; Civilopedia.txt
;	Notes:
;     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.
;
; -Javier Sobrado, 5/21/01

#GAME_CONCEPTS_KEYS
GCON_Agreements
GCON_Air_Missions
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Bomb_Expand
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Corruption
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_DYP
GCON_DYP_Credits
GCON_DYP_FAQ
GCON_DYP_Idea
GCON_DYP_Strategy
GCON_Embassies
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_Maintenance12
GCON_Maintenance34
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Multiplayer
GCON_Nationality
GCON_Overpopulation
GCON_Plants
GCON_Pollution
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Settler_Types
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_TSU
GCON_Unit_Support
GCON_Victory
GCON_War_Weariness
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_Worker_Types
GCON_ZOC


#GAME_CONCEPTS

#GCON_Keypad
Number Keypad
^
^
^With your Num Lock "on," you can use the number keypad to move your units. Think of the numbers as the
eight directions on a compass.
^
^1 = move Southwest
^2 = move South
^3 = move Southeast
^4 = move West
^6 = move East
^7 = move Northwest
^8 = move North
^9 = move Northeast



#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages.  In each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number who are born content are as follows.
^
^
^{Difficulty			Content Citizens} 
^* Chieftain					4
^* Warlord					3
^* Regent					2
^* Monarch					2
^* Emperor					1
^* Deity					1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus *
       {Terrain Bonuses} 
^Grasslands					  10%
^Plains						  10%
^Desert					  10%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Mountains					100%
^
^{Structural Bonuses} 
^Fortified Units				  +25%
^Fortress					  +50%
^Palaces					  +25%
^Town Walls				  +50%
^Garrison					  +25%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses, as it is assumed that the defenders need to be costantly aware that the "5th column" might attack from within the city. 




#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Rail							Shift-R
^*   Rail to							Ctrl-Shift-R
^Build Road/Rail Net					Ctrl-N
^Build/Join city/colony				B
^*   Road then Colony					Ctrl-B
^Irrigate							I
^*   Irrigate to city					Ctrl-I
^Improve Nearest City					Shift-I
^Improve Nearest City/Without Altering	Ctrl-Shift-I
^Build Mine							M
^Build Fortress						Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle			Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Jungle					Shift-J
^*   Clear all Pollution					Shift-P
^Automate Worker					A
^Automate Worker (virgin terrain)		Shift-A
^
^{Air Missions}
^Bombing							B
^Recon							R
^Air Superiority						S
^Re-Base							Shift-R
^Precision Strike						P

#DESC_GCON_Hotkeys_Units
      {General Unit Commands}
^Hold (don't move)					Spacebar
^Wait (til end of turn)					W or Tab
^Fortify/Garrison/Sleep				F
^Go to								G
^*Stack Goto						J
^Disband							D
^Load/unload						L
^Explore							E
^Pillage							P
^Bombard							B
^Airdrop							A
^Airlift								T
^Sentry							Y
^*Sentry (Until Enemy Contact)			Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						U
^*Upgrade all Obsolete Units			Shift-U
^Build Army							B
^Hurry City Production					Ctrl-H






#GCON_Hotkeys_Controls
Hotkeys: Game Controls
^
^
^{Main Controls}
^End Turn							Shift-ENTER
^Save Game						Ctrl-S
^Load Game						Ctrl-L
^Start New Game					Ctrl-Shift-Q
^Retire								Ctrl-Q
^Quit								ESC
^Civilopedia							Ctrl-C
^
^{Map Controls}
^Centre map on Active unit				C
^Clear Map							Ctrl-Shift-M
^Zoom in/out						Z
^Map Grid on/off						Ctrl-G
^Locate City						Shift-L
^Centre on Capital					H
^
^{Advisors and miscellaneous}
^Domestic Advisor					F1
^Trade Advisor						F2
^Military Advisor						F3
^Foreign Advisor						F4
^Cultural Advisor						F5
^Science Advisor						F6
^Wonders of the World				F7
^Histograph							F8
^Palace							F9
^Spaceship							F10
^Demographics						F11
^Preferences						Ctrl-P
^Audio Preferences					Shift-S
^Change Governments				Shift-G
^Change Mobilization					Shift-M

#DESC_GCON_Hotkeys_Controls

^{Diplomacy and Espionage}
^Plant Spy       Ctrl+Shift+E
^Establish Embassy     Ctrl+E
^Use Embassy or Spy     Shift+E
^Diplomatic Contact     Shift+D
^Espionage       E
^
^{City Window}
^Hurry Production     H
^Add to Production Queue    Shift+Click
^Governor       G


#GCON_Plants
Power Plants *
^
^
^Once a city has a $LINK<factory=BLDG_Factory>, it may also build a [Power Plant]. There are four kinds:
^
^$LINK<Coal Plant=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^$LINK<Hydro Plant=BLDG_Hydro_Plant>
^Increases factory output by 50%.
^
^$LINK<Nuclear Plant=BLDG_Nuclear_Plant>
^Increases factory output by 100%.
^
^$LINK<Solar Plant=BLDG_Solar_Plant>
^Increases factory output by 50%.
^
^* Nuclear Plant output has been reduced from 150% in original Civ3

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



#GCON_ZOC
Zone of Control
^Some military units have a [zone of control] that influences the eight squares surrounding the unit. This  represents the
unit's ability to project its combat power into surrounding areas. Such units attack enemies that enter the zone of control
without initiating a full battle.
^
^The following military units have a zone of control:
^
^{Special Units}
^* $LINK<Armies=PRTO_Army>
^* $LINK<Conquistadors=PRTO_Conquistador>
^{Foot Soldiers}
^* $LINK<Archers=PRTO_Archer>
^* $LINK<Babylonian Bowmen=PRTO_Bowman>
^* $LINK<Longbowmen=PRTO_Longbowman>
^* $LINK<Grunts=PRTO_Grunt>
^* $LINK<Marines=PRTO_Marine>
^* $LINK<Paratroops=PRTO_Paratrooper>
^* $LINK<SpecOps=PRTO_SpecOps>
^* $LINK<Mobile Infantry=PRTO_Mobile_Infantry>
^{Mounted Units/Vehicles}
^* $LINK<Chariot Archers=PRTO_Chariot_Archer>
^* $LINK<Elephant Archers=PRTO_Elephant_Archer>
^* $LINK<Dragoons=PRTO_Dragoon>
^* $LINK<Ottoman Sipahi=PRTO_Sipahi>
^* $LINK<Cuirassiers=PRTO_Cuirassier>
^* $LINK<Cavalry=PRTO_Cavalry>
^* $LINK<Russian Cossacks=PRTO_Cossack>
^* $LINK<Air Cavalry=PRTO_Air_Cavalry>
^* $LINK<Gunships=PRTO_Gunship>
^* $LINK<Tanks=PRTO_Tank>
^* $LINK<Armors=PRTO_Armor>
^* $LINK<German Panzers=PRTO_Panzer>
^* $LINK<Mechanized Infantry=PRTO_Mech_Infantry>
^* $LINK<Modern Armors=PRTO_Modern_Armor>
^{Artillery}
^* $LINK<Radar Artillery=PRTO_Radar_Artillery>
^{Air Units}
^* $LINK<Aegis Cruisers=PRTO_AEGIS_Cruiser>

