; Civilopedia.txt
;	Notes: for Ancient Treasures
;     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_Assimilation
GCON_Barbarians
GCON_Barricades
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Corruption
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Embassies
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_Maintenance
GCON_Maps
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Shields
GCON_Specialists
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Trade
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC

#GAME_CONCEPTS


#GCON_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.
^
^In this scenario, only $LINK<Armies=PRTO_Army> and units in $LINK<Fortresses=TFRM_Fortress>
have Zone of Control. 



#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
^Tribal Council			  3		  3		  3
^Oligarchy				  2		  4		  8
^Monarchy				  2		  4		  8
^Republic				  0		  0		  0



#GCON_Governments
Governments
^
^
^There are six 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<Tribal Council=GOVT_Council>
^* $LINK<Oligarchy=GOVT_Oligarchy>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Republic=GOVT_Republic>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.



#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<Amphitheatre=BLDG_Amphitheatre>,
$LINK<Aqueduct=BLDG_Aqueduct>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Courthouse=BLDG_Courthouse>,
$LINK<Granary=BLDG_Granary>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>,
$LINK<Temple=BLDG_Temple>, and
$LINK<Worker Housing=BLDG_Worker_Housing>.
^
^
^{This improvement requires two gold per turn.}
$LINK<Colosseum=BLDG_Colosseum>.



#GCON_Combat
Combat
^
^
^There are two types of combat allowed in this scenario: ground/naval combat, and bombardment.
^[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 catapult unit attacks without entering the defender's square.
Bombardment inflicts losses to the defender's health bar but never completely destroys them.
^
^{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.


#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.
^* $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_Victory
Victory Conditions
^
^ 
^This introductory [Conquest] focuses on Victory Point scoring:
^
^
^{Main Scoring}
^When you first start the game, a small area of land will be visable to you, close to your start position. Within that tile is a victory point {obelisk}. As soon as it is possible, send one
military unit out to defend that tile and you will begin your scoring. There are several of these
tiles around the map. The more of these tiles that you can defend and hold, the higher your point
total will climb. For every turn that you hold these tiles, additional points will be awarded. Other
points may be obtained through battle, and conquest.
^
^
^{Points} 
^If the 30,000 points is not obtained, then the civilization with the highest number of points in
the end wins. 

#DESC_GCON_Victory
^
^[No further information.]

#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<Cartography=TECH_Map_Making>.
^
^
^{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_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 two types of agreements available in this scenario:
^
^
^{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 roads.
^
^
^There is another item that you can also trade through your Embassies: {Communications}. These are
introductions to a third civilization you can grant or receive from a rival.



#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.




#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 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_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> running between them, or
^* there are $LINK<harbors=BLDG_Harbor> in both cities and a visible water route between them.
^
^
^[Water Routes]: In order to use a water trade route, your civilization must be able to safely traverse
^every square of the route and this depends upon having
$LINK<Cartography=TECH_Map_Making>, and/or
$LINK<Navigation=TECH_Navigation>.
^
^
^The only exception involves enemy territory: two cities are not connected if the only road that
connects them passes through enemy territory, or if a harbor is blockaded by enemy naval forces.




#GCON_ResourcesN
Natural Resources
^
^
^There are {18} [natural resources] in this scenario, 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<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<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		+1
^$LINK<Furs=GOOD_Furs>				+0		+1		+1
^$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<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Stone=GOOD_Quarry>				+0		+2		+0



#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.
^
^
^[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_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<Tribal Council=GOVT_Council>, or $LINK<Oligarchy=GOVT_Oligarchy>
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>, and $LINK<Republic=GOVT_Republic> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$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> or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road or harbor also reduces corruption and waste.
^
^$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, but it also occured during
ancient times. It is caused by certain city improvements (such as the
$LINK<Alchemist's shop=BLDG_Alchemists_Shop>), large city populations and even by volcanic explosions.
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>. There are no buildings that can be
built during this scenario to lessen pollution.



#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.
^
^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_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple> or $LINK<colosseum=BLDG_Colosseum>.
^* 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 the following Great Wonder:
^	* $LINK<The Temple of Artemis=BLDG_Artemis>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^
^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> 
become [war weary] and $LINK<unhappy=GCON_Moods> as a result.
^
^When [you] initiate the conflict your people will tolerate it for a while, but then may become quite unhappy.
When someone else declares the war, especially a traditional enemy, your people are more forgiving.
Carrying on a defensive war, that is keeping your troops at home, is more tolerable than offensive campaigns.
^
^The only way to end [war weariness] is to stop the war. You can use all your normal tricks to
$LINK<make 'em happier=GCON_Moods>, but the war weariness remains until the war stops.



#GCON_Research
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<Alchemist Shops=BLDG_Alchemists_Shop>
^	$LINK<Libraries=BLDG_Library>



#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, or a road.
You cannot build an Outpost on a tile with a Colony.  The "Build Outpost" unit-action becomes 
available after the Masonry advance is researched.



#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<medicine=TECH_Medicine>.



#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>.
^
^
^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.




; End Game Concepts_______________________________________________________________________________End Game Concepts










; Units__________________________________________________________________________________________________________ Units



;   ____________________________________________IRON-AGE UNITS_____________________________________________

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


#PRTO_Immortals
^
^
^The [Immortal] infantry of the ancient Medeans are extremely dedicated, highly-trained and skilled swordsmen
that are excellent attackers.
^
^A Medean city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build Immortals.


#PRTO_Companion_Infantry
^
^
^The [Companion Infantry] represents skilled and highly-trained ancient infantry, fearsome on the
attack and good on the defense.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Companion Infantry unit.
#DESC_PRTO_Companion_Infantry
^
^
^The Companion Infantry were the lynchpin of Alexanders army. Organized in brigades of 1500 men, they fought
in phalanx formations (usually 8 men deep, though it could vary to 16). They were armed with sarissa -- pikes
ranging from 15 to 19 feet long, and carried short swords in case they engaged in melee. As one progressed further
back in the ranks, the sarissa grew increasingly longer, such that the body of men presented a formidable
hedgehog formation. For protection, the infantry wore a metal breastplate and helmet and carried a shield. 


#PRTO_Fighter
^
^
^The [Fighter] is the primitive infantry unit of the various, unorganized $LINK<barbarian=GCON_Barbarians>
tribes. It has no "build cost", and thus there is no victory point gain for its elimination.
#DESC_PRTO_Fighter
^
^
^The barbarian Fighter is the barbarians' ground combat unit. Skill-wise, it is roughly on par with the
$LINK<warrior=PRTO_Warrior>. Since the emphasis is on building wondrous monuments in this scenario,
the various barbarian units have been given no build cost to prevent the player from accruing large
amounts of victory points by concentrating on killing barbarians.

