; Civilopedia.txt
;	Notes: for The Three Sisters
;     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_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Corruption
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_Leaders
GCON_Maintenance
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plants
GCON_Pollution
GCON_Radar_Towers
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ritual_Sacrifice
GCON_Ruins
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Stealth_Attack
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC


#GAME_CONCEPTS


#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 Stone Carving advance is researched.

#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.  



#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.

#GCON_Armies
Armies
^
^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 $LINK<Tezcatlipoca's War Rage=BLDG_Art_of_War>
increases this limit to four, if you have built it.
^
^{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.


#GCON_Mobilization
Mobilization
^
^
^When a civilization develops $LINK<Blood Cult=TECH_Blood_Cult>, it can [Mobilize] its economy for war.
Mobilize your economy using the "Mobilization" button on the Domestic Advisor.
^
^
^{Effects of Mobilization}
^* During mobilization a city building a military unit produces one extra $LINK<shield=GCON_Shields>
in every square that is already producing at least one.
^A civilization that is mobilized:
^* May only build military units and military city improvements.
^* May not build peacetime improvements.
^* May not return to Normalcy until a Peace Treaty is signed.



#GCON_Plants
Power Plants
^
^
^Power plants [cannot be built] to this scenario. 


#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 deafeated 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. 
^
^In this scenario, each civilization's special unit (the Jaguar Warrior, the Javelin Thrower, and the Chasqui Scout) can "enslave." 

#GCON_Ritual_Sacrifice
Ritual Sacrifice
^
^
^Ritual Sacrifice allows you to take an "enslaved" enemy unit and "sacrifice" it in one of your friendly cities. While playing The Three Sisters scenario, the steps to perform a sacrifice are
as follows:
^
^
^(1) First, you must research the Tech Advance [Ritual Sacrifice]. Doing so enables all of your friendly cities to perform sacrifices. 
^
^(2) You must then attack and "enslave" an enemy unit. Units capable of "enslaving" in this scenario are the Jaguar Warrior, the Chasqui Scout, and the Javelin Thrower. These units are available to their respective civilizations when the Tech Advance [Enslavement] is researched. 
^
^(3) When you attack an enemy unit and win the battle, you have a 1/3 chance of that enemy unit being "enslaved" instead of merely dying. The enslaved unit is immediately turned into a worker, but it retains its original identity (i.e., it's classified as "Worker (Olmec)" or "Worker (Aztec)" etc.). This enslaved worker unit can then be delivered to one of your cities for ritual sacrifice. 
^
^(4) Move the enslaved enemy unit into a friendly city. Immediately, the "Sacrifice" button appears in the bottom center of the screen. Select this button to sacrifice the worker. You will be asked if you wish to proceed with the sacrifice. If so, select the proper response. The worker is immediately sacrificed to the gods and you receive a set number of Culture Points (as specified by another pop-up message). These Culture Points are added to your [total] Culture Points and for the total in that city. 
^
^{Sacrifical Altar:} If you wish to increase the value of a ritual sacrifice, you can build a $LINK<sacrificial altar=BLDG_Recycling_Center> in a city. The presence of a sacrificial altar doubles the Culture Points gained for each sacrifice made in that city. 


#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_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_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
^Blood Cult			  	8		 8		  8



#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<Monarchy=GOVT_Monarchy>
^* $LINK<Blood Cult=GOVT_Blood_Cult>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.



#GCON_Draft
Conscription
^
^ 
^When a civilization develops $LINK<Military Tactics=TECH_Military_Tactics> 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 $LINK<Despotism=GOVT_Despotism> or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^* A $LINK<Blood Cult=GOVT_Blood_Cult> 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<Temple Guard=PRTO_Pikeman>
^
^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<Ball Court=BLDG_Colosseum>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Codex=BLDG_Epic>,
$LINK<Granary=BLDG_Granary>,
$LINK<Marketplace=BLDG_Marketplace>, 
$LINK<Netzahualcoyotl's Court=BLDG_Courthouse>,
$LINK<Palace of the Masks=BLDG_Intelligence_Center>, 
$LINK<Tambo=BLDG_Great_Playhouse>, and
$LINK<Temple=BLDG_Temple>.
^
^
^{These require two gold per turn}
$LINK<Fishing Dock=BLDG_Harbor> and $LINK<Hospital=BLDG_Hospital>.


#GCON_Combat
Combat
^
^
^There are two types of combat: ground and naval combat. [Ground] or [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). 
^
^{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 civilization with a $LINK<Temple of the Sun=BLDG_Sistine_Chapel> heals in enemy territory.



#GCON_Air_Missions
Air Missions
^
^Air Missions [do not apply] to this scenario. 



#GCON_Transport
Transport
^
^
^Both the $LINK<Acli=PRTO_Curragh> and the $LINK<Great Acli=PRTO_Caravel> can carry or [transport] other units in this scenario. The Acli has no attack capability but can defend itself.


#GCON_Espionage
Espionage
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds a $LINK<Palace of the Masks=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_Spaceship
Space Ship
^
^Space Ship [does not apply] to this scenario. 


#GCON_Victory
Victory Conditions
^
^ 
^This introductory [Conquest] focuses on Reverse Capture the Flag:
^
^
^{Main Scoring}
^Each of the four Civilizations start with a $LINK<Mountain Gods Treasure=PRTO_Princess> and as the game progresses all Civilizations will attempt to bring their treasured sacrifice to the Three Sisters volcanoes.
For every successful trip that you make, your Civilization will be rewarded with 6000 points. In addition to this, an additional 75 gold will be placed in your treasury. The first Civilization to obtain 30,000 points will be declared the winner.
All of the scoring must be done in a turn limit of 125 turns.
^
^
^{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_Disease
Disease
^
^
^[Disease] kills citizens and units that spend too much time in unhealthy areas like
$LINK<floodplains=TERR_Flood_Plain>.
^
^Floodplains continue to be risky until you discover $LINK<medicine=TECH_Medicine>.
^
^{Important Note:} In this scenario $LINK<jungles=TERR_Jungle> do not cause disease. 



#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<fishing docks=BLDG_Harbor> in both cities and a visible water route between them. 
^
^
^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 fishing dock is blockaded by enemy naval forces.




#GCON_ResourcesN
Natural Resources
^
^
^There are many [natural resources] represented by various icons scattered around the Mesoamerican 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<Cacao Plant=GOOD_Cacao_Plant>	+1		+1		+1
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Fruit=GOOD_Fruit>			+2		+0		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Maize=GOOD_Maize>			+4		+0		+0
^$LINK<Salt=GOOD_Salt>			+2		+0		+2
^$LINK<Whales=GOOD_Whales>		+1		+1		+2



#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<Jade=GOOD_Jade>				+0		+1		+2
^$LINK<Silk=GOOD_Silk>				+0		+0		+3
^$LINK<Spice=GOOD_Spice>				+0		+0		+2
^$LINK<Tobacco=GOOD_Tobacco>			+0		+0		+2





#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<Exotic Birds=GOOD_Exotic_Birds>		+0		+0		+2
^$LINK<Llama=GOOD_Llamas>				+1		+1		+2
^$LINK<Rubber=GOOD_Rubber>			+0		+0		+2
^$LINK<Stone Quarry=GOOD_Stone_Quarry>		+1		+0		+1




#GCON_Hurry_Production
Hurry Production
^
^
^City construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the [City Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism>, and $LINK<Blood Cult=GOVT_Blood_Cult> you hurry production in your cities
by forced labor. Disillusioned by your harsh rule, citizens will leave your city if you institute this type of
rushed production. 
^
^
^Under $LINK<Monarchy=GOVT_Monarchy> you can pay overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your 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<Netzahualcoyotl's Court=BLDG_Courthouse> or a $LINK<Sacrificial Altar=BLDG_Recycling_Center> reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road or fishing dock reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.