#GCON_Unit_Support
Supporting Military Units *
      Generally, each military unit must be supported with 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			Cost/Unit	Town		City		Metro}
^Anarchy				 		All Units Free
^Chiefdom				    1		  2		  2		  2
^Despotism				    1		  2		  3		  3
^Republic				    2	  	  2		  4		  6
^Democracy			    2		  2		  3		  4
^Monarchy				    1	  	  2		  3		  4
^Absolute Monarchy		    2		  2		  3		  5
^Constitutional Monarchy	   4		  1		  1		  1	
^Theocracy				    1		  4		  8		 12
^Communism			    2		  3		  6		 10
^Fascism				    2		  3		  6		 10
^Social Democracy		    3	  	  1		  1		  1
^Federal Republic		    4	  	  1		  1		  1
^
^In addition some governments  allow a number of units to require no support, regardless of the number of cities the owner has. These government types are:
^
^* Chiefdom				3 free units
^* Despotism			2 free units
^* Theocracy			6 free units




#GCON_Governments
Governments *
^
^There are 13 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<Chiefdom=GOVT_Chiefdom> (New default government)
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Democracy=GOVT_Democracy>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Theocracy=GOVT_Theocracy>
^* $LINK<Absolute Monarchy=GOVT_Abs_Monarchy>  (New)
^* $LINK<Communism=GOVT_Communism>
^* $LINK<Fascist=GOVT_Fascist> (New)
^* $LINK<Constitutional Monarchy=GOVT_ConMonarchy> (New)
^* $LINK<Social Democracy=GOVT_Social_Democracy> (New)
^* $LINK<Federal Republic=GOVT_Federal_Republic> (New)




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




#GCON_Barbarians
Barbarians *
^
^
^[Barbarian tribes] inhabit every continent of the world and there are two types: Passive and Aggressive.
^
^{Passive Tribes} 
^Passive barbarians reside in small villages. When you send a unit into one of these villages, several things can
happen - some good and some bad. Possible results range from learning a new Civilization Advance to enraging the
residents and having to battle them.
^
^{Aggressive Tribes} These un[named] tribes also reside in villages on the map, but they send out raiding parties to
fight your units and pillage your cities and towns. By destroying a tribal village you can stop the raids from that
village. But the survivors will move to a new site in explored or unexplored $LINK<territory=GCON_Maps> and begin
raiding from there.
^
^
^
^
^
^
^{Double Your Pleasure note:} The Barbarian units have been strengthened in the Double Your Pleasure mod. Treat the Barbarian riders with especally large amounts of respect. 
^



#GCON_Strengths
Civilization Strengths *
^There are six areas in which civilizations have natural strengths. Each strength gives a civilization one free Advance, one Specialist or Unit and one rules advantage as outlined below:
^
^{Commercial}		
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced. They also have access to the $LINK<Taxman=CTZN_Taxman> citizen.
Their free starting tech is $LINK<The Wheel=TECH_The_Wheel>.
^
^{Expansionist}		
^The civilization starts the game with a $LINK<ranger=PRTO_Ranger> and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier. Expansionist civs know $LINK<Farming=TECH_Farming> from the beginning
of the game.
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces extra
$LINK<shields=GCON_Shields> in cities and metros. Instead of normal workers, they have access to the faster
$LINK<Serf=PRTO_Serf> unit. Industrious civs also know about $LINK<Mining=TECH_Mining>.
^
^{Militaristic}			
^It is easier to build military improvements ($LINK<barracks=BLDG_Barracks>, for example), and combat
$LINK<experience=GCON_Experience> is gained more quickly. Militaristic civs can also build the early multi-purpose
unit, the $LINK<Champion=PRTO_Champion>. They start the game with $LINK<Warrior Code=TECH_Warrior_Code>.
^
^{Religious}			
^Religious civilizations do not experience periods of $LINK<anarchy=GOVT_Anarchy> during
$LINK<revolutions=GCON_Revolution>, and religious city improvements ($LINK<Temples=BLDG_Temple>, for instance) are
easier to build. Their devoted $LINK<shamans=PRTO_Shaman> are able to entice settlers to pass through deep jungles or over mountains. Religious civs are familiar with $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> from the start.
^
^{Scientific}		
^Scientific city improvements like $LINK<research labs=BLDG_Lab> are easier to build and the civilization receives a
free $LINK<Civilization Advance=MENU_Technologies> at the start of every era. Their Wisemen citizens increase research by 2 each turn. They have also developed the $LINK<Alphabet=TECH_Alphabet>.



#GCON_Draft
Conscription *
^
^When a civilization develops $LINK<Realpolitik=TECH_Realpolitik> 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>, $LINK<Republic=GOVT_Republic>, $LINK<Democracy=GOVT_Democracy>, $LINK<Constitutional Monarchy=GOVT_Con_Monarchy>, $LINK<Federal Republic=GOVT_Federal_Republic> or $LINK<Social Democracy=GOVT_Social_Democracy> may not use the draft.
^* A $LINK<Chiefdom=GOVT_Chiefdom>, $LINK<Despotism=GOVT_Despotism>, $LINK<Monarchy=GOVT_Monarchy>, $LINK<Theocracy=GOVT_Theocracy>, $LINK<Absolute Monarchy=GOVT_Abs_Monarchy>, $LINK<Communism=GOVT_Communism> or $LINK<Fascism=GOVT_Fascist> can draft [one] citizen per turn.
^
^To utilize the draft, press the "Draft" button on the City Display.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon your level of scientific
development:
^
^$LINK<Spearman=PRTO_Spearman>
^$LINK<Pikeman=PRTO_Pikeman>
^$LINK<Arquebusier=PRTO_Arquebusier>
^$LINK<Rifleman=PRTO_Rifleman>
^$LINK<Infantry=PRTO_Infantry>
^$LINK<Grunt=PRTO_Grunt>
^
^For each citizen drafted, one other citizen in the city becomes unhappy for twenty turns.