;   ____________________________________________MOUNTED UNITS_____________________________________________


#PRTO_Ancient_Cavalry
^
^
^The [cavalry] unit represents well-trained and well-equipped ancient horse soldiers that move fast and will [withdraw]
from combat if losing (unless fighting another fast unit).
^
^A city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a cavalry unit.
#DESC_PRTO_Ancient_Cavalry
^
^
^Given time to train as well as better weapons and heavier armor, the meager $LINK<horseman=PRTO_Horseman> can become
an accomplished cavalry man. By the time of Alexander the Great, both the Persians and Macedonians were fielding large
bodies of heavily-armed and armored cavalry. Cavalrymen of this time typically carried heavy spears, and some had round
shields. Alexander, noting the success of barbarian cavalry, introduced mounted bowmen and javelineers into his ranks.
The Athenians, in fact, were known to employ Scythian mercenaries as mounted archers.



#PRTO_Mounted_Fighter
^
^
^The [Mounted Fighter] is the mounted unit of the various, unorganized $LINK<barbarian=GCON_Barbarians>
tribes. It has no "build cost", and thus there is no victory point gain for its elimination.
#DESC_PRTO_Mounted_Fighter
^
^
^The barbarian Mounted Fighter is the barbarians' mounted combat unit. Skill-wise, it is on par with the
$LINK<horseman=PRTO_Horseman>. Since the emphasis is on building wondrous monuments in this scenario,
the various barbarian units have been given no build cost to prevent the player from accruing large
amounts of victory points by concentrating on killing barbarians.



; _______________________________________________NAVAL UNITS_____________________________________________


#PRTO_Galley
^
^
^The [galley] is a dangerous naval unit of the Ancient Age. It must end its turn in a $LINK<coastal=TERR_Coast> 
square -- it is in danger of sinking if it ends its turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. 
If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, a galley may safely end turns at sea, but ocean squares still
pose many hazards.



#PRTO_Curragh
^
^
^The [Curragh] is the first naval unit you can build in this scenario.
These tiny, primitive boats must end each turn in a $LINK<coastal=TERR_Coast> 
square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square. Unlike a $LINK<galley=PRTO_Galley>, a curragh has no offensive weaponry with which to initiate an attack, although it can defend itself if attacked.
If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, a curragh may safely end turns at sea, but never ocean squares.
#DESC_PRTO_Curragh
^
^
^"Curragh" is an Irish name for a small boat made of skin stretched over a frame of wood. The origins of this small boat
date back many thousands of years, predating the more sophisticated and larger war galley. In the game the curragh
can represent any small boat (papyrus, wooden canoes or rafts, etc.) used by ancient people to expedite movement up and
down waterways and along coastal shorelines.



#PRTO_Boat
^
^
^The [Boat] is the naval unit of the various, unorganized $LINK<barbarian=GCON_Barbarians>
tribes. It has no "build cost", and thus there is no victory point gain for its elimination.
#DESC_PRTO_Boat
^
^
^The boat is the naval unit of the various barbarian tribes. It is roughly on par with the
$LINK<Curragh=PRTO_Curragh> although, unlike the lowly curragh, it can initiate an attack. Since
the emphasis is on building wondrous monuments in this scenario, the various barbarian units have
been given no build cost to prevent the player from accruing large amounts of victory points by
concentrating on killing barbarians.



;   ____________________________________________LEADER / ARMY UNITS_____________________________________________


#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 "inside" an army.
^
^{Building an Army} - Armies can be built in cities that have 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.

;   ____________________________________________ EXPANSION UNITS_____________________________________________



#PRTO_Libyan_Mercenary
^
^
^[Tyrian Guard] units replace $LINK<spearmen=PRTO_Spearman> as the first and best defensive units of the Bronze Age
for the $LINK<Phoenicians=RACE_Carthaginians>.
#DESC_PRTO_Libyan_Mercenary
^
^
^Originally, the Tyrian Guards were merely town watchmen armed with clubs and no armor. As the waterfront of this bustling
Phoenician trading center grew larger, so did the drunken brawls of the rough-and-tumble sailors. This led to many tavern brawls
in which the town watch was beaten back soundly and full rioting and looting ensued. The town elders of Tyre decided that the
only way to prevent this from happening was to armor their watchmen better, and after some nasty incidents with gaffs in the
hands of burly fisherman, a long spear was added as a complimentary weapon to the heavier armor. This superior reach allowed
the watchmen to defend themselves adequately in skirmishes with ruffians. Their first real test in combat came with the assault
and subsequent siege of the town by Assyrians starting in 701 BC. The heavy armor (for the time) and long spear of the watchmen
held back the Assyrian infantry armed with shorter weapons and their resulting victories yielded a new name for them: The
Tyrian Guard. Eventually this appellation was adopted by other, similarly armed watchmen in other Phoenician cities.


; End Units______________________________________________________________________________End Units




; City Improvements______________________________________________________________________________City Improvements


#BLDG_Forbidden_Palace
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it. 
^
^{Requires:} The civilization must have at least ten cities (on a standard size map) under its control.



#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of four to one.


#BLDG_Walls
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build walls.
^
^[Walls] can be built only in town-size settlements and provide a land bombardment defense of eight,
and a 50% defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive bonus.


#BLDG_Aqueduct
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an Aqueduct.
^
^A city with an [Aqueduct] can grow beyond population six.
^Note that a city adjacent to fresh water never requires an aqueduct.



#BLDG_Colosseum
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Colosseum.
^
^The [Colosseum] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.



#BLDG_Burial_Mound
^
^
^A [Burial Mound] in a city helps to increase that city's cultural value.
#DESC_BLDG_Burial_Mound
^
^
^Since prehistoric times man has used burial mounds of varying proportions and construction to inter the final
remains of vaunted leaders. In fact, according to some anthropologists, one of the first true signs of the human
imagination at work is the burial mound, as it provides the first evidence of mans becoming aware of the
possible existence of an afterlife. 



#BLDG_City_Park
^
^
^The [City Park] produces two $LINK<content faces=GCON_Moods>, making two unhappy citizens content.
^
^A city with a [City Park] can grow beyond population 12. A city must have a population of 7 or higher
to build a City Park.
#DESC_BLDG_City_Park
^
^
^Even in ancient times city planners realized that it was wise to reserve certain areas of cities for recreation
and relaxation. Archeological evidence from many ancient cities, such as Nineveh and Babylon, indicate that
parks, frequently located near important temples, were an important part of most ancient cities. 