#GCON_Pollution
Pollution
^
^
^In this scenario, Pollution is a problem associated with volcanic activity only. If a volcano erupts, the spaces around it may become polluted. 
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>. 





#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 trade communication ties (that you have acquired) with other nations.
^
^
^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 to one half a
movement point per tile, regardless of terrain.
^
^{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 $LINK<volcanic eruptions=GCON_Volcanic_Eruptions>.
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%. 
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.
^
#DESC_GCON_Worker_Jobs
^
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Stone Carving=TECH_Stone_Carving>.
^

#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Road to (Ctrl-R)}
^Builds a road to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^The worker builds a road 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 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 fallout from $LINK<volcanic eruptions=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<Conscription=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<stela=BLDG_Internet>, $LINK<ball court=BLDG_Colosseum>, or $LINK<tambo=BLDG_Great_Playhouse>.
^* 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<Netzahualcoyotl's Court=BLDG_Courthouse>
^	* $LINK<Palace of the Inca=BLDG_Hanging_Gardens>
^	* $LINK<Temple of Kukulcan=BLDG_Grand_Cathedral>
^
^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<Blood Cult=GOVT_Blood_Cult> 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 a $LINK<Codex=BLDG_Epic> in a city.


#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	2 if irrigated.
^Forests					1	cannot be irrigated.
^Coastal					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Jungle						2	cannot be irrigated.
^Fresh Water Lake			2	cannot be irrigated.
^Desert					0	1 if irrigated.
^Mountain					1	2 if irrigated


#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.
^Desert				1	2 if mined.
^Forest				2	cannot be mined.
^Jungle					1	2 if 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.
^
^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_Airfields
Airfields
^
^
^Airfields [cannot be built] in this scenario.


#GCON_Radar_Towers
Radar Towers
^
^
^Radar towers [cannot be built] in this scenario. 


#GCON_Short_Game_Modes
Short Game Modes
^
^
^Short Game Modes [do not apply] in this scenario. 
#DESC_GCON_Short_Game_Modes
^

#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> have Zone of Control. 



; 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.
^
^{Sacrificing Workers}: A key feature of this scenario is the capture and ritual sacrifice of enemy units. Refer to $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice> for details. 


#PRTO_Scout
^
^
^[Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside.
 



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




#PRTO_Jaguar_Warrior
^
^
^The [Jaguar Warrior] is used by the Aztecs and the Olmecs. He is a dangerous military unit. It's as strong as normal warriors, but moves twice as fast.
^
^
^The Jaguar Warrior also possesses the ability to "enslave". When the Jaguar Warrior wins a battle, there is a 1/3 chance that the defeated unit will be enslaved and immediately turned into a Worker, which is then the property of the player. 
#DESC_PRTO_Jaguar_Warrior
^
^
^The most feared predator of their Mexican empire, the Aztecs embraced the wild jaguar as a totem for their warrior
elite. These soldiers were ferocious fighters, often emerging victorious even when badly outnumbered.




#PRTO_Archer
^
^
^[Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.



#PRTO_Longbowman
^
^
^[Quetzal Bowmen] are excellent attackers, and represent a "generic" elite archer unit for any Mesoamerican civilization.
^
^
^A city must have exotic birds in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Quetzal Bowman.

#DESC_PRTO_Longbowman
^
^
^Quetalcoatl was a major god-king in the mythology of Mesoamerica. Often called the feathered-serpent (or [Kukulcan] by the Maya), nearly every Mesoamerican culture worshipped him in some way or another. 



#PRTO_Spearman
^
^
^[Spearmen] are the first defensive units of this scenario.



#PRTO_Pikeman
^
^
^The [Temple Guard] are excellent defenders, and represent a "generic" elite spear unit for any Mesoamerican civilization.
^
^
#DESC_PRTO_Pikeman
^
^
^The growing development of a warrior class in Mesoamerican culture allowed for more elite and advanced training of soldiers. The Aztecs, the Inca, and even the Maya eventually developed highly skilled units that utilized a variety of weapons (both offensive [and] defensive).



#PRTO_Chasquis_Scout
^
^
^The [Chasqui Scout] is a scout unit used by the Inca. He has a modest attack and defensive capability. He is also very fast and treats all terrain as road.
^
^
^The Chasqui scout also possesses the ability to "enslave". When the Chasqui scout wins a battle, there is a 1/3 chance that the defeated unit will be enslaved and immediately turned into a Worker, which is then the property of the player. 
#DESC_PRTO_Chasquis_Scout
^
^
^The Chasqui scout system was the Incan equivalent to the Pony Express. Fast, agile, and capable of running long distances, Chasqui scouts carried memorized messages along the Imperial road systems of the Andes Mountains. Couriers donned with distinctly white feathered headdresses, Chasquis would memorize information, carry it to other scouts waiting along the relay system, and then run along with them until they memorized the message, and so on until the message was delivered. In this way, 
a message could travel over hundreds of miles within a few short days. 
^
^Chasqui scouts were also used by the Incan army on campaign, to retrieve and deliver messages between the moving columns.



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

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


#PRTO_Assassin
^
^
^The [Silent Hunter] unit is available to all civilizations in The Three Sisters, and can be
used to single out and $LINK<Stealth Attack=GCON_Stealth_Attack> enemy units.



;   ____________________________________________IRON-AGE UNITS_____________________________________________




;   ____________________________________________MOUNTED UNITS_____________________________________________




;   ____________________________________________GUNPOWDER FOOT UNITS_____________________________________________



;   ____________________________________________MECHANIZED UNITS_____________________________________________




;   ____________________________________________ARTILLERY UNITS_____________________________________________



; _______________________________________________NAVAL UNITS_____________________________________________



#PRTO_Caravel
^
^
^The [Great Acli] is a larger cousin to the Acli. A sea-going vessel that may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares. 
If it ends a turn in an $LINK<ocean=TERR_Ocean> square, it is in danger of sinking.
#DESC_PRTO_Caravel
^
^
^The Great Acli is a larger version of the Acli. 

#PRTO_Curragh
^
^
^The [Acli] is a small Mesoamerican sailing vessel that may safely traverse $LINK<coastal=TERR_Coast> spaces only. If it ends a turn in an $LINK<ocean=TERR_Ocean> square, it is in danger of sinking. The Acli has no attack strength, but can defend itself if attacked. It can also transport one unit.

#DESC_PRTO_Curragh
^
^
^The Acli represents a small Mesoamerican watercraft commonly used for transporting small groups of people or trade goods. It was also used in times of war. 



;   ____________________________________________ AIR UNITS_____________________________________________



;   ____________________________________________LEADER / ARMY UNITS_____________________________________________



#PRTO_Leader
^
^
^[Leaders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle. The leader may be used either to create
an $LINK<army=GCON_Armies> or to $LINK<hurry=GCON_Hurry_Production> production in a city. When the leader does
either of these things it disappears.



#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 $LINK<Tezcatlipoca's War Rage=BLDG_Art_of_War>
increases this limit to four, if you have built it.
^
^{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.



#PRTO_Princess
^
^
^The [Mountain Gods Treasure] is used in this scenario to score victory points by presenting the unit to the Three Sisters volcanoes.
^
^When the game starts, each civilization will have one of these units in their capital. After activating a military unit, use the hot keys {Shift + S} to pick up the unit, and then carry it to the volcano.
The unit carrying the Treasure will be shown in red text any time you right click on that unit.



;   ____________________________________________ EXPANSION UNITS_____________________________________________



;   ____________________________________________ SGM UNITS_____________________________________________



; End Units______________________________________________________________________________End Units



; City Improvements______________________________________________________________________________City Improvements


#BLDG_Palace
^
^
^[The Palace] marks the capital city and center of your empire.
^It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it in nearby cities.
Each civilization can have only one palace at a time.