#GCON_Maintenance12
Maintenance (1-2 gold per turn) *
^
^Some city improvements must be maintained after they are built. This [maintenance] cost is paid from your
$LINK<treasury=GCON_Treasury> once every turn.
^
^{Improvements requiring maintenance of 1 gold per turn} 
^
^[Ancient Age]:
^{-} $LINK<Barracks=BLDG_Barracks>, $LINK<Basilica=BLDG_Basilica>, $LINK<Forge=BLDG_Forge>, $LINK<Granary=BLDG_Granary>, $LINK<Harbor=BLDG_Harbor>, $LINK<Naval Base=BLDG_Naval_Base>, $LINK<Port=BLDG_Port>, $LINK<Temple=BLDG_Temple>, $LINK<Theater=BLDG_Theater>, $LINK<Toll House=BLDG_Toll_House> and $LINK<Walls=BLDG_Walls>.
^
^[Middle Age]: 
^{-} $LINK<Garrison=BLDG_Garrison> and $LINK<Coastal Fortress=BLDG_Coastal_Fortress>.
^
^[Industrial Age]: 
^{-} $LINK<Electricity=BLDG_Electricity> and $LINK<Public School=BLDG_Public_School>.
^
^[Modern Age]: 
^{-} $LINK<Civil Liberties=BLDG_Civil_Liberties>
^
^Improvments requiring 2 gold maintenance are on the next page
^Improvements requiring 3-6 gold per turn are $LINK<here=GCON_Maintenance34>

#DESC_GCON_Maintenance12
^
^{Improvements requiring maintenance of 2 gold per turn}
^
^[Ancient Age]: 
^{-} $LINK<Academy=BLDG_Academy>, $LINK<Aqueduct=BLDG_Aqueduct>, $LINK<Bazaar=BLDG_Bazaar>, $LINK<Colosseum=BLDG_Colosseum>, $LINK<Library=BLDG_Library> and $LINK<Slave Market=BLDG_Slave_Market>.
^
^[Middle Age]: 
^{-} $LINK<Guild Hall=BLDG_Guild_Hall>, $LINK<Marketplace=BLDG_Marketplace>, $LINK<Town Clock=BLDG_Town_Clock>, $LINK<Mill=BLDG_Mill> and $LINK<Wind Mill=BLDG_Wind_Mill>.
^
^[Industrial Age]: 
^{-} $LINK<Drug Store=BLDG_Drug_Store>, $LINK<Fishery=BLDG_Fishery>, $LINK<Movie Palace=BLDG_Movie_Palace> and $LINK<Police Station=BLDG_Police_Station>
^
^[Modern Age]: 
^{-} $LINK<Civil Defense=BLDG_Civil_Defense>, $LINK<Multi-Cultural Center=BLDG_Multicultural_Center> and $LINK<Performing Arts Center=BLDG_PAC>.
^
^In addition, $LINK<Palace=BLDG_Palace>, $LINK<Forbidden Palace=BLDG_Forbidden_City>, $LINK<Summer Palace=BLDG_Summer_Palace> and $LINK<Winter Palace=BLDG_Winter_Palace> also require maintenance of 2 gold.
^
^Improvments requiring 2 gold maintenance are on the previous page.
^Improvements requiring 3-6 gold per turn are $LINK<here=GCON_Maintenance34>.


#GCON_Maintenance34
Maintenance (3-6 gold per turn) *
^
^Some city improvements must be maintained after they are built. This [maintenance] cost is paid from your
$LINK<treasury=GCON_Treasury> once every turn.
^
^{Improvements requiring maintenance of 3 gold per turn} 
^
^[Ancient Age]: 
^{-} $LINK<Courthouse=BLDG_Courthouse>
^
^[Middle Age]: 
^{-} $LINK<Bank=BLDG_Bank>, $LINK<Cathedral=BLDG_Cathedral>, $LINK<Monastery=BLDG_Monastery>, $LINK<Newspaper=BLDG_Newspaper>, $LINK<Opera House=BLDG_Opera_House> and $LINK<Wind Farm=BLDG_Wind_Farm>.
^
^[Industrial Age]: 
^{-} $LINK<Amusement Park=BLDG_Amusement_Park>, $LINK<Commercial Port=BLDG_Commercial_Dock>, $LINK<Local History Museum=BLDG_LHM>, $LINK<Radio Tower=BLDG_Radio_Tower>, $LINK<Steel Mill=BLDG_Steel_Mill> and $LINK<Television Station=BLDG_Television_Station>
^
^[Modern Age]: 
^{-} $LINK<Mass Transit System=BLDG_Mass_Transit_System>, $LINK<Modern Farm=BLDG_Modern_Farm>, $LINK<Recycling Center=BLDG_Recycling_Center> and $LINK<Research Lab=BLDG_Lab>
^
^
^Improvements requiring 4-6 gold per turn are on the next page.
^Improvments requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance12>.

#DESC_GCON_Maintenance34
^
^{Improvements requiring maintenance of 4 gold per turn} 
^
^[Middle Age]: 
^{-} $LINK<District Courthouse=BLDG_District_Courthouse>, $LINK<Hospital=BLDG_Hospital> and $LINK<University=BLDG_University>.
^
^[Industrial Age]: 
^{-} $LINK<Coal Plant=BLDG_Coal_Plant>, $LINK<Factory=BLDG_Factory>, $LINK<Labor Union=BLDG_Labor_Union>, $LINK<Sewer System=BLDG_Sewage_Treatment>, $LINK<Skyscraper=BLDG_Skyscraper>, $LINK<Stock Exchange=BLDG_Stock_Market> and $LINK<Superhighways=BLDG_Superhighways>.
^
^[Modern Age]: 
^{-} $LINK<Casino=BLDG_Casino>, $LINK<Computer Network=BLDG_Computer_Network>, $LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>, $LINK<Offshore Platform=BLDG_Offshore_Platform>, $LINK<SAM Missile Battery=BLDG_SAM_Missile_Battery> and $LINK<Solar Plant=BLDG_Solar_Plant>.
^
^{Improvements requiring maintenance of 5 gold per turn} 
^
^[Middle Age]: $LINK<Prison=BLDG_Prison>.
^[Industrial Age]: $LINK<Park=BLDG_Park>.
^[Modern Age]: $LINK<Airport=BLDG_Airport> and $LINK<Hydro Plant=BLDG_Hydro_Plant>.
^
^The $LINK<Nuclear Plant=BDLG_Nuclear_Plant> requires a maintenance of 6 gold per turn.
^
^
^Improvements requiring 3 gold per turn are on the previous page.
^Improvments requiring 1-2 gold maintenance are $LINK<here=GCON_Maintenance12>.