#BLDG_Amphitheatre
^
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an Amphitheatre.
^
^The [Amphitheatre] produces two $LINK<content faces=GCON_Moods>, making two unhappy citizens content, besides being a big
boon to that city's culture rating.
#DESC_BLDG_Amphitheatre
^
^
^The art of storytelling eventually led to drama as a form of entertainment for the masses. The rise of drama
eventually necessitated a structure in which to conduct public performances, thus was born the amphitheatre. The
ancient amphitheatre was typically a semi-circular or elliptical structure in which a central stage was surrounded
by rising tiers of seats. Earliest forms would commonly have been carved directly into a hillside. The ancient
Greeks perfected the amphitheatre, constructing them of carefully hewn stone capable of seating several
hundred spectators.



#BLDG_Worker_Housing
^
^
^A city with [Worker Housing] has its $LINK<shield production=GCON_Shields> increased by 50%. Note that worker housing
can produce $LINK<pollution=GCON_Pollution>.
#DESC_BLDG_Worker_Housing
^
^
^The construction of massive monuments and other public works projects frequently required the services of thousands
of laborers over a period of years, sometimes forcibly imported from foreign lands. Thus arose the need for
semi-permanent housing for the workers. Such housing structures would normally be built so that their inhabitants
would have easy access to the work site yet. Like many ancient dwelling complexes, these housing sites usually
provided only a minimum of sanitation, if any at all.



#BLDG_Alchemists_Shop
^
^
^A city with a [Alchemist's Shop] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
#DESC_BLDG_Alchemists_Shop
^
^
^This is the workplace of the ancient alchemist, home to secret potions and mysterious concoctions. In it, the
earliest experiments in the sciences of chemistry and medicine occur, as man strives to discover cures and uncover
answers to questions, or perhaps just produce a better-cleaning soap! But beware, all these arcane experiments can
cause some pollution.



#BLDG_Church
^
^
^The [Church] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
#DESC_BLDG_Church
^
^
^The church represents the place of worship for a $LINK<monotheistic=TECH_Monotheism> religion, the belief in one
Supreme Being. It is accepted by many that the Judeans were the first to practice a truly monotheistic religion,
perhaps as early as the sixth century BC.



; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_Pyramids
^
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Pyramids.
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Religious civilizations.



#BLDG_Hanging_Gardens
^
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Hanging Gardens.
^
^
^[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.


#BLDG_Colossus
^
^
^[The Colossus] causes its city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one.
^
^
^The Colossus may be built only in a coastal city.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Seafaring, and Commercial civilizations.



#BLDG_Lighthouse
^
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Great Lighthouse.
^
^
^$LINK<Galleys=PRTO_Galley> and $LINK<Curraghs=PRTO_Curragh> can now move safely in and out of $LINK<sea=TERR_Sea>
squares, and all naval unit movement rates are increased by one.
^
^
^The [Great Lighthouse] may be built only in a coastal city.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.



#BLDG_Artemis
^
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Temple of Artemis.
^
^
^Puts a $LINK<Temple=BLDG_Temple> in every city on the same continent.
^
^
May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.



#BLDG_Zeus
^
^
^Puts a $LINK<Barracks=BLDG_Barracks> in every city on the same continent.
^
^
^A city must have access to $LINK<ivory=GOOD_Ivory>, and must have $LINK<stone=GOOD_Quarry> in its
$LINK<Strategic Resource=GCON_ResourcesS> box, to build The Statue of Zeus.
^
^
May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious and Militaristic civilizations.


#BLDG_Mausoleum
^
^
^A city must have $LINK<stone=GOOD_Quarry> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Mausoleum of Mausollos.
^
^
^[The Mausoleum of Mausollos] makes three $LINK<unhappy citizens=GCON_Moods> content in its city.
^
^
May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Industrious civilizations.



; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 




; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^



#TECH_Masonry
^  
^  
{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<outposts=GCON_Outposts>.


#TECH_Alphabet
^
^
#DESC_TECH_Alphabet
^
^
^Cuneiform was the earliest form of writing. It originated as a picture language,
similar to hieroglyphics, and with repeated use over time these pictures became simpler and then abstract.
Eventually they developed into a form of syllabic alphabet which used wedge and hook shapes. The word cuneiform
is derived from the Latin cuneus, which means wedge, and forma, which means shape. Most commonly cuneiform was
pressed into soft clay tablets with a stylus, though occasionally stone, metal or wood was used.


#TECH_Pottery
^
^


#TECH_The_Wheel
^
^


#TECH_Warrior_Code
^
^


#TECH_Ceremonial_Burial
^
^


#TECH_Map_Making
^
^
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy.
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.


#TECH_Construction
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<fortresses=GCON_Fortresses>.
^{New Ability} Roads now bridge rivers.


#TECH_Astronomy
^
^


#TECH_Council
^
^
^{Diplomatic Agreements} Can now negotiate $LINK<agreements=GCON_Agreements> to trade communications of distant civilizations.
#DESC_TECH_Council
^
^
^A tribal council is a simple governmental organization wherein various groups or tribes of people (often
sharing common cultural traits) select a person to represent their interests in a gathering of spokesmen from
other tribes. These tribal representatives will often gather around large campfires or within structures such
as teepees (i.e., Native Americans) and discuss issues and solve problems affecting the entire social group.


#DESC_TECH_Oligarchy
^
^
^An oligarchy is a governmental organization wherein the power of the state has been usurped by a few citizens.
The Roman government fell several times into an oligarchy; for example, under the decemvirs when they became
the only magistrates in the commonwealth.


#TECH_Medicine
^
^
^{New Ability} Disease from $LINK<Floodplains=TERR_Flood_Plain> is eliminated.


#TECH_Navigation
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<sea=TERR_Sea> squares.
^
^{New Ability} $LINK<Galleys=PRTO_Galley> and $LINK<Curraghs=PRTO_Curragh> can safely traverse sea squares.


#TECH_Sanitation
^
^
^
^{New Ability} Workers can now $LINK<Clear Pollution=GCON_Worker_Jobs>.