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


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



#BLDG_Temple
^
^
^The Stone Quarry $LINK<Strategic Resource=GCON_ResourcesS>] is needed to build a temple. 
^
^The [Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content. 


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


#BLDG_Courthouse
^
^
^The [Netzahualcoyotl's Court] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda. 
^
^
^The [Netzahualcoyotl's Court] produces one $LINK<happy face=GCON_Moods>, making one unhappy citizen happy in all cities.
 

#DESC_BLDG_Courthouse
^
^
^The Aztec king Netzahualcoyotl is credited with devising the strict, yet highly effective, Aztec legal system. His simple crime-preventive philosophy called for the strangulation of thieves and the clubbing death of dissident lords. He also advocated strangulation and/or burning of adulterers. 


#BLDG_Walls
^
^
^[Natural Defenses] can be built only in town-size settlements and provide a 50% defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive bonus.
#DESC_BLDG_Walls
^
^
^The environment of Mesoamerica provided natural defenses to help protect cities from hostile forces, and the Mesoamericans knew how to use these defense to great effect. The Aztec cities of Tenochtitlan and Tlatelolco were built on an island in Lake Tetzcoco; Mayan cities, though large sprawling centers with open-air plazas, had the benefit of the thick jungles; and the Inca, high atop the Andean Mountains, used sheer rock faces and walls to protect their glorious gold (i.e., the lost city of Machu Pichu). 


#BLDG_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
^
^
^The [Ball Court] produces four $LINK<content faces=GCON_Happy_Faces> that make four unhappy citizens content.
#DESC_BLDG_Colosseum
^
^
^There were a number of ball courts located throughout Mesoamerica. The largest and most famous of these was in the Mayan city of Chichen Itza, located at the Temple of the Jaguar. This great ball court measured 274 feet by 120 feet and was marked by rings 4 feet in diameter and 20 feet off the ground.



#BLDG_Recycling_Center
^
^
^The [Sacrificial Altar] makes one $LINK<happy citizen=GCON_Moods> in the city unhappy. To build an altar in a city, that city must first have a $LINK<temple=BLDG_Temple>.
^
^Reduces Corruption.
^
^Doubles Culture Points gained through $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>.
#DESC_BLDG_Recycling_Center
^
^
^Sacrificial altars were commonplace in Mesoamerican cities. They were often made of granite or limestone, and placed atop a prominent temple overlooking the city plaza. The likenesses of gods or murals of great battles were carved into their surfaces, and when a sacrifice was made, the blood from the slain flowed into the crevices and onto the floor.  



#BLDG_Hospital
^
^
^A city with a [Hospital] can grow beyond population 12. You must be have a population of 7 or higher to build a hospital.




#BLDG_Harbor
^
^Cities with a [Fishing Dock] allow coastal, sea, and ocean squares to produce one extra $LINK<food=GCON_Food>. 
^
^A [Fishing Dock] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Fishing Docks].
^
^
#DESC_BLDG_Harbor
^
^
^Though not a primary food source for many Mesoamericans, fish and other aquatic life did find its way into the local dietary chain. Fish from Lake Titicaca and the numerous streams and rivers, and the vast coastlines of the Pacific Ocean and the Gulf of Mexico, provided a limitless supply of fresh meat.


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


; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS



; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_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.
#DESC_BLDG_Pyramids
^
^
^The [Great Pyramid of Tenochtitlan] was the center-piece of Aztec society. This massive, multi-tiered pyramid stood in the center of the ritual precinct area of Tenochtitlan city, and reflected the power and majesty of the empire. 



#BLDG_Hanging_Gardens
^
^
^The [Palace of the Inca] makes three $LINK<unhappy citizens=GCON_Moods> content in its city.
^
^
^Your Treasury earns 5%.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.
#DESC_BLDG_Hanging_Gardens
^
^
^On a small island in Lake Titicaca (called the Island of the Sun) sits the [Palace of the Inca]. This small 52 foot by 46 foot structure is believed to mark the birthplace of the first Incas. In its day, the palace contained fabulous wealth, and it's likely that the Incan king (the [Sapa-Inca]) made an annual pilgramage to it to worship and give thanks to the sun for creating his children... the Inca.



#BLDG_Art_of_War
^
^
^Puts a $LINK<barracks=BLDG_Barracks> in every city on the same continent.
^
^
^May build an army without a leader and may build larger armies. 
^
^
^Doubles city defenses. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.
#DESC_BLDG_Art_of_War
^
^
^Tezcatlipoca, also known as the smoked mirror, was a prominent god in Toltec society. His nature was warlike and tyrannical, and legend has it that Ce Acatl Topiltzin, the greatest Toltec ruler and priest of Quetzalcoatl, was driven from the city of Tula by followers of Tezcatlipoca. Topiltzin and his followers fled south, where they eventually captured the Mayan city of Chichen Itza.  



#BLDG_Sistine_Chapel
^
^
^The [Temple of the Sun] Reduces War Weariness in all cities, and allows healing in enemy territory. 
^
^
^Puts a $LINK<Netzahualcoyotl's Court=BLDG_Courthouse> in every city.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Sistine_Chapel
^
^
^The [Temple of the Sun] is one of three major structures built by Can-Balam (or "Snake-Jaguar"), one-time ruler of Palenque and son of the great Mayan Lord Pacal. This building, along with the Temple of the Cross and the Foliated Cross, provide curious insights into the reigns of these two mighty kings, and suggests changes that were taking place in the role of Mayan kingship. 
^
^
^Lord Pacal had descended to the Palengue throne through his mother's hereditary line, something rarely seen in Mayan "patrilineal" society. Thus, both Pacal and his son felt compelled to conduct a major public relations campaign confirming their rightful ascension to power. They used these structures as a way of justifying their divinity, by etching upon the walls heiroglyphics showing their mother's direct connection to the "First Mother" (the goddess who created the Mayan gods and first kings). And Can-Balam even used the [Temple of the Sun] as a way to show (and remind) the Mayan citizenry of his glorious exploits in battle. 



#BLDG_Great_Playhouse
^
^
^Two $LINK<unhappy citizens=GCON_Moods> in the city are made content. 
^
^
^The establishment of a [Tambo] in a town increases the luxury tax output of that town by 50%.
#DESC_BLDG_Great_Playhouse
^
^
^Tambos were buildings strategically spaced out along the Incas' imperial road system. Used as way stations, travelers could stop and rest at these sites, and also barter trade goods and participate in cultural events. With their tambos, their llamas, and their Chasqui scouts, the Incan empire was able to spread their cultural, political, and military influence throughout the Andes Mountains. 


#BLDG_Grand_Cathedral
^
^
^[The Temple of Kukulcan] produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have the $LINK<Strategic Resource=GCON_ResourcesS> of Exotic Birds to build the temple.
^
^[The Temple of Kukulcan] halves unit upgrade costs.
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Grand_Cathedral
^
^
^The Temple of Kukulcan (also known as El Castillo or the Temple of Quetzalcoatl) is one of the best-known Mayan buildings in Chichen Itza. The structure itself is a typical four-sided step temple, but at its base rests stone pillars carved with feathered serpents (revealing the strong Toltec/Aztec influence). Many archeologists believe that its design is based upon the Mayan calendar, since each stairway has 90 steps. Add the total steps to the number of stairways plus the top platform, and you reach the number of 365 (the number of days in [our] typical calendar year). 



#BLDG_Internet
^
^
^Makes one unhappy citizen $LINK<content=GCON_Moods> in the city in which it is built.
^
^
^Resistance to Propaganda. 
^
^
#DESC_BLDG_Internet
^
^
^Many Mesoamerican societies celebrated important religious events by building stone stelae. These stone carvings were often inscribed with the events date, and described the occasion with hieroglyphics letters and numbers. One of the most beautifully wrought stelae (called Stela H) was constructed in the Mayan city of Copan in 782 A.D. This wonderfully conceived stela shows a Mayan king in full ceremonial garb. 