#GCON_Combat
Combat *
^
^There are four types of combat: ground/naval combat, bombardment, missile attacks, and air combat.
^
^{Ground/Naval combat} occurs when units of different civilizations try to occupy the same square. The two units trade
blows until one of them loses its health bar and is destroyed. The winner may be damaged (its health bar is reduced). 
^
^{Bombardment} occurs when a ranged unit or air unit attacks without entering the defender's square. Bombardment
inflicts losses to the defender's health bar but never* completely destroys them. Air bombardment is the same except
the planes fly to the target and may be shot down on the way.
^
^{Missile attacks} are like bombardment, but the unit never returns to its base and the attacks can destroy enemy
units.
^
^{Air combat} occur between air units.
^
^Repairing Damage: A unit that takes damage in combat but survives can heal, adding one $LINK<block=GCON_Experience>
per turn back to its health bar. To do so, it:
^* must be in friendly or neutral territory.
^* must not move for a complete turn.
^
^{Repairing Faster }
A city with a $LINK<barracks=BLDG_Barracks> heals ground units completely in one turn.
^A city with a $LINK<shipyard=BLDG_Shipyard> heals sea units completely in one turn.
^A city with an $LINK<airforce base=BLDG_Airforce_Base> heals air units completely in one turn.
^A civilization with $LINK<Battlefield Medicine=BLDG_Battlefield_Medicine> heals in enemy territory.
^
^{Double Your Pleasure note:}  
^The $LINK<Gunship=PRTO_Gunship> can actually destroy enemy land units completely.



#GCON_Conversion
City Defection
       Cities with little $LINK<culture=GCON_Culture> who are members of culturally-poor civilizations can [defect] to other, stronger, more impressive civilizations. This can occur when the city is located close to a culturally rich rival civilization or when foreign nationals are still present in the city.
^
^{Defections are made more likely by:}
^* The presence of $LINK<foreign nationals=GCON_Nationality> of the other
civilization in the city.
^* The application of $LINK<propaganda=GCON_Espionage> by the other civilization.
^* $LINK<Civil disorder=GCON_Disorder> in the city.
^* The proximity of foreign territory.
^* The proximity of a foreign capital.
^
^{Defections are made less likely by:}
^* The presence of ground combat units in the city.
^* We Love The ____ Day.
^* The proximity of your capital.



#GCON_Air_Missions
Air Missions
       Air units are not moved around the map like other units. Instead, they are stationed in a city, and assigned missions which they execute immediately against targets within their operational range.
^
^When an air unit is active, choose the mission you want it to perform (command button or hot key) and choose a target
within the plane's range.
^
^{Air Superiority (S)}
The plane attempts to intercept enemy aircraft that attack targets within the inner half of its
operational range.
^
^{Bombing Mission (B)}
The plane flies to the target and attacks, sometimes affecting city improvements, and sometimes
population.
^
^{Precision Strike (P)}
Performed by $LINK<stealth aircraft=PRTO_Stealth_Fighter>, precision strikes destroy city
improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
The plane flies to the target and reveals the map.
^
^{Re-Base Mission (Ctrl-R)}
The unit is moved to another city or a $LINK<carrier=PRTO_Carrier> within its operational
range.



#GCON_Transport
Transport
^Some land, naval and air units can carry or [transport] other units.
^
^{Ships} Ships can be boarded from any shoreline by simply moving the rider onto the ship. They may also be boarded
from inside a coastal city by right-clicking the unit in the garrison box and selecting from the menu, or using the
Load command button when on the main map.
^
^{Air:} Click the {more} button to see what Air Units can carry.
^
^{Land:}  Click the {more} button to see what Land Units can carry.
^
^For a complete list click the {More} button

#DESC_GCON_Transport
^The following units can transport other units
^
^	{Sea Units}				[Capacity]		[Limitation] 
^$LINK<Canoe=PRTO_Canoe>		     	  1			Foot Units only
^$LINK<Galley=PRTO_Galley>			    2
^$LINK<Long Ship=PRTO_Longboat>			    2
^$LINK<Caravel=PRTO_Caravel>			    3
^$LINK<Galleon=PRTO_Galleon>			    4
^$LINK<Frigate=PRTO_Frigate>			    2
^$LINK<Ship-Of-the-Line=PRTO_Ship_of_the_Line>		    2
^$LINK<Man-O-War=PRTO_Man-O-War>			    2
^$LINK<Steam Frigate=PRTO_Steam_Frigate>		    1
^$LINK<Privateer=PRTO_Privateer>			    1
^$LINK<Destroyer=PRTO_Destroyer>			    2
^$LINK<Battleship=PRTO_Battleship>			    3
^$LINK<Aegis Cruiser=PRTO_Aegis_Cruiser>		    1
^$LINK<Transport=PRTO_Transport>			    8
^$LINK<Carrier=PRTO_Carrier>			    4			Aircraft only
^$LINK<Nuclear Submarine=PRTO_Nuclear_Submarine>	    1			Tactical Missile only
^
^{Air Units}		[Capacity]		[Limitation] 
^$LINK<Air Ship=PRTO_Air_Ship>			    1
^$LINK<Helicopter=PRTO_Helicopter>			    2			Foot Units only
^$LINK<Air Transport=PRTO_Air_Transport>		    3	
^
^{Land Units}		[Capacity]		[Limitation] $LINK<
^Truck=PRTO_Truck>		  		    3			Foot Units only
^$LINK<APC=PRTO_Apc>				    3			Foot Units only
^$LINK<Airbase=PRTO_Airbase>			    8			Aircraft only


#GCON_Espionage
Espionage {*}
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center>, it can conduct [espionage missions] to find out classified information about other civilizations, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
^
^{Espionage Screen:}
^
^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city selection, and operational cost options.  This screen is available for use once a player has discovered $LINK<Dynasticism=TECH_Dynasticism>.
^
^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 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.
^
^
^More info about $LINK<Espionage Missions=GCON_Espionage_Missions>
^