#TECH_Diplomacy
^
^
^{New Diplomatic Agreements} Can now negotiate mutual protection pact and right of passage
$LINK<agreements=GCON_Agreements>.
#DESC_TECH_Diplomacy
^
^
^Diplomacy in some form or another would have predated recorded history, in the form of hunting and
marriage agreements between tribes. Diplomatic messengers were usually inviolable and would frequently carry
some kind of emblem showing their "diplomatic" status. With the development of forms of writing these early
diplomatic processes became more formalized. Not coincidentally, the earliest reliable evidence of diplomacy is
from the Mesopotamian period. Here records of treaties between different city-states have been found dating
back to 2850 BC, with the oldest complete texts of a treaty being one between Ramses II of Egypt and Hittite
leaders from around 1280 BC.



#TECH_Animal_Domestication
^
^
^{New Resource} $LINK<Cattle=GOOD_Cattle> and $LINK<Horses=GOOD_Horses> appear on the map.
#DESC_TECH_Animal_Domestication
^
^
^Animal domestication possibly started as early as 9000 BC with the domestication of dogs, goats and sheep.
During the Neolithic period as people started to settle into fixed agricultural communities this
domestication intensified. Originally kept mainly for their meat, sheep and goats became valuable also for
their milk and wool. Cattle were domesticated both for meat and skin and as work animals for agriculture;
their milk production was not a factor until much later in history when breeding for high milk production
produced suitable cows. Horses were also domesticated and became important for transportation and came to play
a major part in warfare.



#TECH_Wood_Working
^
^
^
^{New Ability} Workers can now $LINK<Clear Forest and Wetlands=GCON_Worker_Jobs>.
#DESC_TECH_Wood_Working
^
^
^Wood from forests was used from the times of early civilization for items such as wooden clubs, spears and
dugout canoes. As stone tools improved forests could be cut to provide wood for burning, building and furniture,
and when metal tools were developed this use and cutting of forests increased. In the Mesopotamia region, cedar
from the Lebanon area was in high demand -- surviving texts from Egypt show large amounts of it being imported by
ship for shipbuilding, furniture and for use in the Pharaoh's palace.



#TECH_Stone_Working
^
^
^
^{New Resource} $LINK<Stone quarry=GOOD_Quarry> locations appear on the map.
#DESC_TECH_Stone_Working
^
^
^Stone was one of the earliest materials used by prehistoric man. As time progressed basic stones were turned
into tools by deliberately shaping them for specific purposes. Flint was one of the most popular stones for use
as a tool, but fine sandstone and some volcanic rocks were also widely used. The earliest tools were basic shapes
held in the hand but gradually they became more sophisticated and techniques such as attaching a wooden handle to
a stone head to form an axe became common. In the late Neolithic period stone tools were improved by polishing,
and polished stone axes were used to clear forests for cultivation. Modern tests with Neolithic axes have shown
that they were remarkably effective at felling trees.



#DESC_TECH_Sailing
^
^
^The first sails were probably just a square sheet of animal skin hung from a horizontal pole, while later
woven cloths were stretched between poles. While this does allow sailing there are several problems with
these designs. First, the boat can only sail downwind, meaning movement is only possible in the direction the
wind is blowing; secondly, this only allows the boat to travel at the speed of the wind. Sail design evolved
slowly over the centuries, and the concepts of tacking and trimming started to be understood allowing sailing
to be against the wind and faster than the wind speed. These advancements enabled the exploration and settlement
of far off lands, as ships were able to return from uncharted waters.



#TECH_Mining
^
^
^
^{New Ability} Workers can now dig $LINK<Mines=GCON_Worker_Jobs>.
#DESC_TECH_Mining
^
^
^There is evidence of surface mining dating back to prehistoric times. The first mining was probably for flints,
which was used for knives, scrapers and arrowheads. The oldest known underground mine was in Swaziland over
40,000 years ago, to mine for ochre to use as a body pigment in ceremonies. During the Neolithic Age shafts were
dug to extract flint from deeper in the earth. Gold, copper and silver were other minerals mined early in history.



#TECH_Irrigation
^
^
^
^{New Ability} Workers can now dig $LINK<Irrigation=GCON_Worker_Jobs> canals.
#DESC_TECH_Irrigation
^
^
^Irrigation is the artificial watering of land, usually for agriculture. The earliest use of irrigation was by
the Egyptians along the Nile River around 5000 BC. Other Mesopotamian civilizations were using irrigation by
around 2000 BC, as were the Chinese. Many different techniques of irrigation have been developed over time,
including canals and ditches and mechanical devices to bail water from waterways to higher fields.



#DESC_TECH_Chariotry
^
^
^Chariotry is believed to have originated in Mesopotamia around 3000 BC. The first four-wheeled chariots pulled
by oxen were used to transport troops to the battle but they dismounted to fight. The later two-wheeled versions
with a light spoked wheel and pulled by horses was considerably faster and more maneuverable than its predecessor.
Spearmen and archers fighting "mounted" inside the chariot provided a superior fighting force.



#DESC_TECH_Epic_Work_Projects
^
^
^The Wonders of the World did not fall out of the sky. The great pyramids of Egypt, the
Gardens of Babylon and the Temple of Artemis were not built on inspiration alone. They
were built on the toil of thousands, those bare-chested lines of sweating slaves
that "heaved" and "ho'd" every mammoth stone out of ancient quarries from Egypt
to Mesopotamia. Those souls that baked under the relentless sun formed a body of
ancient masonry and craftsmanship that stands, to this day, as a testament to the power
and will of ancient man.



#DESC_TECH_City_Planning
^
^
^When function and form coalesce, mighty cities are built. Many ancient cities were
built from plans laid out long before the first pavement stones were laid. A gridwork
of main streets running north and south and east and west, with a public square or forum
in the center was a common feature in many ancient cities of Mesopotamia, such as
Nineveh and Babylon. Ancient city planners worked diligently to design cities that were
not only well organized, but ones that possessed spiritual power. The careful blending
of geometry and physics in the creation of streets and temple districts, open-air
markets and living quarters, helped engineers build cities that could expand for
centuries.



#DESC_TECH_Alchemy
^
^
^Alchemy is an ancient science concerned with the changing of metal into gold, the
discovery of a cure for all diseases, and the quest to prolong life, accepted by many
as a precursor to modern medicine and other sciences. Over the ages, alchemists have
toiled in their dark hovels for answers to the most important questions of our time.



#DESC_TECH_Military_Training
^
^
^Sun Tzu noted, "War is a moral contest that is won in the temples before it is ever
fought." This philosophy can be extended to include military training and preparedness.
Very few are born to war, and fewer still are blessed with an inherent sense of tactics
and strategy. So it is that the uneducated, undisciplined, and unruly warriors of the
ancient world needed guidance and constant, constant drilling before they could prove
their mettle on the battlefield.