#BLDG_Artemis
^
^
^The [Temple of the Moon] gives the civilization +2 free advances.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
^
#DESC_BLDG_Artemis
^
^
^The Andean peoples who lived in the hot, humid lowlands feared the relentless heat of the sun. Their worship thus turned to the moon. The Incan [Temple of the Moon] sat upon the (appropriately named) Island of the Moon, and served as a [acclahausi] (or home) for the so-called "Chosen Women" of the moon god. Unlike other Incan buildings, its walls were covered with dried mud painted yellow and red. 


#BLDG_Mausoleum
^
^
^[Sipan's Tomb] increases the chance of leadership appearance. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Industrious civilizations.
#DESC_BLDG_Mausoleum
^
^
^The royal tomb of the Lord of Sipan is a testament to the wealth and ingenuity of the ancient Moche culture of Peru. Regaled splendidly in the clothing of his office, Lord Sipan was about 40-ish at the time of death, and its believed that he ruled as a divine god-king of the Moche world.




; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Epic
^
^
^A city with a [Codex] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
#DESC_BLDG_Epic
^
^
^By definition, a [Codex] is a book, much like an encyclopedia, that defines a set of instructions, or provides information about a certain cultural event or activity. Mesoamerican codices were constructed out of bark paper, treated with lime to make a nice white surface on which highly stylized hieroglyphics could be written. These codices listed king lineages, defined the role of spies and warriors, the founding of important cities, the proper way to raise children, the 
role of priests in ceremonial rituals, etc. 



#BLDG_Intelligence_Center
^
^
^The [Palace of the Masks] allows the player to undertake $LINK<Spy Missions=GCON_Espionage>. 
^
^
^Prevents stealth attacks in the city it is built in. 
#DESC_BLDG_Intelligence_Center
^
^
^The [Palace of the Masks] is one of the splendors of Mesoamerica. Located in the Mayan city of Kabah, it's adorned with over 250 rain-god masks inlaid across six separate tiers. Each mask comprises 30 pieces of mosaic stone, all brilliantly sculpted by Mayan craftsman. At its rear rests several large warrior sculptures. Archeologists believe that the palace once served as terminus for a roadway connected Kabah to Uxmal. 


#BLDG_Solar_System
^
^
^The [Caracol Observatory] increases ship movement by +3. 
^
^
^Doubles Research Output. 
#DESC_BLDG_Solar_System
^
^
^The [Caracol Observatory] is located in the Mayan city of Chichen Itza. Like a modern-day observatory, Caracol has a spiral staircase leading up to the top of a stone dome where a small room looks out onto the sky. From this room, Mayan kings and priests could hold rituals and observe the stars. A small western window in the room shows the setting sun on March 21 (the vernal equinox). 




; END WONDERS ____________________________________________________________________________________ END WONDERS


; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^
^
^
^
^$LINK<Scientific Civilizations=GCON_Strengths> start the game with [Craftsmanship].
#DESC_TECH_Bronze_Working
^
^As Mesoamerican cultures began to develop their distinct archetectural style, the need for skilled labor exploded. Craftsman trained in jade and obsidian carving were highly prized, and masons capable of glorifying the gods in powerfully wrought stelae and temples were given power within the political structures. 



#TECH_Masonry
^
^
^$LINK<Industrious Civilizations=GCON_Strengths> start the game with [Masonry].


#TECH_Alphabet
^
^
^$LINK<Commercial Civilizations=GCON_Strengths> start the game with the [Alphabet].



#TECH_Pottery
^
^
^$LINK<Expansionist Civilizations=GCON_Strengths> start the game with [Pottery].



#TECH_Warrior_Code
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [Warrior Code].
#DESC_TECH_Warrior_Code
^
^
^The Samurai of feudal Japan lived by a doctrine known as "Bushido", or "the way of the warrior". This code of behavior stressed such virtues 
as loyalty, courage, and politeness. The honor of the warrior could only be maintained if the rules of the code were followed. A similar code 
of behavior known as chivalry was later developed under the feudal system in medieval Europe. Although the strict adherence to both 
Bushido and chivalry were abandoned along with the feudal system in the 1800s, certain principals of discipline and behavior inherent in 
these systems can still be found in the military today.
^
^
^	[We'll drink chicha from your skull,]
^	[From your teeth we'll make a necklace,]
^	[From your bones, flutes,]
^	[From your skin we'll make a drum,]
^	[And then we'll dance."]
^
^				-- Incan Battle Cry



#TECH_Ceremonial_Burial
^
^
^$LINK<Religious Civilizations=GCON_Strengths> start the game with [Ceremonial Burial].


#TECH_Writing
^
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate right of passage $LINK<agreements=GCON_Agreements> and communication trading.


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



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




#TECH_Espionage
^
^
^{New Ability}  Build a $LINK<Palace of the Masks=BLDG_Intelligence_Center> and you can conduct
$LINK<Espionage Missions=GCON_Espionage>.




; MESOAMERICAN ADVANCES_____________________________________________________________________________________


#DESC_TECH_Pacal's_Laws
^Pacal, meaning Shield, became ruler of the Mayan city of Palenque in 615 AD, when he was only 12 years old. He was a man of enormous power and his influence lived beyond his death in 682 AD. Through warfare, political maneuvering, and marriage, Pacal extended his control and made Palenque one of the most important cultural centers of the Mayan civilization. The grand Temple of the Inscriptions, one of Mesoamericas finest structures, holds Pacals tomb. 


#DESC_TECH_Storytelling
^Storytelling was an important cultural practice in Mesoamerican society. Unlike European societies, which developed the use of paper and book making, Mesoamerican cultures relied on stone-wrought hieroglyphics to convey their mythology. But this method was cumbersome and ultimately limiting. Therefore, families relied heavily on the verbal reckoning of kings and gods, and this practice help to connect one generation to another. 


#TECH_Celestial_Knowledge
^
^
^{New Ability}  Enables trade over sea tiles. 

#DESC_TECH_Celestial_Knowledge
^
^
^Understanding the heavens, and using the stars, the moon, and the sun to calculate time of day and to monitor the beginning and ending of seasons, was an important aspect of all Mesoamerican cultures. The Mayans, for example, used a series of detailed astronomical calculations to devise their intricate calendars. Astronomy was also very important to their ritualistic practices. The Mayans believed that the universe was filled with dangerous forces that, if not contained by the proper rituals, could do
incalculable harm to the earth. Thus, an understanding and appreciation of the sky was important for the psychological and physical well being of the Mayan people.  


#TECH_Enslavement
^
^
^{Special Units}  Activates special units for ALL Civs. 

#DESC_TECH_Enslavement
^
^
^Slaves were an integral part of Mesoamerican society. Slaves were obtained, primarily, through warfare. For the Maya, the acquisition of slaves through battle was a primary reason for war. Slaves were used as cheap laborers and for ritual sacrifice to the gods. Some of the most powerful and prestigious people in Aztec society were the [tlaltlani] (or bathers of slaves) slave traders. 


#TECH_Human_Sacrifice
^
^Allows $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>. 
^
#DESC_TECH_Human_Sacrifice
^
^
^Mesoamerican rulers believed that ritual sacrifice helped them maintain a connection with the spirit world. They often sacrificed [human beings] to dedicate new temples or to celebrate important events. A typical method of human sacrifice was to lead a captured enemy soldier up the long steps of a temple to the top. The captive would then be laid out on a sacrificial altar. A priest would then thrust a knife into the victims chest, then reach in and rip out his heart.  