#GCON_Espionage_Missions
Espionage Missions *
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Dynasticism=TECH_Dynasticism>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^To launch a diplomatic or spy mission:
^
^{1 -} Select the target civilization in the Opponents area.
^
^{2 -} Select a mission type (Diplomatic or Spy).
^
^{3 -} Select a mission.
^
^{4 -} Select the target city for the mission (if appropriate).
^
^{5 -} Select an option in the Operational Costs area.
^
^{6 -} Click Execute to launch the mission.
^
^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.
^
^The following is a list of diplomatic and espionage missions that may be performed (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)

#DESC_GCON_Espionage_Missions
^
^(continued)
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all thier military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^


#GCON_Spaceship
Space Ship
       To win the space race $LINK<victory=GCON_Victory>, you have to be the first to build, then launch, the spaceship. The spaceship is comprised of components:
^
^$LINK<Thrusters=BLDG_SS_Thrusters>
^$LINK<Cockpit=BLDG_SS_Cockpit>
^$LINK<Docking Bay=BLDG_SS_Landing_Docking_Bay>
^$LINK<Engine=BLDG_SS_Engine>
^$LINK<Fuel Cells=BLDG_SS_Fuel_Cells>
^$LINK<Life Support System=BLDG_SS_Life_Support_System>
^$LINK<Stasis Chamber=BLDG_SS_Stasis_Chamber>
^$LINK<Storage/Supply=BLDG_SS_Storage_Supply>
^$LINK<Planetary Party Lounge=SS_Planetary_Party_Lounge>
^$LINK<Exterior Casing=SS_Exterior_Casing>
^
^The components may be built in any order.


#GCON_Victory
Victory Conditions
^There are six ways to win:
^
^{Space Race}
One of the peaceful methods of victory in C[Civilization III]is to be the first to colonize Alpha
Centauri, the nearest star system. In order to achieve this victory, the player must be the first to launch a
completed $LINK<spaceship=GCON_Spaceship>  to Alpha Centauri.
^
^[Building the Ship] Each civilization can build an 'Alpha Centauri-worthy' spacecraft, and construction can begin
when the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder). The ship is comprised of
[ten] components, which must be built prior to launch.
^
^{Domination}
Have 66% of the world's land surface within your $LINK<borders=GCON_Territory>. This can be accomplished
either by military measures or by $LINK<cultural=GCON_Culture> development (or, more likely, a combination of the two).
^
^{Conquest}
A purely military solution: conquer the world, civilization by civilization. If you eliminate [all] civilisations from the game, you win.
^
^{Cultural Victory}
Make one of your cities or your whole civilization the envy of all man and woman-kind. A city
with a Cultural value of 20,000 or if your civilization is worth 100,000 and at least twice as much as any rival, you
win.

#DESC_GCON_Victory
^
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills. After the
$LINK<United Nations=BLDG_United_Nations> is built, there are periodic votes by the council to elect a Leader. To be
elected, a candidate must win a majority of all votes. If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or
dominated the world, wowed the world with cultural achievements or diplomatic aplomb,  then the winner is determined by
constructing a [histograph].
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game. The
civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times is just as
valuable as being powerful in the Modern Era.



#GCON_Maps
Maps
       {Fog of Intelligence} 
^The map is overlaid with a veil of darkness obscuring areas of the world your people have never explored. As units
move over the surface of the world they reveal the unexplored areas, brightening the areas they can currently "see."
Areas that have been explored, but are not currently "seen" by your people have a soft gray veil over them.
^
^So at any time, each and every square of the map is either
^* unexplored			in darkness
^* explored				in grayness
^* seen				well lit
^
^{World Maps} As civilizations explore the world and found new cities, they gather information and create a map of the
world that is unique. For each civilization, it is comprised of the area its people currently see and the explored
areas (as they were when last seen). This is called the civilization's w[world map]and can be very valuable in
negotiations with other, less knowledgeable, civilizations. You will be able to trade world maps after your
civilization discovers $LINK<Navigation=TECH_Navigation>.
^
^{Territory Maps} Each civilization also keeps a [territory map] showing areas under its cultural influence only.
These are less valuable in negotiations, but still of some worth.




#GCON_Golden_Age
Golden Age *
^
^Every civilization can experience a Golden Age, a 30-turn* period in which every citizen labourer in the empire is more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce> if already producing at least one. A civilization's Golden Age is triggered in one of two ways:
^
^{Unique Unit Victory}
^Each civilization has a unique military unit -- one that only it can build.
A civilization's Golden Age can begin when its unique military unit is victorious in battle.  Note that only victories
versus other civilizations are capable of initiating a Golden Age in this way.  Victories versus barbarians will not initiate a Golden Age.
^
^
^{Great Wonders}
^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilization strengths.
If a civilization builds a Great Wonder (or Wonders) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can be triggered.
^
^
^{For example} if the Egyptians (industrious and religious) build the Pyramids (which is both a feat of construction 
and a place of worship), Egypt's Golden Age could begin. Or if the Babylonians (scientific and religious) build the 
Great Library (scientific) and the Oracle (religious) Babylon's Golden Age could begin.
^
^Double Your Pleasure note: 
^* Golden Age duration has been increased from 20 turns to thirty turns.



#GCON_Radius
City Radius
       Every city has a [city radius], an area around the city in which its citizens work. The radius is shown on the City Display and potential radii are shown whenever a settler is active.
^
^{A square is part of a city's radius if it is}
^* within the city's $LINK<cultural borders=GCON_Territory>, and
^* within two squares of the city. 
^
^Citizens of the city work the squares in the city radius, extracting $LINK<Food=GCON_Food>,
$LINK<Shields=GCON_Shields>, and $LINK<Commerce=GCON_Commerce> -- the three basic currencies.





#GCON_Disease
Disease
       [Disease] kills citizens and units that spend too much time in unhealthy areas like $LINK<floodplains=TERR_Flood_Plain> and $LINK<jungles=TERR_Jungle>. Citizens that work in these terrains are susceptible to [disease], as are military units that fortify in them.
^
^Your workers can $LINK<clear jungles=TFRM_Clear_Jungle> and eliminate that risk. Floodplains continue to be risky
until you discover $LINK<sanitation=TECH_Sanitation>.




#GCON_Agreements
Diplomatic Agreements
       When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's capital city, or when a rival builds one in your capital, you can negotiate Diplomatic Agreements with that civilization. There are four kinds:
^
^
^{Military Alliance}
You agree to declare war on a despised third party.
^
^{Right of Passage}
You agree to allow his or her military units to move through your $LINK<territory=GCON_Territory>
and use your transportation network (roads and railroads).
^
^{Trade Embargo}
An agreement that neither of you will $LINK<trade=GCON_Trade> with or allow trade with a third party.
^
^{Mutual Protection Pact}
An agreement to declare war upon any civilization that attacks your partner.
^
^There is a fifth item that you can trade through your Embassies: Communications. These are introductions to a third
civilization you can grant or receive from a rival.