#DESC_TECH_Architecture
^
^
^Some of the greatest architects of the world lived during ancient times: the
pyramid builders of Egypt, the parthenon builders of Greece, the colosseum builders
of Rome. All of them shared a genius for geometry and physics, of form and function,
and they created structures that have withstood the ravages of time.



#DESC_TECH_Ship_Building
^
^
^Shipbuilding is an art form that ancient man developed early. Building vessels that
could cross the endless seas of the ancient world was a paramount importance to
the fledgling cultures that arose in the Mesopotamian and Mediterranean basins.



#DESC_TECH_Horsemanship
^
^
^Skill in the saddle helped develop the powerful cavalry regiments of ancient man.
The ability to tame and train horses for war is a difficult task that takes skill
and patience, and the ancient cultures performed this duty splendidly.



#DESC_TECH_Ballistics
^
^
^The engines of war (catapults, ballistas, trebuchets, etc.) played a vital role in
ancient warfare. Laying siege to, and capturing, stoutly walled enemy cities were
important -- not only to expand ones land holdings, but to also spread one's culture.



#DESC_TECH_Drama
^
^
^Alfred Hitchcock once said, "Drama is life with the dull bits cut out." If he'd been
alive during ancient times, he might have uttered these same words when facing a play
from Euripides. Reflecting the interesting (and often) tragic parts of "life" on the
stage was an important part of the ancient world, and helped to shape our modern culture.



; 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<Animal Domestication=TECH_Animal_Domestication> and can be
found in $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.



#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build ancient 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>.



#GOOD_Quarry
^
^
^[Stone] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build several ancient Improvements and Wonders.
^
^Stone Quarries appear when your civilization discovers $LINK<stone working=TECH_Stone_Working>, and can be found in 
$LINK<plains=TERR_Plains>, $LINK<forests=TERR_Forest>, $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Quarry
^
^
^Quarried stone was a vital building material for all cultures in the Mediterranean basin. Enormous blocks of
limestone and granite were culled from the earth by driving wedges into the rock until pieces split away.
Thousands of workers were used to haul these stones to the work sites.  



#GOOD_Coal
^
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> not used in this scenario. It is listed here as a "dummy resource"
only to hide unnecessary worker functions. 
#DESC_GOOD_Coal
^
^
^[No further description.]



; ___________________________________________Luxury Resources____________________________________________


#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 required to build the $LINK<Statue of Zeus=BLDG_Zeus>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.



; _______________________________________________Bonus Resources_______________________________________________



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



#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>.


; 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>, or
$LINK<oases=GOOD_oasis>.


#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<stone=GOOD_Quarry>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>. 



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



#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain
$LINK<furs=GOOD_Furs>, and
$LINK<game=GOOD_Game>.



#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<stone=GOOD_Quarry>,
$LINK<gold=GOOD_Gold>,
$LINK<horses=GOOD_Horses>,
$LINK<iron=GOOD_Iron>,
$LINK<incense=GOOD_Incense>, or
$LINK<wine=GOOD_Wine>.



#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>,
$LINK<iron=GOOD_Iron>, or
$LINK<stone=GOOD_Quarry>.



#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<spice=GOOD_Spice>,
$LINK<silk=GOOD_Silk>, or
$LINK<stone=GOOD_Quarry>.



#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world, and sometimes harbor $LINK<diseases=GCON_Disease>.
^
^Jungles may contain
$LINK<dyes=GOOD_Dye>,
$LINK<gems=GOOD_Diamonds>,
$LINK<silk=GOOD_Silk>, or
$LINK<spice=GOOD_Spice>.



#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<navigation=TECH_Navigation>, this danger vanishes.
^
^Coastal squares can contain $LINK<fish=GOOD_Fish>.



#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and ship movement until the
discovery of $LINK<navigation=TECH_Navigation>.
^
^Seas may contain
$LINK<fish=GOOD_Fish>.



#TERR_Ocean
^$LINK<Trade=GCON_Trade> and ship movement cannot be conducted over [Ocean] squares during this scenario.



#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.



#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.



#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<game=GOOD_Game>, or
$LINK<fish=GOOD_Fish>.


; END TERRAIN______________________________________________________________________________________END TERRAIN






; Government Types________________________________________________________ Government Types


#GOVT_Council
^
^
^The Tribal Council system of government was common in ancient times when a council of
elders would meet to discuss the best course of action for a particular situation. It's
just a step above $LINK<despotism=GOVT_Despotism>, its main benefit being that corruption
and waste are not as bad.
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^War Weariness                                 None
^Corruption / Waste				Problematic
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					3
^    per city						3
^    per metropolis				3
^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 council government instead produces one less.
#DESC_GOVT_Council
^A tribal council is a simple governmental organization wherein various groups or tribes of people (often sharing
common cultural traits) select a person to represent their interests in a gathering of spokesmen from other tribes.
These tribal representatives will often gather around large campfires or within structures such as teepees (i.e.,
Native Americans) and discuss issues and solve problems affecting the entire social group.


#GOVT_Oligarchy
^
^
^This form of government represents the type used by "nations" of City States. 
$LINK<Corruption and waste=GCON_Corruption> are not as bad under Oligarchy as
under $LINK<Monarchy=GOVT_Monarchy>, but laborers cannot be paid to hurry
production and war weariness can become a problem.
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^War Weariness                                 Low
^Corruption / Waste				Nuisance
^Draft Rate						1
^Military Police Limit				2
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8
#DESC_GOVT_Oligarchy
^An oligarchy is a governmental organization wherein the power of the state has been usurped by a
few citizens. The Roman government fell several times into an oligarchy; for example, under the
decemvirs when they became the only magistrates in the commonwealth.

; END GOVTS______________________________________________________________________END GOVTS







; Terrain Improvements___________________________________________________________Terrain Improvements

#TFRM_Mine
^
^Mines cannot be built until $LINK<Mining=TECH_Mining> tech has been researched.
^
^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 canals cannot be built until $LINK<Irrigation=TECH_Irrigation> has been researched.
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated.
^
^{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_Fortress
^
^Fortresses cannot be built until the $LINK<construction tech=TECH_Construction> has been researched.
^
^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 Fortress" button.



#TFRM_Barricades
^
^
^Workers cannot build barricades in this scenario.



#TFRM_Railroad
^
^
^Workers cannot build railroads in this scenario.