#TECH_Ball_Games
^
^
^Reveals the Strategic Resource of $LINK<Rubber=GCON_ResourcesS>. 
#DESC_TECH_Ball_Games
^The Mesoamericans were great sports fans, and they loved their ball games. One very popular game, [Pok-a-tok], was played throughout the region. The object of this game was to hit a hard rubber ball through a ring by using only elbows, wrists, or hips. Once this was achieved, the game was over. The winners of these games were showered with praise and riches; the losers were often decapitated. 


#TECH_Military_Strategy
^
^
^{New Abilities}  Enables "Military Alliances". 

#DESC_TECH_Military_Strategy
^
^
^Theres more to a military campaign than the tactical expertise of the soldiers involved. The broader, more strategic aspects of warfare play an important role, and in Mesoamerica, strategic concerns consistently played a role. For example, the Maya often utilized their priests to determine the proper ground and the proper time at which to fight. Military alliances were often forged to ensure military victory.  


#TECH_Military_Tactics
^
^
^{New Abilities}  Enables "Conscription". 

#DESC_TECH_Military_Tactics
^Tactical skill in combat is an important aspect of any military force, and even so in Mesoamerican society. The Aztecs had a very well trained and organized military system that drilled its soldiers in the proper use of the bow and arrow and spear throwing (using the [atl-atl] to augment the strength and range of the throw). The Maya were skilled javelin throwers as well, and practiced the technique of tossing hornets nests (called hornet bombs) into the swell of oncoming enemy troops. And the Incas 
practiced a pseudo rope-a-dope style of battle, wherein their soldiers would conduct a staunch defense against the oncoming enemy horde, and then when the enemys lines faltered, immediately conduct a savage counter-strike.

#DESC_TECH_Terrace_Farming
^The Incas were major terrace farmers because their rocky empire provided little flat and fertile farmland to cultivate. Terrace farms are built on mountainsides in step-like fashion. Rich soil is placed inside each terrace section, and stonewalls dividing each terrace support the soil and keep it from eroding away from rain or wind. 


#DESC_TECH_Mummification
^Preserving the bodies of nobles and kings in the afterlife was an important aspect of Mesoamerican culture, particularly for the Incas, whose mummification practices were quite extensive. The Incas would wrap the body tightly in a bundle. With the addition of other materials, such as gold, maize, weapons, and guinea pig skins, these bundles could weigh as much as 300 pounds. Once buried, family members would visit the gravesite frequently to pay their respects.


#DESC_TECH_Body_Ornamentation
^Exotic costumery and body augmentation were important aspects of Mesoamerican culture, particularly for the nobility classes. Kings wore brilliantly colored headdresses and robes. Golden earrings and nose rings were common, and Mayan leaders, in their pursuit to become the jaguar, would sharpen their teeth to fine points and tattoo their faces with spots.  


#DESC_TECH_Pack_Animal
^The Mesoamericans never discovered the wheel, nor did they have horses, but that did not keep them from using pack animals to portage goods. The Incas used llamas. Too small to carry people, llamas were useful in other ways as well: for food and for making sacks and rope. The use of llamas, coupled with their extensive way station (or [tambo]) system, the Incas were able to build and maintain trade lines over the entire coastline of South America. 


#TECH_Blood_Cult
^
^
^{New Abilities}  Enables "Mobilization Levels". 

#DESC_TECH_Blood_Cult
^
^
^A very controversial theory within the anthropological and historical study of Mesoamerican culture is the idea that the excessive bloodletting, human sacrifice, and cannibalistic tendencies of these peoples may have brought about (or at least aided in) their ultimate destruction. During the Spanish conquest of the Aztecs, many accounts of excessive human sacrifice and cannibalism were written. Of course, its understood that the victors write the history, and so its very 
likely that the Spaniards exaggerated the excesses in order to justify their own desire to sack and subjugate the native peoples. Nevertheless, even its own history gives credence to moments of mass ritual sacrifice. For example, Aztec history claims that king Ahuitzotl sacrificed nearly 20,000 people after a military campaign in Oaxaca. If true, one cannot deny the amount of resources and time that an act like this must have consumed, and if such practices were common (even on a smaller scale), then its reasonable to assume that, over time, a culture could be overwhelmed by the physical and 
psychological pressures of such activity. 


#TECH_Stone_Carving
^
^
^{New Worker Ability}: Can build Outposts. 


#DESC_TECH_Stone_Carving
^A key artistic and cultural skill in Mesoamerican society was stone carving. Without it, the majestic temples of Tikal, the glorious and mysterious walls of Machu Picchu, and the wondrous monuments of Tenochtitlan could not have been conceived. For centuries, artisans toiled over blocks of granite great and small, and forged a body of masonry that stands, to this day, as a testament to the ingenuity of ancient man. 

#TECH_Dummy_Tech
This advance does nothing. 


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Rubber
^
^
^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build a ball court.
^
^
#DESC_GOOD_Rubber
^
^
^The Mesoamericans extracted rubber (or rubber-like substance) from the castilla tree. This rubber was used to create balls for their ball games.  

#GOOD_Stone_Quarry
^
^
^[Stone Quarry] is a $LINK<Strategic Recource=GCON_ResourcesS> required to build a temple, a stela, and The Pyramids.
#DESC_GOOD_Stone_Quarry
^
^
^Without stone quarries, Mesoamerican culture could not have thrived, and stone carvers were vital to the culture. Enormous blocks of limestone and granite were culled from the earth by driving wedges into the rock face until pieces split away. Thousands of workers were used to haul these stones to the work sites.  


#GOOD_Llamas
^
^
^[Llamas] are a $LINK<Strategic Recource=GCON_ResourcesS> required to build a tambo.
#DESC_GOOD_Llamas
^
^
^Llamas were (and still are) very important to Andean culture. The Incas used llamas to portage goods across the steep Andes Mountains, and used their course wool to make sacks and rope. Llamas were also a meat source, and were sacrificed to the gods during religious ceremonies. 


#GOOD_Exotic_Birds
^
^
^[Exotic Birds] are a $LINK<Strategic Recource=GCON_ResourcesS> required to build the Temple of Kukulcan.
#DESC_GOOD_Exotic_Birds
^
^
^Mesoamericans used a variety of different bird feathers as a currency and for their headdresses and costumes. The most commonly used feathers were from the [Quetzal] bird, found in the Guatemalan highlands. Quetzalcoatl, the feathered serpent, legendary god-king for the Aztecs and the Mayas (who called him Kukulcan) shares his name with this bird. 



; ___________________________________________Luxury Resources____________________________________________

#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<jungles=TERR_Jungle>.



#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>.



#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<jungles=TERR_Jungle>.



#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<jungles=TERR_Jungle> and $LINK<coast=TERR_Coast>.


#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<jungles=TERR_Jungle>.



#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>.


#GOOD_Jade
^
^
^[Jade] 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>.
^
^Jade is always visible on the map and can be found in $LINK<mountains=TERR_Mountains>, $LINK<hills=TERR_Hills>, and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Jade
^
^
^Jade was a vital resource for the Mesoamericans. Primarily mined from quarries in Guatemala, its color varied from dark green to light blue-green and even gray. Jade was prized for its beauty and for its ritual uses. Tombs of important people, rulers, nobles, etc. were often packed with large quantities of this mineral. It was also used in jewelry, figurines, and mosaics, and as inlays in stone and shells. Wealthy people also liked to have jade inset in their teeth as a mark of social prestige. 


#GOOD_Tobacco
^
^
^[Tobacco] 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>.
^
^Tobacco is always visible on the map and can be found in $LINK<hills=TERR_Hills>, $LINK<plains=TERR_Plains>, and $LINK<grasslands=TERR_Grassland>.
#DESC_GOOD_Tobacco
^
^
^Tobacco was an important resource for the Mesoamericans. It was most commonly used in religious ceremonies and as a natural stimulant and pain killer. The Incas used tobacco regularly in their medical practices.




; _______________________________________________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>.



#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<jungles=TERR_Jungle> and $LINK<plains=TERR_Plains>.

#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>.