#GCON_Culture
Culture
      [Culture] represents the impact of your civilization's customs, arts, and philosophy on the people in the countryside surrounding your cities, and is represented in the game by $LINK<borders=GCON_Territory>.
^
^{City Cultural Value and Borders}
All Wonders of the World and many city improvements generate culture points every
turn. These accumulate over time and when the total culture value of a city reaches certain thresholds (10, 100, 1,000,
10,000, 20,000, etc.), a [border expansion]is triggered. Pay attention to the culture box on the [City Display]to
judge when expansions will occur. The amount of culture each Wonder or improvement contributes doubles after 1000
years.
^
^{Civilization Culture Value}
The sum of the cultural values of all of your cities is your ci[civilization's cultural
value] comes into play when you conquer an enemy city (and $LINK<resistance=GCON_Resistance> is determined), conduct
diplomacy with a rival, or when you and a rival both have a legitimate claim on a terrain square. In all cases, if your
civilization is more valuable culturally than your rival, that's good -- and the greater the discrepancy between you,
the better.
^
^{Global Cultures}
There are five global cultures in the game: Amerindian, Greco-Roman, European, Far Eastern, and
Middle Eastern. Global culture determines the look of cities and citizens, and nations of the same global culture tend
to start near each other and are more tolerant in diplomacy.





#GCON_Nationality
Nationality
^
^Each civilization produces citizens of its own nationality, a characteristic that persists until $LINK<assimilated=GCON_Assimilation> into another nationality.
^
^{Foreign Nationals}
When a city is captured, this can create a city controlled by one nationality, but populated by
another. These citizens are called fforeign nationals Foreign nationals retain their team colours so they can be easily
identified.
^
^Having a city with foreign nationals is not a problem unless you are at war with the nation that originally produced
them. When at war, foreign nationals become unhappy more quickly than others and are more likely to be affected by
hostile propaganda from their mother country.
^ 
^Captured $LINK<worker type=GCON_Worker_Types> and $LINK<settler type=GCON_Settler_Type> units retain their original nationality as well, and, if ordered to join a city, become foreign nationals within that city.





#GCON_Resistance
Resistance
      [Resistance] represents the unwillingness of the citizens of a strong culture to be subjugated by another, less valuable culture. When a city is captured, a comparison of the $LINK<civilization cultural values=GCON_Culture> of the two civilizations determines if any of the $LINK<foreign nationals=GCON_Nationality> will resist.
^
^Resisters are unwilling to work under the new regime, but continue to eat the city's food.
^ 
^{Stopping Resistance}
Resisters can be quelled by ending the war or garrisoning strong military units in the city --
the more the better.





#GCON_Assimilation
Assimilation
      Assimilation is the process by which $LINK<foreign nationals=GCON_Nationality> change their $LINK<nationality=GCON_Nationality> from one civlization to another. When a foreign national has been a part of a minority population longer than not, he or she assimilates and becomes a member of the majority nationality.
^
^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage> makes
it useful.





#GCON_Territory
Territory
      Every civilization has [territory] (areas of the map claimed as national land). The extent of your territory is the sum of all terrain squares under the cultural influence of your cities, which in turn is a result of the $LINK<cultural value=GCON_Culture> of each city. 
^
^{Borders}
Your territory is defined by your b[borders] which are drawn in your civilization's colour, and clearly mark
your cultural boundaries. The area within your borders is f[friendly]territory.
^ 
^{Advantages of Friendly Territory:} Your territory has several characteristics beneficial to you:
^* Rival civilizations cannot benefit from the roads or rails within your territory without a $LINK<right of
passage=GCON_Agreements> agreement.
^* You can always $LINK<"see"=GCON_Maps> squares in friendly territory.
^* Tradable $LINK<resources=GCON_ResourcesN> are easier to get when found within your territory (no need for a
$LINK<colony=GCON_Colony>).
^* You can eject rival military units from your territory during diplomatic negotiations.





#GCON_Colony
Colony
       [Colonies] are built and maintained by a $LINK<worker=PRTO_Worker>, $LINK<serf=PRTO_Serf>, $LINK<labourer=PRTO_Laborer> or $LINK<engineer=PRTO_Engineer>  and enable exploitation of tradable $LINK<resources=GCON_ResourcesN> that lie outside your $LINK<territory=GCON_Territory>. As with all tradable $LINK<resources=MENU_GoodsMENU_Game_Concepts> (strategic and luxury), you need a road connecting the colony to one of your cities to get the benefits of the resource.






#GCON_Trade
Trade and Trade routes {*}
^
^{Domestic Trade}
Domestic trade occurs automatically between cities of the same civilization that are connected to each other. Any tradable $LINK<resource=GCON_ResourcesN> within your territory that is connected to any city is shared by all connected cities. Every city that is connected to a resource has that resource in the appropriate box of the City Display.
^ 
^{Foreign Trade}
A single resource icon is enough to supply the needs of an entire civilization. Excess resources may
be traded to other civilizations if the capital cities of both civilizations are connected. You trade strategic and
luxury resources with other civilizations during diplomatic negotiations.
^
^Trade Route Connections Two cities are connected if any one of the following are true:
^* there is a $LINK<road=GCON_Worker_Jobs> or $LINK<railroad=GCON_Worker_Jobs> running between them,
^* there are $LINK<ports=BLDG_Port> in both cities and a visible water route between them,
^* or both cities contain an $LINK<airport=BLDG_Airport>.
^
^Water Routes: In order to use a water trade route, your civilization must be able to safely traverse
^every square of the route and this depends upon having $LINK<Astronomy=TECH_Astronomy> (over sea squares only)*,
or $LINK<Magnetism=TECH_Magnetism> (trade over ocean squares is allowed).
^
^The only exception involves enemy territory: two cities are not connected if the only road/rail that connects them
passes through enemy territory, or if a harbour is blockaded by enemy naval forces.