#TFRM_Clear_Forest
^
^Workers cannot clear forests until $LINK<Wood Working=TECH_Wood_Working> has been researched.
^
^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_Jungle
^
^Workers cannot clear jungles until $LINK<Wood Working=TECH_Wood_Working> has been researched.
^
^A worker can clear the $LINK<jungle=TERR_Jungle> from a square, creating either $LINK<floodplains=TERR_Flood_Plain> 
or $LINK<grasslands=TERR_Grassland>.
^
^A worker is ordered to clear jungle by pressing [Shift-C] or the "Clear Jungle" button in a jungle square.



#TFRM_Plant_Forest
^
^
^Workers cannot build plant forests in this scenario.



#TFRM_Clear_Damage
^
^Workers cannot clear pollution until $LINK<Sanitation=TECH_Sanitation> has been researched.
^
^A worker can repair a damaged square (cleaning up pollution caused by high population, as well as by volcanic fallout),
thus restoring the square to its former production capacity.
^
^A worker is ordered to clear damage by pressing [Shift-C] or the "Clear Damage" button.


#TFRM_Airfield
^
^
^Workers cannot build airfields in this scenario.


#TFRM_Radar_Tower
^
^
^Workers cannot build Radar Towers in this scenario.


#TFRM_Outpost
^
^Outposts cannot be built until $LINK<Masonry=TECH_Masonry> has been researched.
^
^Outposts are ancient watchtowers and help to 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,
and/or road. 

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations



#RACE_EGYPTIANS
^The Egyptians are $LINK<agricultural and industrious=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<war chariots=PRTO_War_Chariot> instead of normal $LINK<chariots=PRTO_Chariot>. 
^
^Few civilizations have left such an indelible mark on history as that of ancient Egypt. Though the first settlers 
of the Nile valley are thought to have arrived as early as 7000 BC, it wasn't until the legendary king Menes unified 
Upper and Lower Egypt that the region began to develop a cohesive sense of culture and identity. This First Dynasty 
(2925-2775 BC), with its capital at Memphis, was followed by 26 more over the next 2700 years. Writing was the major 
instrument in the centralization and self-preservation of Egypt. The two basic forms of writing, hieroglyphs and the 
cursive form known as hieratic (used on papyrus), were invented at much the same time in late pre-dynastic Egypt 
(about 3000 BC). Writing was used chiefly for administration and until about 2650 BC no continuous texts were recorded; 
the only literary texts written down before the early Middle Kingdom (1950 BC) seem to have been lists of religious 
practices and medical treatises. Another strength was the Egyptian religion, which was one of the most enduring of 
the ancient world, through which Egypt became a highly stratified, highly efficient society. Egypts economic strength 
allowed for the support of a priestly class, who were tasked with the spiritual well being of the people yet able to 
devote their time to the study of religion, astronomy, philosophy and mathematics. The priesthood also served the 
functions of a state bureaucracy, carrying out the edicts of the Pharaoh and managing his financial and diplomatic 
affairs. The great organizational and economic power of Egypt allowed the rulers to accomplish unmatched works of 
construction. The Great Pyramids of Giza, completed in the Fourth Dynasty (2575-2465 BC), still stand as one of mankinds 
most impressive feats of engineering and logistics.
^    Previous to 1700 BC, no outsiders had ever held dominion over Egypt. That changed when the Hyksos, a Semitic 
people, overran Lower Egypt. Thereafter, Egypts borders were defended by capable Libyan warriors and the elite often 
rode into battle in {War Chariots}, which were able to use speed to outflank opponents and break up organized formations 
of troops. Egypts greatest military strength,
#DESC_RACE_EGYPTIANS
^
^
however, lay in the employment of mercenaries from Macedonia, Greece, 
Nubia and many other neighboring peoples - Egyptian gold was always their most valuable military asset. However, 
this was not enough to guarantee the isolation of the richest land in the Mediterranean world. Egypt fell to the 
Assyrians, and then to the Persians yet even during the plunder of Xerxes governors, Egyptian culture and religion 
survived. Alexander the Great liberated the Egyptians from Persian rule in 332 BC and established the city of 
Alexandria, which was to become the new capital of Hellenic Egypt under the rule of the Macedonian Ptolemaic dynasty 
(332-30 BC), the last Egyptian kingdom. The kingdom was one of several that emerged in the aftermath of Alexander's 
death and the struggles of his successors. It was the wealthiest, however, and for much of the next 300 years, 
the most powerful politically and militarily.
^    The able Ptolemies ruled in an unbroken line until the death of 
{Cleopatra} VII in 30 BC. Cleopatras infamous liaisons with Julius Caesar and Mark Antony proved the eventual 
downfall of independent Egypt. Her ambition rivaled theirs, and sadly it served her no better. Her suicide marked 
the end of Pharaohic rule and the beginning of Egypt's centuries as a Roman and Byzantine province. Although swept 
by the Islamic tide in 642 AD, Egypt was to remain under foreign occupation - Arabic, Ottoman, French and British - 
until after World War I, when she finally gained her independence from a British administration weary of overseas 
conflict. From 1922 through 1952, Egypt appeared to be one of the worlds most successful constitutional monarchies. 
But it was ripe for revolution; the military coup of July 1952 led by Gamal Nasser, ironically, finally made Egypt 
an island of stability in a turbulent Middle East.


#RACE_GREEKS
^The Mycenaeans are $LINK<scientific and industrious=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Stone Working=TECH_Stone_Working>,
and build $LINK<Hoplites=PRTO_Hoplite> instead of $LINK<spearmen=PRTO_Spearman>. 
^
^The Myceneans were the first people to build an enduring civilization in what is now Greece. According to Greek myth 
the city of Mycenae was founded by the hero Perseus, born to the god Zeus and a mortal woman, and slayer of the Gorgon Medusa 
and the Kraken. The golden age of Mycenae followed a successful war against the earlier civilization on Crete, the Minoans, who 
previously had dominated the Aegean with their navy. The Mycenean leader {Agamemnon} and his predecessors had raided and plundered
all along the coast of Asia Minor, causing no end of trouble to the Hittites who dominated that region, but the most remembered
story of all is course Agamemnon's sack of Troy in c. 1250 BC, which Homer's epic poem the Iliad chronicles.
^
^    New waves of migrants from the north and northeast around 1100 BC caused Mycenae to gradually lose its imperial dominance over 
the Aegean. It remained an important city-state almost until the Roman era, however, sending troops to participate in the Persian
Wars and siding with Athens during the struggle between Athens and Sparta (the Peloponnesian War). The end of Mycenae came at
the hands of Argos, another Greek city-state with whom Mycenae had frequently clashed. A surprise attack in the 5th century BC
led to Mycenae's sack and utter destruction.