#GOOD_Cattle
^
^
^[Guinea Pigs] were a common food resource for Andean peoples, such as the Inca and the Moche. This resource, however, does not appear on the map. It is listed here as a "dummy resource" in order to hide unnecessary worker functions. 
#DESC_GOOD_Cattle
^
^
^[No further description.]


#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>, $LINK<hills=TERR_Hills>, $LINK<grasslands=TERR_Grassland>, and $LINK<jungles=TERR_Jungle>.


#GOOD_Fruit
^
^
^[Fruit] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production of food. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fruit is always visible in explored areas of the map and can be found in $LINK<hills=TERR_Hills> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Fruit
^
^
^A variety of fruits were consumed throughout Mesoamerican society: bananas, plantains, papayas, chayotes (a fruit similar to squash), guavas, sweet cactus ... to name a few. 


#GOOD_Cacao_Plant
^
^
^[Cacao (or Coca)] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production of food. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cacao is always visible in explored areas of the map and can be found in $LINK<hills=TERR_Hills>, $LINK<jungles=TERR_Jungle>, and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Cacao_Plant
^
^
^The Cacao plant is the source of cocoa and chocolate. Cacao beans were used for money, and highly valued by the Incas. Cacao was also Offered to the gods in religious ceremonies.

#GOOD_Salt
^
^
^[Salt] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city commerce and food. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Salt is always visible in explored areas of the map and can be found along the $LINK<coast=TERR_Coast>.
#DESC_GOOD_Salt
^
^
^Salt was a major trade good in Mesoamerica and a very important part of the Mayan diet. Salt was also used medicinally and in religious ceremonies. 


#GOOD_Maize
^
^
^[Maize] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances city food 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. 
^
^Maize is always visible in explored areas of the map and can be found on $LINK<plains=TERR_Plains> and $LINK<grassland=TERR_Grassland>.
#DESC_GOOD_Maize
^
^
^It's believed that around 5000 BC, the first Mesoamericans learned to grow maize (or corn) in and around the highlands of Guatemala and central Mexico. Once the practice became commonplace, maize changed the cultures of Mexico and Central America forever. 
^
^
^A Mayan cornfield was called a [milpa]. Mayan farmers planted their maize by using a sharp stick to poke a hole into the dirt. They would then drop a few kernels into these holes, then cover them up with dirt, and on and on until several rows were planted. 
^
^
^Mesoamericans built their societies on maize. For example, the Mayan creation god, Yam Kax, fashioned human beings out of corn, using cobs for arms and legs, and molding the flesh with cornmeal. These so-called "corn people were the mythical ancestors of the Maya. 
^
^
^Dried kernels of corn were also used as dice in games of chance. Black dots were painted on them and bets made to see how they would fall. 



; END RESOURCES ______________________________________________________________________________END RESOURCES



; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts contain no resources in this scenario, and cities cannot be built in deserts. 



#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<game=GOOD_Game>,
$LINK<maize=GOOD_Maize>, or
$LINK<tobacco=GOOD_Tobacco>.


#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<gold=GOOD_Gold>,
$LINK<maize=GOOD_Maize>, or
$LINK<tobacco=GOOD_Tobacco>.




#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain
$LINK<gold=GOOD_Gold>,
$LINK<maize=GOOD_Maize>, or
$LINK<tobacco=GOOD_Tobacco>.



#TERR_Tundra
^[Tundra] is Cold, barren permafrost land found in polar regions.
^
^There are no tundra areas in this scenario. 


#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 contain no resources in this scenario. 


#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<cacao plant=GOOD_Cacao_Plant>,
$LINK<exotic birds=GOOD_Exotic_Birds>,
$LINK<fruit=GOOD_Fruit>,
$LINK<gold=GOOD_Gold>,
$LINK<incense=GOOD_Incense>,
$LINK<jade=GOOD_Jade>,
$LINK<llamas=GOOD_Llamas>, 
$LINK<stone quarry=GOOD_Stone_Quarry>, or 
$LINK<tobacco=GOOD_Tobacco>.



#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain
$LINK<cacao plant=GOOD_Cacao_Plant>,
$LINK<exotic birds=GOOD_Exotic_Birds>,
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>,
$LINK<jade=GOOD_Jade>,
$LINK<llamas=GOOD_Llamas>, or
$LINK<stone quarry=GOOD_Stone_Quarry>.



#TERR_Rain_Forest
^All forest areas to the east of the Andes Mountains are classified as rain forest and are Impassable. 
#DESC_TERR_Rain_Forest
^
^
^The Amazon Jungle is an ecological wonder, a treasure trove of exotic animals, plants, and mysterious tribes. The riches it contained so impressed the Incas that they made several attempts at piercing its darkness, only to be thrown back time and time again. Eventually, the Incas gave up their quest and turned their attention to expanding their empire throughout the Andes Mountains. 


#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<cacao plant=GOOD_Cacao_Plant>,
$LINK<dyes=GOOD_Dye>,
$LINK<exotic birds=GOOD_Exotic_Birds>,
$LINK<fruit=GOOD_Fruit>,
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>,
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>,
$LINK<incense=GOOD_Incense>,
$LINK<jade=GOOD_Jade>,
$LINK<llamas=GOOD_Llamas>,
$LINK<rubber=GOOD_Rubber>,
$LINK<silk=GOOD_Silk>,
$LINK<spice=GOOD_Spice>,or
$LINK<stone quarry=GOOD_Stone_Quarry>.


#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.  
^
^Coastal squares may contain 
$LINK<fish=GOOD_Fish>, 
$LINK<salt=GOOD_Salt>, or
$LINK<stone quarry=GOOD_Stone_Quarry>.


#TERR_Sea
^[Sea] squares are significant barriers to trade and travel.
^Seas may contain
$LINK<fish=GOOD_Fish>, or 
$LINK<whales=GOOD_Whales>.


#TERR_Ocean
^[Ocean] squares are significant barriers to trade and travel. In this scenario, ocean spaces reflect the vast Atlantic and Pacific, and cannot be crossed (although there are a few islands just west of Peru that can be reached) with a caravel. 

#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.
#DESC_TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes (like Lake Titicaca) 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
^Extensive areas of soft, low-lying terrain is known as [Marsh].
^
^Marsh terrain in this scenario can only be found on the tip of Florida, which is quite difficult (if not impossible) to reach. $LINK<game=GOOD_Game> can be found in marshland. 

#DESC_TERR_Marsh
^
^
^Marsh represents low-lying land saturated with water. Due to the soft nature of the ground, marsh is generally unsuitable for most building purposes. 


#TERR_Rain_Forest
^The Amazon Jungle is an ecological wonder, a treasure trove of exotic animals, plants, and mysterious tribes. The riches it contained so impressed the Incas that they made several attempts at piercing its darkness, only to be thrown back time and time again in military defeat. Eventually, the Incas gave up their quest and turned their attention to expanding their empire throughout the Andes Mountains. 
^
^
^Thus, all forest areas to the east of the Andes Mountains are classified as rainforest and are Impassable. 




; 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
^Draft Rate						0
^Military Police Limit				0
^Units Support:
^    per town					0
^    per city						0
^    per metropolis				0
^Notes: No city production, no research.


#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
^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.


#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
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8


#GOVT_Blood_Cult
^
^A Blood Cult government reflects the institutionalization of ritual sacrifice and war. Every aspect of the society is connected, in some way, with the ceremonial practice of blood ritual. As a result, vast populations can be drawn to the towns and cities and harbored there at low cost, and draft rate and military police limits have been increased. 
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Problematic
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					8
^    per city						8
^    per metropolis				8
^
^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 Blood Cult government instead produces one less.
^
^Diplomats and spies are [elite]; you are immune to technology theft. 