#GCON_ResourcesN
Natural Resources *
^
^There are 44* natural resources represented by various icons scattered around the world. These fall into three categories, Bonus, Luxury, and Strategic.
^
^$LINK<Bonus Resources=GCON_ResourcesB> give city production bonuses in worked squares within a city radius. Bonus
resources cannot be traded to other cities or civilizations. Bonus resources are always visible in
$LINK<explored=GCON_Maps> areas of the map. 
^
^$LINK<Luxury Resources=GCON_ResourcesL> also give city production bonuses in squares worked by citizens. But they may
also be traded along trade routes, and make content people happy in cities that receive them. Luxury resources are
always visible on the map in explored areas.
^
^$LINK<Strategic Resources=GCON_ResourcesS>, like both the others, give bonuses to city production, but, like luxuries
they can also be traded. Strategic resources are required for a city to build various military units and city
improvements. Strategic resources appear on the map when a Civilization Advance exposes their usefulness.
^
^Luxury and Strategic Resources are referred to as Tradable Resources.

^Double Your Pleasure Note: 
^* Total number of natural resources doubled from 22 to 44.





#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 labourer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types			Food		Shields	Commerce} 
^$LINK<Cattle=GOOD_Cattle>				+2			+1		 -
^$LINK<Corn=GOOD_Corn>*				+2			 -		 -
^$LINK<Fish=GOOD_Fish>				+2			 -		+1
^$LINK<Fruit=GOOD_Fruit>*				+2			 -		+1
^$LINK<Game=GOOD_Game>				+1			+1		 -
^$LINK<Oasis=GOOD_Oasis>*			+3			 -		 -
^$LINK<Pearls=GOOD_Pearls>*			+1			 -		+3
^$LINK<Pigs=GOOD_Pigs>*				+2			 -		 -
^$LINK<Rice=GOOD_Rice>*				+2			 -		 -
^$LINK<Seal=GOOD_Seal>*				+1			 -		+1
^$LINK<Shellfish=GOOD_Crab>*			+1		 	 -		+2			
^$LINK<Silver=GOOD_Silver>*			 -			+1		+2
^$LINK<Whales=GOOD_Whales>			+1			+1		+2
^$LINK<Wheat=GOOD_Wheat>			+3			+0		+0
^
^{Double Your Pleasure notes:} 
^An asterisk {(*)} Denotes a new resource. Some of the Original resources had their values changed.





#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<Coffee=GOOD_Coffee>*			+1			 0		+2
^$LINK<Cotton=GOOD_Cotton>*			 0			 0		+3
^$LINK<Dyes=GOOD_Dyes>				 0				 0		+1
^$LINK<Furs=GOOD_Furs>				+1*				+1		+1
^$LINK<Gems=GOOD_Gems>*			 0			+1		+4
^$LINK<Olive Oil=GOOD_Olive_Oil>*			+1			 0		+1
^$LINK<Silk=GOOD_Silks>				 0			 0		+3
^$LINK<Spices=GOOD_Spices>			+1			 0		+2
^$LINK<Sugar=GOOD_Sugar>				+1			 0		+2
^$LINK<Tea=GOOD_Tea>				 0			 0		+3
^$LINK<Tobacco=GOOD_Tobacco>*			 0			 0		+2
^$LINK<Tropical Fruit=GOOD_Tropical_Fruit>		+2			 0		+2
^$LINK<Wine=GOOD_Wine>				+1			 0		+2
^$LINK<Wool=GOOD_Wool>				+1			+1		+1
^
^{Double Your Pleasure note:}
^ * New resources.





#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 Resouce box}.**
^
^{City Production Bonuses} Like all resources, strategic resources also provide city production bonuses to worked
squares within a $LINK<city radius=GCON_Radius>.
^
^{Types			Food		Shields		Commerce} 
^$LINK<Aluminum=GOOD_Aluminum>			 0		+2		+1
^$LINK<Camel=GOOD_Camel>			 0		+1		+1
^$LINK<Coal=GOOD_Coal>				 0		+3		+1
^$LINK<Copper=GOOD_Copper>*			 0		+1		+1
^$LINK<Elephants=GOOD_Elephant>*			+2		 0		+2
^$LINK<Gold=GOOD_Gold>				 0		+1		+3
^$LINK<Horses=GOOD_Horses>			+1		 0		+1
^$LINK<Incense=GOOD_Incense>			 0		 0		+2
^$LINK<Natives=GOOD_Natives>*			 0		+2		 0
^$LINK<Iron=GOOD_Iron>				 0		+2		 0
^$LINK<Oil=GOOD_Oil>				 0		+2		+2
^$LINK<Rubber=GOOD_Rubber>			 0		+1		+2
^$LINK<Saltpeter=GOOD_Saltpeter>			 0		 0		+2
^$LINK<Uranium=GOOD_Uranium>			 0		+3		+3
^
^{Double Your Pleasure notes:} 
^* New resources.
^** Due to the extra amount of resources in DyP, the Strategic Resource box does not always display properly.





#GCON_Experience
Combat Experience *
^
^Military units are rated according to combat experience: conscripts, regulars, veterans, and elite units. The more experienced a unit, the more damage it can absorb before being destroyed in combat. The number of blocks in the unit's health bar shows this distinction.
^
^Unit Type		 	     Blocks 
^Conscripts				2
^Regulars				4
^Veterans				5
^Elite units				7
^
^Normally, cities produce regulars. But if a city has a $LINK<barracks=BLDG_Barracks>, it produces veterans.
^
^Occasionally your men will discover barbarian tribes that contribute conscripts to your army, and sometimes you may
institute the draft, which also produces conscripts.
^
^{Elite units cannot be built:} they gain this status only through actual combat experience. An elite
unit can produce a $LINK<great leader=GCON_Leaders>, if it continues to be successful.
^
^{Battlefield Promotions:} When one of your units is victorious in battle, there is a chance it will gain combat
experience and be promoted to the next level.
^
^{Hit Point Bonus:} Some units are created with a natural hit point bonus, which is added to their base hit points.
For example, a $LINK<Marine=PRTO_Marine> has a hit point bonus of 3, so a Regular will have a total of 7 hit points.




#GCON_Leaders
Leaders
       Leaders are born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a battle. If so the unit that has caused the dreation of a leader can be renamed to distinguish the unit from others if desired. 
^
^
^Leaders can be used to either 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.





