen becomes happy in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_underground_factory
^
^Things it does: Requires 5 large factories.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 3
^
^Production: +125%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_parliament
^
^Things it does: +50% tax output. Resistant to Propaganda. Reduces Corruption. Reduces War Weariness. 1 happy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_state_museum
^
^Things it does: +50% research output.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_forbidden_palace
^
^Things it does: Acts as a new Palace. Requires name number*5 important cities.
^
^Things different from normal Civ: Renamed Forbidden Palace.
^
^Friendly City Governments can be built everywhere. It doesn't do anything.
^Friendly Local Governments require their number * 5 Friendly City Governments. It doesn't do anything either.
^Puppet Governments require their number * 5 Friendly Local Governments. It works as a Forbidden Palace.
^
^This way you have to build 5 Friendly Governments in order to build 5 Friendly Local Governments so that you can finally build a Puppet Government.
^AA: 0



#BLDG_ss_hq
^
^Things it does: 1 happy citizen in every city. 3 happy citizens in the city. Requires 5 gestapo offices. Can only be built by fascist governments.
^
^Things different from normal Civ: N/A
^
^Units created: Scharfschütze every 15 turns.
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_kgb_hq
^
^Things it does: 1 happy citizen in every city. 3 happy citizens in the city. Requires 5 NKVD offices. Can only be built by communist governments.
^
^Things different from normal Civ: N/A
^
^Units created: Sniper every 15 turns.
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_military_base
^
^Things it does: Veteran ground units. Ground units can be upgraded. City can build armies. Armies can take 1 more unit inside. Increased army value. Requires building number*5 armies.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_st_pauls_cathedral
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_tower_of_london
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_eiffel_tower
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_arc_de_triomphe
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_colosseum
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_circus_maximus
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_helsinki_cathedral
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_magellans_voyage
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_solar_system
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_great_playhouse
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_inventor's_workshop
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_theory_of_evolution
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_hagia_sofia
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_nuremberg_rallies
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_brandenburg
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_kremlin
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_empire_state_building
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_st_basil
^
^Things it does: 1 unhappy citizen in every city.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_trans_siberian_railroad
^
^Things it does: +50% Luxury output.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_lend-lease_act
^
^Things it does: Requires the US Trade to be within the city radius.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_lab
^
^Things it does: +50% research output.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_recruitment_center
^
^Things it does: Requires a Radio Broadcasting Tower.
^
^Things different from normal Civ: N/A
^
^Units created: Drafts every 5 turns.
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_unit_factories
^
^Requires the Lend-Lease Act.
^
^Tank Factory produces a sherman every 3 turns.
^
^Fighter Aircraft Factory produces a hurricane every 4 turns.
^
^Artiller Factory produces a light artillery every 5 turns.
^
^Destroyer Shipyard produces a destroyer every 6 turns.
^
^Cruiser Shipyard produces a cruiser every 7 turns.
^
^Bomber Aircraft Factory produces a B17 every 5 turns.




#BLDG_important_city
^
^Friendly City Governments can be built everywhere. It doesn't do anything.
^Friendly Local Governments require their number * 5 Friendly City Governments. It doesn't do anything either.
^Puppet Governments require their number * 5 Friendly Local Governments. It works as a Forbidden Palace.
^
^This way you have to build 5 Friendly Governments in order to build 5 Friendly Local Governments so that you can finally build a Puppet Government.



#BLDG_drilling_platform
^
^Things it does: Increases shields in water. Requires an harbour.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_magingot_line
^
^Things it does: Defensive building.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 15
^
^Bombard: 0
^
^AA: 10



#BLDG_oil_refinery
^
^Things it does: Requires oil to be in the city radius.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 1
^
^Production: +100%
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0



#BLDG_reichstag
^
^Things it does: Resistant to Propaganda. Reduces Corruption. Reduces War Weariness.
^
^Things different from normal Civ: N/A
^
^Units created: N/A
^
^
^
^
^Pollution: 0
^
^Production: 0
^
^Defense: 0
^
^Bombard: 0
^
^AA: 0


#BLDG_projects
^
^There are 6 different Programs: Culture, Production, Anti-Pollution, Happiness, Income & Defense. They replace each other (like powerplants in regular civ). They require a Radio Broadcasting Station in the city.
^
^Culture: 5 Culture per turn.
^Production: +100% Production.
^Anti-Pollution: -3 Pollution, Removes Population & Building Pollution.
^Income: +50% Tax Income, Reduces Corruption, Increases Luxury Trade & Increases Trade in water.
^Happiness: 3 Content citizens, Reduces War Weariness, Resistant to Propaganda.
^Defense: Naval & Land bombardment of 10. Air, Naval & Land Defense of 10.