#DESC_GOVT_Blood_Cult
^
^
^A very controversial theory within the anthropological and historical study of Mesoamerican culture is the idea that the excessive bloodletting, human sacrifice, and cannibalistic tendencies of these peoples may have brought about (or at least aided in) their ultimate destruction. During the Spanish conquest of the Aztecs, many accounts of excessive human sacrifice and cannibalism were written. Of course, its understood that the victors write the history, and so its very 
likely that the Spaniards exaggerated the excesses in order to justify their own desire to sack and subjugate the native peoples. Nevertheless, even its own history gives credence to moments of mass ritual sacrifice. For example, Aztec history claims that king Ahuitzotl sacrificed nearly 20,000 people after a military campaign in Oaxaca. If true, one cannot deny the amount of resources and time that an act like this must have consumed, and if such practices were common (even on a smaller scale), then its reasonable to assume that, over time, a culture could be overwhelmed by the physical and 
psychological pressures of such activity.




; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

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

#TFRM_Clear_Forest
^
^
^Workers [cannot clear] forests in this scenario.

#TFRM_Plant_Forest
^
^
^Workers [cannot plant] forests in this scenario.

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

#TFRM_Radar_Tower
^
^
^Workers [cannot build] radar towers in this scenario.


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


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


#TFRM_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.
^
^{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 half 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_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, or road. 
The "Build Outpost" unit-action becomes available after the Stone Carving advance is researched.

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations


#RACE_AZTECS
^The Aztecs are $LINK<religious and militaristic=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code>, $LINK<Masonry=TECH_Masonry> and 
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Jaguar warriors=PRTO_Jaguar_Warrior> as their special "enslavement" unit.
^
^The origin of the Aztec people is uncertain, but elements of their own tradition suggest that they were a tribe 
of hunter-gatherers on the northern Mexican plateau before their appearance in Meso-America in the 12th century. 
The Aztec were so called for Aztln ("White Land"), an allusion to their origins in northern Mexico. It is possible 
that their migration southward was part of a general movement of peoples that followed, or perhaps helped trigger, 
the collapse of the Toltec civilization. The Aztecs settled on islands in Lake Texcoco and in 1325 founded Tenochtitln, 
which remained their chief city. The basis of the Aztec's success in creating a great state and ultimately an empire was 
their remarkable system of agriculture, which featured intensive cultivation of all available land, as well as elaborate 
systems of irrigation and reclamation of swampland. The high productivity gained by these methods made for a rich and 
populous state. The empire the Aztecs established was equaled in the New World only by that of the Incas of Peru, and 
the brilliance of their civilization is comparable to that of other great ancient cultures of the New and the Old World.
^    Under a succession of ambitious kings they established a dominion that eventually stretched over most of 
present-day Mexico. By commerce and conquest, Tenochtitln came to rule an empire of 400 to 500 small states, 
comprising by 1519 some five- to six-million people spread over 80,000 square miles. Valor in war, notably in 
the feared {Jaguar Warrior} formations, was the surest path to advancement in Aztec society, which was caste- 
and class-divided but nonetheless vertically fluid. The priestly and bureaucratic classes were involved in the 
administration of the empire, while at the bottom of society were classes of serfs, indentured servants, and 
outright slaves. The incredible story of a wandering tribe that was able to build an empire in one century 
(from the beginning of the 14th century to the beginning of the 15th) can be largely explained by three main factors: 
the Aztec religion, the thriving trade routes centered on Tenochtiln, and Aztec military organization. 
In 1502 the ninth

#DESC_RACE_AZTECS
^
^emperor {Montezuma} II (1502-1520) succeeded his uncle Ahuitzotl as the leader of an empire 
that had reached its greatest extent, stretching from what is now northern Mexico to Honduras and Nicaragua. 
The Aztec empire was still expanding, and its society still evolving, when its progress was halted in 1519 by 
the appearance of Spanish adventurers. Montezuma was taken prisoner by Hernndo Corts and died in custody. 
Montezuma's successors, Cuitlhuac and Cuauhtmoc, were unable to stave off the conquistadors and, with the 
Spanish sack of Tenochtitln in 1521, the Aztec empire came to an end.



#RACE_INCANS
^The Inca are $LINK<religious and agricultural=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery>, $LINK<Masonry=TECH_Masonry> and $LINK<Warrior Code=TECH_Warrior_Code>
and build the $LINK<Chasqui Scout=PRTO_Chasquis_Scout> as their special "enslavement" unit.
^
^	Hundreds of years ago, a group of people calling themselves the [Inca] settled the Cuzco Valley high in the Andes Mountains of South America. Where they had come from was a mystery. Yet, though their purpose for settling such a rugged and inhospitable landscape was unclear, the end result of their arrival is without doubt. In time, the Inca built an empire that spanned the Pacific coast (as far south as Argentina and as far north as Ecuador), some 2,000 miles of hills, mountains, valleys and coastline. In just a short time (roughly 100 years), the Incan empire dominated South America and is, to this day, considered one of the finest empires the world has ever known. Beginning with the ninth ruler, {Pachacuti} Inca Yupanqui, the Inca began their expansion. Pachacuti won his first military campaign against the Chanca people, where he refused to retreat despite insurmountable odds. From there, he consolidated his control over his cultural base, Cuzco, then moved north into the Urubamba Valley, which extended beyond the site where the lost city of Mach Picchu was later built. He then turned his army south and conquered the Colla and Lupaca tribes. Though not the first Incan ruler, Pachacuti was by many accounts one of the finest Pre-Columbian persons that ever lived. A great military strategist, an architect, a skilled diplomat and a gifted religious philosopher, his teachings are still practiced by many Andeans today. 
^	Like many other groups that preceded the Inca (the Chimu, the Nazca, the Moche), Incan society was heavily dipped in the worship of powerful gods. Their pantheon contained such lofty omnipotents as Viracocha (the god of creation), Inti (the sun and father of the Inca Dynasty), Illapa (god of rain, thunder, and lightening), Pacha Mama (mother of the earth), and Mama Cocha (mother of the lakes). Grand ceremonies were held frequently to honor these gods, for the Inca believed that if one did not give thanks and obedience to the gods, bad things would happen. The world of the Andes Mountains is full of ecological wonders [and] ecological disasters: Earthquakes, severe storms, and volcanic activity. The gods held sway with these events and thus the proper respect had to be paid at all times.

#DESC_RACE_INCANS
^	The Inca called their empire Tahuantinsuyu (Land of the Four Quarters), which was divided into four provinces. Each province was controlled by a local governor called the [apu]; below him were the local rulers - the [curacas], and even lower still the district headsmen - the [camayoc]. Through this governmental structure, the [Sapa-Inca]could rule the empire with impunity. Additional structures were also put in place, such as the Imperial road system, which was built along the steep inclines of mountains, interspersing bridges and stone walkways, stone steps and flat brick highways. To rule such a vast realm, the Sapa-Inca also needed constant information about the status of the far-flung reaches of the kingdom. To provide this information, the Inca formed the {Chasqui Scout} system. Chasquis delivered messages across the empire, relaying (by memory) important information from point to point. And in this way, a message about a peasant uprising hundreds of miles north of Cuzco could reach the king within a matter of days. Chasquis were also used by the army on campaigns to deliver messages between the moving columns. In addition, way-stations known as [tambos] were constructed at strategic points along the roads, giving travelers and important dignitaries a place to rest and prepare for the next leg of their journey. 
^	The Incan army was also well organized. When called upon to fight, each province would muster squadrons of men armed with maces, bows and arrows, slings, darts, and spears. During a battle, slingers would let fly a shower of rocks to soften the enemy lines. Then, archers would release their shafts, darts would fly, and then the shock troops would hit, in a torrent of screams and shouts meant to confuse and terrify the wavering opposition. Incan warfare was very successful. But nothing could prepare the empire for what was coming. 
^	After the glorious rise of Pachacuti and his son, Topa Inca, the empire began to erode under a series of internal and external disasters. A bitter civil war between half brothers Huascar and Atahuallpa stretched the empire to the breaking point. Atahuallpa won the war, quickly killed his half-brother, and declared himself king. But, in 1532 AD, Spanish Conquistadors, under the command of Francisco Pizarro, entered the Cajamarca Valley, brutally attacked Atahuallpa and his subjects, killing many and taking the Sapa-Inca hostage. Eventually, Pizarro killed Atahuallpa, pillaged the empire of its riches, and brought an end to the mighty Incan civilization. 
	