#DESC_RACE_GREEKS
^
^
^(No further description)


#RACE_BABYLON
^The Babylonians are featured in {The Mesopotamia Conquest}, but are not available in Ancient Treasures. 
^
^Because of the historical significance and legendary status achieved by the city of Babylon, the term "Babylonian" 
is often used to refer to all of the ancient cultures and tribes of Mesopotamia. The oldest known urban and literate 
culture in the world was developed by the Sumerians in Mesopotamia beginning in the late 4th millennium BC. 
For centuries, Babylon was an insignificant suburb of the Sumerian capital of Ur until {Hammurabi} (1792-1750 BC) 
came to power. Hammurabi unified the bickering Sumerians and Akkadians and created the famous Code of Hammurabi, 
the most comprehensive code of laws of antiquity with 283 entries covering topics from criminal punishments to 
family laws. Under Hammurabi, Babylon became the commercial and political center of southern Mesopotamia, but 
its prestige and wealth made it a target for foreign conquerors. The city and empire would be ruled, in succession, 
by the Hittites, Kassites, Assyrians, Arameans and Chaldeans.
^    Under the Chaldean leader Nebuchadnezzar II (605-561 BC), Babylon entered its second golden age, spanning 
the 7th and 6th centuries BC. Aside from the destruction of Jerusalem and Judah, Nebuchadnezzar II is best known 
for his efforts to rebuild Babylon and reorganize its military forces, returning it to glory as one of the great 
cities in the ancient world. The fabled Hanging Gardens were constructed at Nebuchadnezzar's decree, reportedly 
to help his Median wife overcome her longing for the "mountainous scenery" of her homeland. He also rebuilt the 
great Temple of Marduk and its ziggurat, collectively known as the Tower of Babel. Following Nebuchadnezzar's 
death, his successor Nabonidus failed to maintain the skilled {Bowmen} formations and the massive fortifications 
of the great city. When the Persians under Cyrus attacked in  539 BC, the capital fell almost without resistance. 
Babylon remained in Persian hands until Alexander the Great 
overthrew the Persian Empire. Alexander planned to make Babylon the center of his expanded Hellenic empire; however, 
he died in Nebuchadnezzar's palace before those plans could be completed. Alexander's empire would not 
#DESC_RACE_BABYLON
^
^
survive his 
death; after a power struggle among Alexander's generals, Babylon passed to the Seleucid dynasty in 312 BC. 
The city's importance was much reduced by the building of a new capital, Seleucia, on the Tigris, to which most of 
Babylon's population was forcibly transferred in 275 BC. In the 2nd century BC Mesopotamia became part of the 
Parthian empire, and Babylon itself a buffer region between the Parthians and the Roman Empire. By the time of 
Christ, the city was an extensive field of ruins and largely deserted. In the 7th century AD, Mesopotamia was 
conquered by Muslim Arabs. Babylon passed into legend, and from that time forward the history of the Babylonian 
realm is that of Iraq and Iran. The city itself would not be re-discovered until the initial surveys by the 
British archaeologist C.J. Rich in 1811 and 1817. Major excavation began in 1899, under the auspices of the 
German Oriental Society, and have continued unabated since, revealing more of the wonders of the lost city of Babylon.



#RACE_PERSIAN
^The Medes are featured in {The Mesopotamia Conquest}, but are not available in Ancient Treasures.
^
^The kingdom of Medes appeared relatively late in Mesopotamian history. Its founder, Deioces of Zagros, united a number 
of independent principalities in what is now western Iran to oppose the growing influence of Assyria to the south and the 
depredations of the Scythians to the north. Deioces' efforts were successful but eventually Medes fell victim to Scythian 
invasions and came to be dominated by the fierce northern horsemen.
^
^    This all changed when {Cyaxares} of Media came to power in the 7th century BC. In a stunning act of intrigue and treachery, 
Cyaxares engineered the assassination of virtually all of the Scythian leaders and kings, sending Medes' new masters into chaos and 
disarray. Once his power had been thus consolidated, Cyaxares was able to reorganize the army into groups of specialists (rather
than the dominant tradition of having each warrior practice with all weapons). He then signed an alliance treaty with Babylon
aimed at getting rid of Assyria once and for all. This the two kingdoms achieved within Cyaxares' lifetime, as Assyria could not
fend both of them off at once. When Assyria had been overrun, the Medeans controlled all of western Iran, the southern Caucasus,
and a big chunk of what is now eastern Turkey. After Cyaxares' death, though, Babylon grew wary of its ally, and sought to
undermine it. The rise of a new great power in Mesopotamia, Persia, combined with the withdrawal of Babylon's friendship, proved
too much for Medes to overcome, and by 550 BC the once-mighty Medean kingdom had become a mere province of Persia.

#DESC_RACE_PERSIAN
^
^
^(No further description)

	
#RACE_Carthaginians
^The Phoenicians are featured in {The Mesopotamia Conquest}, but are not available in Ancient Treasures. 
^
^Phoenicia, located in what is now Lebanon, was perhaps the first human civilization whose primary focus was trade. Phoenician 
trading ships plied the Mediterranean as early as 2500 BC, and Phoenician trading outposts often blossomed into great cities and 
even empires (Carthage, for example, was originally a Phoenician settlement). Since theirs was a small and (relatively) peaceful
civilization, Phoenicia often relied on its neighbors for protection, or on its wealth to buy off prospective conquerors. Egypt
protected Phoenician lands for almost 700 years, but when Egypt went into a period of decline Phoenicia came under the influence
of the Hittites and then the Assyrians. 
^    The Phoenician city of Byblos was a major center of learning and culture in ancient Mesopotamia -- scribes and scholars gathered
there from all over the known world (indeed, the first Christian texts were copied at Byblos -- hence the name "Bible"). Another
result was the Phoenician alphabet, which formed the basis for the alphabet the Greeks and later the Romans used. Phoenician trade
also bred a large population of artisans and artists, who started to create their own trade goods using dyes and imported
materials, as well as improving others'.
^    A distinctively Phoenician cultural identity survived occupation and military domination by a succession of great powers including
Persia, Macedonia, and Rome, until well past 0 AD, despite the Romans' utter destruction of Phoenician civilization in the western
Mediterranean (although Carthage, which was still a Phoenician society, had nonetheless developed its own unique identity). When
Rome fell, the decentralized nature of the Phoenician trade empire combined with the collapse of its greatest protector led to
a great period of uncertainty. That ended with the meteoric rise of Islam in the 7th century AD and the rapid conquest of all
remaining Phoenician lands by the Arab Muslims.