;*|*|* END BUILDINGS *|*|*

;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ
;ŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽŽ

;*|*|* RESOURCES *|*|*


#GOOD_Trades
^
^
^The Trade resources are resources that allow a player to build the technology another country has. Every city has some trade resource under it (Usually the original countries). Some exceptions occur: Dunkirk doesn't have any trade resource. Half of French Africa has French Morocco Trade, allowing them to build Foreign Legion infantry. Baghdad has Indian Trade, so that the British can build Indian Infantry. Example on how the trade resources work:
^
^The Bf109E requires Basic Air Warfare, Oil, Iron, and German Trade. If Finland is in peace with Germany, it can buy German Trade, and so build the Bf109E, as long as the Finnish have the other necesseties required for the Bf109E.

#DESC_GOOD_Trades
^
^Here is the list of all Trade resources:
^
^Belgian Trade
^British Trade
^Bulgarian Trade
^Canadian Trade
^Danish Trade
^Dutch Trade
^Estonian Trade
^Finnish Trade
^French Trade
^French Morocco Trade
^German Trade
^Greek Trade
^Hungarian Trade
^Indian Trade
^Irish Trade
^Italian Trade
^Latvian Trade
^Lithuanian Trade
^Luxembourg Trade
^Norweigan Trade
^Polish Trade
^Portuguese Trade
^Romanian Trade
^Russian Trade
^Spanish Trade
^Swedish Trade
^Swiss Trade
^Turkish Trade
^US Trade
^Yugoslavian Trade

#GOOD_Fruit
In botany, a fruit is the ripened ovary, together with its seeds, of a flowering plant. In cuisine, when discussing fruit as food, the term usually refers to just those plant fruits that are sweet and fleshy, examples of which would be plum, apple, and orange. However, a great many common vegetables, as well as nuts and grains, are the fruit of the plants they come from. Fruits that might not be considered such in a culinary context include gourds (e.g. squash and pumpkin), maize, tomatoes, and green peppers. These are fruits to a botanist, but are generally treated as vegetables in cooking. Some spices, such as allspice and nutmeg, are fruits. Rarely, culinary "fruits" are not fruits in the botanical sense, such as rhubarb in which only the astringent stalk, or petiole, is edible.

The term false fruit is sometimes applied to a fruit, like the fig (a multiple-accessory fruit; see below) or to a plant structure that resembles a fruit but is not derived from a flower or flowers. Some gymnosperms, such as yew, have fleshy arils that resemble fruits and some junipers have berry-like, fleshy cones.

With most fruits pollination is a vital part of fruit culture, and the lack of knowledge of pollinators and pollenizers can contribute to poor crops or poor quality crops. In a few species, the fruit may develop in the absence of pollination/fertilization, a process known as parthenocarpy. Such fruits are seedless. A plant that does not produce fruit is known as acarpous, meaning essentially "without a developing ovule-bearing structure".



#GOOD_Pigs
The domestic pig is usually given the scientific name Sus scrofa, though some authors call it S. domesticus, reserving S. scrofa for the wild boar. It has been a domesticated animal for approximately 5,000 to 7,000 years. The animal is found across Europe, the Middle East and extends into Asia as far as Indonesia and Japan. The distinction between wild and domestic animals is slight, and domestic pigs have become feral in many parts of the world (for example, New Zealand). Feral pigs can cause substantial environmental damage. The family Suidae also includes about 12 separate species of wild pig, most also classified in the genus Sus.

Pigs are intelligent animals, and some are kept as pets. Pigs are reportedly more intelligent and more trainable than dogs and cats. Pigs were brought to southeastern North America from Europe by De Soto and other early Spanish explorers, where escapees became feral and became freely used by Native Americans as food.

Sus scrofa has four subspecies, each occupying distinct geographical areas. They are Sus scrofa scrofa (western Africa, Europe), Sus scrofa ussuricus (northern Asia and Japan), Sus scrofa cristatus (Asia Minor, India), and Sus scrofa vittatus (Indonesia).


#GOOD_Copper
Copper is a reddish-coloured metal, with a high electrical and thermal conductivity (among pure metals at room temperature, only silver has a higher electrical conductivity). Copper may well be the oldest metal in use, as copper artifacts dating to 8700 BC have been found. Besides being part of various ores, copper can be found in the metallic form ( i.e. native copper) in some locations.

In Greek times, the metal was known by the name Chalkos. In Roman times, it became known as aes Cyprium, because so much of it was mined in Cyprus. From this, the phrase was simplified to cuprum and then Anglicized into the English copper.


#GOOD_Lead
Lead is a chemical element in the periodic table that has the symbol Pb and atomic number 82. A soft, heavy, toxic and malleable poor metal, lead has a dull gray appearance and is bluish white when freshly cut but tarnishes to dull gray when exposed to air. Lead is used in building construction, lead-acid accumulators, bullets and shot, and is part of solder, pewter, and fusible alloys. Lead has the highest atomic number of all stable elements.*
^
^Lead has a bright luster and is a ductile, very soft, highly malleable, bluish-white metal that has poor electrical conductivity. This true metal is highly resistant to corrosion. Because of this property, it is used to contain corrosive liquids (e.g. sulfuric acid). Lead can be toughened by adding a small amount of antimony or other metals to it.