#RACE_MAYANS
^The Maya are $LINK<scientific and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry>, $LINK<Warrior Code=TECH_Warrior_Code> and
$LINK<Craftsmanship=TECH_Bronze_Working> and build the $LINK<Javelin Thrower=PRTO_Javelin_Thrower>
as their special "enslavement" unit. 
^
^	The Mayan civilization of ancient Mesoamerica is shrouded in mystery. The Maya developed their unique culture in one of the most inhospitable places on earth. The lowlands of northern Guatemala, western Honduras, Belize, and the Yucatan peninsula, are hot and humid, teeming with jungles boasting an annual average rainfall of 120 inches. And yet, these stalwart peoples toughed it out and forged a civilization that stands, to this day, as a testament to the ingenuity and creativity of ancient man. 
^	Where did the Maya originate? The earliest archeological evidence was discovered in and around Belize, and dates as far back as 1200 BC. Primitive tools and pottery, small religious figurines of animals and humans became abundant, and by 900 BC, small villages of one-room dwellings made of poles lashed together with henequen rope, began to appear everywhere. By 600 BC, the Maya were the dominant people in the region. Between 300 BC and 150 BC, Mayan villages grew into larger and more populous cities, ruled by powerful kings and noble families. It was during this so-called Pre-Classic period that Maya society defined its cultural identity. 
^	It was also during this time that the Maya began to worship a pantheon of gods, from the creator of the universe, [Huabku], to [Itzamna] (creator of man); from [Ix Chel] (goddess of childbirth), to [Chac] (the rainmaker  an all-important god to the peasant class); from [Yam Kax] (the young corn god), to [Ah Much] (the lord of death). As more and more gods were added to the pantheon, the rituals needed to glorify them became quite elaborate, and thus it was necessary to create a priest sect to maintain the ceremonies. 
^	One of the most important cultural traits developed during the [Pre-Classic] period was the act of human sacrifice. Though the Maya never practiced it as prominently as the Aztecs, various acts of blood letting became commonplace and (ultimately) essential to the Mayan way-of-life. Mayan kings ruled through semi-divine right, and they believed that their connection to the gods could only be maintained through ritual sacrifice.

#DESC_RACE_MAYANS
^
^	Thus, temples (in the stair-step design) were constructed with sacrificial altars. On these altars were laid human offerings. Stone knives were produced and the bodies cut to let the blood flow. Then, with speed and determination, the chests were cut open and hearts ripped out. It was these ritual offerings that allowed Mayan kings and priests to hold absolute control over their subjects. 
^	By 300 AD, the Mayan Classic period was in full bloom. This was the age of kings. Great rulers such as {Smoke-Jaguar} (or Smoke-Imix), Pacal, Eighteen Rabbits, and Blue-Quetzal Macaw, rose to prominence and ruled brilliantly over their lands. Mayan society was divided into city-states, each with its own king and cultural center. During the Classic period, the political influence of various cities rose and fell: Chichen Itza, Palenque, Copan, and Tikal, to name a few. It was also during the Classic period that the Mayan military grew in organization and in strength. The Mayan soldier carried knives and spears, clubs, bows and arrows, {javelins}, and even perfected the art of throwing hornets nests (called [hornet bombs]) into enemy troops to create confusion and panic. For defense, they used small shields made of jaguar skins. And Mayan generals called upon their priests to [divine] the gods and determine the best place and time to attack the enemy. It was through warfare that the Mayas collected slaves to sacrifice to their gods.
^	By 850-900 AD, Mayan culture began a decline that saw its ultimate dissolution. One city after another began to fade away into the jungle in this Post-Classic period, as the populations vanished. Where did the Maya go? There is no consensus on this matter, but there are many theories. Environmental evidence suggests that a massive drought (hastened by volcanic activity), lasting for decades, hit the Yucatan Peninsula around this time. Another theory suggests that the peasantry, dissatisfied with their rulers, revolted. Another suggests disease savaged the populations and destabilized the local economies. Whatever the reason, by 1100 AD, the last of the great Mayan cities were swallowed by the jungle, and there they lay fallow for centuries until wealth-seeking Conquistadors and archeologists unearthed their wondrous remains and reintroduced the Mayan culture to the world. 



#RACE_MOCHE
^The Moche are $LINK<industrious and religious=GCON_Strengths>. They start the game with
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<Masonry=TECH_Masonry> and use the $LINK<Chasqui Scout=PRTO_Chasquis_Scout> as their special "enslavement" unit.
^
^The Moche appear in the [Mesoamerican Conquest].

#DESC_RACE_MOCHE
^
^
^As a prevailing culture, the Moche civilization of Peru existed for roughly 600 years (100 to 700 AD). Skilled farmers and fisherman, they raised a wide variety of crops such as maize, peanuts, beans and squash. They hunted deer and seals but also domesticated animals like Muscovy ducks and guinea pigs. Like many other cultures of the region, they had no written language, but they developed a highly sophisticated craftsman society that produced some of the finest ceramics in the world. They were also skilled clay masons and woodworkers, building structures possessing literally millions of individual clay bricks, with each brick personally signed and sealed with the initials of its maker. The Moche were a successful people due in large part to their development of an irrigation and aqueduct system which turned arid coastal soil into choice farmland.  



#RACE_OLMECS
^The Olmecs are $LINK<agricultural and religious=GCON_Strengths>. They start the game with
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial>, $LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Pottery=TECH_Pottery> and use the $LINK<Jaguar warrior=PRTO_Jaguar_Warrior> as their special "enslavement" unit.
^
^The Olmec culture is regarded as the founding culture of the Mesomerican peoples.

#DESC_RACE_Olmecs
^
^
^The Olmec were Mesoamerica's first great civilization. Originating along the Gulf Coast of Mexico circa 1200 BC, the Olmec were the first to construct ritual temples, shrines and pyramids which later cultures, such as the Toltecs, Aztecs, and Maya, perfected. Like many Mesoamerican cultures, the Olmec worshipped the jaguar, paid blood homage to their gods through human sacrifice, played numerous ball games, and devised a sophisticated method of writing through the use of stone hieroglyphics. 



#RACE_TOLTECS
^The Toltecs are $LINK<militaristic and religious=GCON_Strengths>. They start the game with
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<Warrior Code=TECH_Warrior_Code> and use the $LINK<Javelin Thrower=PRTO_Javelin_Thrower> as their special "enslavement" unit.
^
^The Toltecs appear in the [Mesoamerican Conquest].

#DESC_RACE_Toltecs
^
^
^The Toltec Empire originated in Central Mexico circa 900 AD, with the establishment of the capital Tula. Descendant from the northern Teotihuacn culture, the Toltecs expanded throughout most of Mexico, and as far south as Guatemala and the Yucatan peninsula (where they conquered land previously controlled by the Maya). A highly religious and militaristic culture, little is truely known about the Toltecs, save through stories preserved by later cultures. But one thing is clear: the Toltecs possessed many of the same cultural traits as other Mesoamerican societies (love of ball games and the jaguar, human sacrifice, body ornamentation, pyramid building, etc.), and in many cases, highly influenced those traits. In fact, so great was the Toltec influence on future Mesoamerican peoples, that many Aztec and Mayan kings proudly proclaimed their Toltec ancestory. 

#EOF