#DESC_RACE_Carthaginians
^
^
^(No further description)



#RACE_SUMERIA
^The Sumerians are $LINK<agricultural and religious=GCON_Strengths>. They start the game with
$LINK<Cuneiform=TECH_Alphabet> and $LINK<Pottery=TECH_Pottery> and build $LINK<Enkidu Warriors=PRTO_Enkidu_Warrior> instead of normal $LINK<warriors=PRTO_Warrior>. 
^
^The Sumerians were, by historical consensus, the first human civilization. Originally from Asia Minor, they settled between the 
Tigris and Euphrates (in modern-day Iraq) and began to farm and create simple goods. They relied on a sort of theocratic city-state government, 
where each Sumerian city worshipped a separate god and had a separate governor, although all paid tribute to a single King in the capital, Ur.
^    Sumeria's first and greatest accomplishment was the extent to which its people controlled their environment. They drained swamps, dug canals, 
and generally bent the Euphrates region to their needs. They plowed the land for the first time in history, and took advantage of the rich, fertile 
Mesopotamia soil. However, the area was low on other resources, so the Sumerian city-states were forced to import goods (particularly metals). Thus they 
had to create a barter system of trade, as well as riverboats to more easily traverse the rivers that flanked their home. The invention of the plow led in 
turn to the invention of the wheel, which permitted animals to pull carts as well as plow fields, and also to the creation of better pottery (with potters' 
wheels).
^    Since specialists were now able to create goods, and not every man had to farm, full-time priests could administer community affairs as well as the 
temples in each city. To support them, in turn, people had time to devise picture signs and other very early alphabets, and being a full-time scribe became a 
viable profession. The literature of Sumeria followed thereafter, culminating in the Epic of {Gilgamesh}, a lengthy poem dedicated to the mythic god-king whose 
real and legendary exploits blend together. A companion of Gilgamesh, Enkidu, fought by Gilgamesh's side in many battles, and for him the {Enkidu Warriors} are 
named: fierce fighters who sought to defend Sumerian lands from the other civilizations being born nearby.
^    The literature of the Sumerians was not limited to stories, though.  In fact, one fact of modern life is still as Sumeria designed it.  The Sumerian priesthood 
developed an early mathematics for commercial and religious purposes, and their number system was based around the number 60.  Thus time itself is divided into units of 
60 seconds 
#DESC_RACE_Sumeria
^
^
^in a minute, 60 minutes in an hour, and so forth. The 24-hour day also originates with Sumerian calendars, as does the 360-degree circle. So the fingerprints 
of the world's most ancient civilization are still visible today.
^    Sumeria's end came gradually, as barbarians saw what they had achieved and strove to emulate it. About 1,500 years after the first Sumerian cities took form, 
Amorite nomads settled near Ur in a place called Babylon. The resulting civilization grew into a mighty kingdom in its own right, and when Elamite invaders (from modern-day 
Iran) sacked Ur, Babylon (which then still styled itself Akkad) saw its opportunity to eclipse its sire. They went in, dispersed the Elamites, and rebuilt Ur in their 
own image. Sumerian culture and language persisted, but slowly assimilated into the new dominant empire. Sumeria disappeared completely as an autonomous culture by 1900 BC.



#RACE_HATTI
^The Hittites are $LINK<militaristic and commercial=GCON_Strengths>. They start the game with
$LINK<Animal Domestication=TECH_Animal_Domestication> and $LINK<Wood Working=TECH_Wood_Working>
and build the $LINK<Three-Man Chariot=PRTO_Three_Man_Chariot> instead of the $LINK<chariot=PRTO_Chariot>. 
^
^Compared to other great kingdoms of the Middle East, relatively little is known of the Hittites, and what is known is often derived
from sources in other contemporary kingdoms, notably Egypt. Nevertheless, the ancient Hittite Empire was one of the great powers of
Mesopotamia, rivaling Babylon and Egypt in military strength and influence. The first Hittites probably came from somewhere in the
Caucasus or Russia, but settled in central Turkey and later in Syria, areas whose plentiful natural resources, particularly metals,
would prove crucial to the power of the Hittites. Early Hittite kings focused on consolidating their power in their chosen region,
but {Mursilis I} proved more ambitious, opting to strike out and execute audacious raids against mighty Babylon. He had great
success, and indeed was able to undermine and destroy the ruling Amorite dynasty in Babylon -- the family from which most great
Babylonian kings (including Hammurabi) came.
^    When Mursilis was assassinated, a bloody struggle for the kingship followed; the eventual victor, Telipinus, formed his 
own legal code which helped mitigate later power plays. After that, the Hittite Empire fought brief wars with its neighbors, 
until the time for a reckoning with Egypt came. The famed battle of Kadesh, in 1299 BC, is one of the most well-known Bronze Age 
battles. The Pharaoh Ramses II moved into Palestine with a large army of chariots and infantry, to be met by a Hittite force 
of equal size (yet also composed partly of {three-man chariots}, a much larger variant of the first wheeled fighting vehicles, which 
permitted the riders to fight hand-to-hand as well as at a distance). The Hittites were able to surprise the Egyptians near dusk, 
and only a dramatic force march by the Pharaoh's reserves prevented the total destruction of the Egyptian army.  The Hittites were 
forced to retreat, but given the casualties they suffered, the Egyptians were unable to capitalize on the Hittite retreat and
Ramses' overall objective, Egyptian control of Palestine and Syria, was not achieved.
^    The Hittites are also suspected by archaeologists to be the first smelters of iron. During Hittite primacy, around 1250 BC, 
the Iron Age began in Turkey, with the Hittites able to remove impurities from iron
#DESC_RACE_Hatti
^
^
^to finally produce a metal strong enough to use for weapons. The technique caught on very quickly, adding to the
Hittites' already substantial wealth. They were not able to exploit this advantage for long, though, as the other
regional kingdoms could not afford to allow Hatti a monopoly on iron weapons.
^    The end of the Hittite Empire came around 1100 BC, when mass migrations from Europe and the Caucasus caused the Empire to 
dissolve into dozens of small, semi-autonomous city-states. These city-states, in turn, were easily absorbed by upstart Assyria, 
which itself would dominate the Middle East for centuries thereafter.




#EOF