#GOOD_Salt
In chemistry, a salt is a neutral compound composed of cations bound to anions. They are typically the product of a chemical reaction between;

a base and an acid, forming a salt + water, e.g. 2NaOH + H2SO4 --> Na2SO4 + 2H2O sodium sulfate 
a metal and an acid, forming a salt + hydrogen, e.g. Mg + H2SO4 --> MgSO4 + H2 magnesium sulfate 
an acid forming oxide and a base forming oxide, forming a salt, e.g. CO2 + CaO --> CaCO3 calcium carbonate 
Most commonly the word salt refers to table salt (sodium chloride).

However, many salts are poisonous, so you must be careful as to not confuse the various salts with NaCl(table salt).

In general, salts are ionic compounds which form crystals. They are often soluble in water, where the two ions separate. Salts typically have a high melting point, low hardness, and low compressibility. If molten or dissolved in water, they conduct electricity.


#GOOD_Sheep
A sheep is any of several woolly ruminant quadrupeds, but most commonly the Domestic Sheep (Ovis aries), which probably descends from the wild urial of south-central and south-west Asia. For other types of sheep and their close relatives, see goat antelope.
^
^Sheep aficionados know female sheep as ewes, intact males as rams, castrated males as wethers, yearlings as hoggets, and younger sheep as lambs. Note the adjective applying to sheep: ovine; and the collective terms for sheep: flock and mob. Farmers develop wool breeds for superior wool quantity and quality (fineness of fibers), wool staple length and degree of crimp in the fiber. Major wool breeds include Merino, Rambouillet, and Lincoln. Breeders of meat sheep concentrate on fast growth, multiple births, ease of lambing, and hardiness. Breeds of meat sheep include Suffolk, Hampshire, Dorset, Columbia, and Texel. The Finnish Landrace sheep has a reputation for multiple births. Some breeds, called hair sheep, like the Katahdin and Dorper, have little to no wool. For centuries, sheep have had associations with many cultures, especially in the Mediterranean area and Wales, where they form the most common type of livestock in pastoralism. Selective breeding of sheep has frequently occurred.
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^A wide symbology relates to sheep in ancient art, traditions and culture. Judaism uses many sheep references including the Passover lamb. Christianity uses sheep-related images, such as: Christ as the good shepherd; the bishop's Pastoral; the lion lying down with the lamb. Greek Easter celebrations traditionally feature a meal of Paschal lamb. Sheep also have considerable importance in Arab culture.
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^Herding sheep plays an important historico-symbolic part in the Jewish and Christian faiths, since Abraham, Jacob, Moses, and King David all worked as shepherds.
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^The sheep (or goat) forms one of the animals associated with the 12-year cycle of in the Chinese zodiac, related to the Chinese calendar. Chinese tradition associates each animal is associated with certain personality traits.


#GOOD_Tin
Tin is a chemical element in the periodic table that has the symbol Sn and atomic number 50. This silvery, malleable poor metal that is not easily oxidized in air and resists corrosion is found in many alloys and is used to coat other metals to prevent corrosion. Tin is obtained chiefly from the mineral cassiterite where it occurs as an oxide.
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^Tin is a malleable, ductile, highly crystalline, silvery-white metal whose crystal structure causes a "tin cry" when a bar of tin is bent (caused by crystals breaking). This metal resists corrosion from distilled sea and soft tap water, but can be attacked by strong acids, alkalis, and by acid salts. Tin acts as a catalyst when oxygen is in solution and helps accelerate chemical attack.
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^Tin forms Sn2 is when it is heated in the presence of air. Sn2, in turn, is feebly acidic and forms stannate (tin) salts with basic oxides. Tin can be highly polished and is used as a protective coat for other metals in order to prevent corrosion or other chemical action. This metal combines directly with chlorine and oxygen and displaces hydrogen from dilute acids. Tin is malleable at ordinary temperatures but is brittle when it is heated.


#GOOD_Silver
Silver is a chemical element in the periodic table that has the symbol Ag and atomic number 47. A soft white lustrous transition metal, silver has the highest electrical and thermal conductivity of any metal and occurs in minerals and in free form. This metal is used in coins, jewelry, tableware and photography.
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^Silver is a very ductile and malleable (slightly harder than gold) univalent coinage metal with a brilliant white metallic luster that can take a high degree of polish. It has the highest electrical conductivity of all metals, even higher than copper, but its greater cost has prevented it from being widely used in place of copper for electrical purposes.
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^Pure silver also has the highest thermal conductivity, whitest color, the highest optical reflectivity (although it is a poor reflector of ultraviolet), and the lowest contact resistance of any metal. Silver halides are photosensitive and are remarkable for the effect of light upon them. This metal is stable in pure air and water, but does tarnish when it is exposed to ozone, hydrogen sulfide, or air with sulfur in it. The most common oxidation states of silver are +1 and +2.

#TECH_


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

#DESC_TECH_Democracy
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^
^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.

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



#EOF