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





#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<Theocracy=GOVT_Theocracy> you hurry
production in your cities by forced labour. Disillusioned by your harsh rule, citizens will leave your city if you
institute this type of rushed production. 
^
^Under $LINK<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>, $LINK<Democracy=GOVT_Democracy>, $LINK<Federal
Republic=GOVT_Federal_Republic>, $LINK<Social Democracy=GOVT_Social_Democracy>, $LINK<Absolute Monarchy=GOVT_Abs_Monarchy>, $LINK<Constitutional Monarchy=GOVT_Con_Monarchy> and $LINK<Fascist rule=GOVT_Fascist> 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.
^
^You can {not} hurry production under $LINK<Chiefdom=GOVT_Chiefdom>.
^
^$LINK<Great leaders=GCON_Leaders> and the $LINK<Merchant=PRTO_Merchant> unit types 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} Several improvements and wonders can help you contain the amount of corruption and waste affecting your
empire. You may build improvements and a few wonders that help decrease corruption in the city where they are built. In
addition you may build wonders that act as a second capital, effectively reducing corruption in all neighbouring cities
 - for a complete list click the[ ]{"more"}[ button.] Another solution, is to change your system of
$LINK<government=GCON_Governments>. Generally the more advanced the government, the less corruption and waste you
experience.  Although, this is not always true, as a theocracy experiences the least amount of corruption of all the
forms of government.
^
^Being attached to your capital via road, port, or airport also reduces corruption and waste.
^
^We Love The ____ Day also reduces waste.

#DESC_GCON_Corruption
^
^
^{The following improvements and wonders reduce corruption in the city where they are built.}
^
^* $LINK<Courthouse=BLDG_Courthouse>
^* $LINK<District Courthouse=BLDG_District_Courthouse>
^* $LINK<Police Station=BLDG_Police_Station>
^* $LINK<Prison=BLDG_Prison>
^* $LINK<Holy City=BLDG_Holy_City>
^
^
^{The following Small Wonders reduce corruption as if they were additional capitals.}
^
^* $LINK<Supreme Court=BLDG_Supreme_Court>
^* $LINK<Forbidden Palace=BLDG_Forbidden_City>
^* $LINK<Summer Palace=BLDG_Summer_Palace>
^* $LINK<Winter Palace=BLDG_Winter_Palace>



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





#GCON_Embassies
Embassies *
^
^When a civilization learns [Dynasticism], 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 once you discover $LINK<Tactics=TECH_Tactics> you can form Military Alliances against third parties.
^
^Upon discovery of $LINK<Trade=TECH_Trade> you can engage in Trade Embargoes against third parties, and once a senseof $LINK<Nationalism=TECH_Nationalism> has developed, you can engage in $LINK<Mutual Protection Pacts=GCON_Agreements>.
^
^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^
^Build an embassy by double-clicking your capital city icon after you have learned Writing.





#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^
^
^{Farm (I)}
Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Railroad (R)}
Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides
unlimited movement.
^
^{Build Fortress (Ctrl-F)}
Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%. 
^
^{Plant Forest (N)}
Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Jungle (Shift-C)}
Removes $LINK<jungle=TERR_Jungle>.
^
^{Clear Pollution (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>. 
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resource=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=TFRM_Airfield> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.

#DESC_GCON_Worker_Jobs
^
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=TFRM_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=TFRM_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.

#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Road to (Ctrl-R)}
^Builds a road to a particular destination.
^
^{Rail to (Ctrl-Shift-R)}
^Builds a railroad to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^The worker builds a road/railroad to a particular destination and then builds a $LINK<colony=GCON_Colony>
at the destination.
^
^{Automate (A)}
^Causes control of the worker to be relinquished while it performs automated tasks.
^
^{Automate: Build Trade Network (Ctrl-N)}
^Automates the worker, giving it the task of linking all cities to your capital city.
^
^{Automate: Irrigate to Nearest City (Ctrl-I)}
^Automates the worker, giving it the task of irrigating the nearest city.
^
^{Automate: Clear Forest (Shift-F)}
^Automates the worker, giving it the task of clearing all nearby forests.
^
^{Automate: Clear Jungle (Shift-J)}
^Automates the worker, giving it the task of clearing all nearby jungle.
^
^{Automate: Clean Up Pollution (Shift-P)}
^Automates the worker, giving it the task of clearing all nearby pollution.
^
^{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 labour=GCON_Hurry_Production>.
^* $LINK<Conscription=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^
^{Double Your Pleasure note:}
^Certain DyP buildings make the population unhappy. They Are:
^[Factories and Plants]
^* $LINK<Improvements: Slave Market=BLDG_Slave_Market>
^* $LINK<Steel Mill=BLDG_Steel_Mill>
^* $LINK<Factory=BLDG_Factory>, $LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>, $LINK<Coal Plant=BLDG_Coal_Plant>,
$LINK<Nuclear Plant=BLDG_Nuclear_Plant>
^* $LINK<Modern Farm=BLDG_Modern_Farm>
^* $LINK<Offshore Platform=BLDG_Offshore_Platform>
^* $LINK<Wind Farm=BLDG_Wind_Farm>
^
^[What Makes 'em Glad?] To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content$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.
^
^To make your citizens content again, build any of the following improvements or wonders:
^
^{Ancient Age:}
^[Improvements:] $LINK<Basilicas=BLDG_Basilica>, $LINK<Colosseum=BLDG_Colosseum>, $LINK<Shrines=BLDG_Shrine>, $LINK<Temples=BLDG_Temple> or $LINK<Theaters=BLDG_Theater>.
^[Great Wonders:] $LINK<The Hanging Gardens=BLDG_Hanging_Gardens> or $LINK<Taj Mahal=BLDG_Taj_Mahal>.
^[Small Wonders:] $LINK<The Holy City=BLDG_Holy_City>
^
^Middle, Industrial and Modern age improvements and wonders on the next page.

#DESC_GCON_Moods
^
^To make your citizens content again, build any of the following improvements or wonders:
^
^{Middle Age:}
^[Improvements:] $LINK<Cathedral=BLDG_Cathedral>, $LINK<Hospitals=BLDG_Hospital> or $LINK<Opera Houses=BLDG_Opera_House>.
^[Great Wonders:] $LINK<Gutenberg's Bible=BLDG_Bible>, $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral> or $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>.
^[Small Wonders:] $LINK<National Gallery=BLDG_Gallery>
^
^{Industrial Age:}
^[Improvements:] $LINK<Amusement Parks=BLDG_Amusement_Park>, $LINK<Drug Stores=BLDG_Drug_Store>, $LINK<Labor Unions=BLDG_Labor_Union>, $LINK<Movie Palaces=BLDG_Movie_Palace>, $LINK<Parks=BLDG_Park> or $LINK<Television Stations=BLDG_Television_Station>.
^[Great Wonders:] $LINK<Eiffel Tower=BLDG_Eiffel_Tower>, $LINK<Energy Grid=BLDG_Energy_Grid>, $LINK<Emancipation Proclamation=BLDG_Emancipation_Proclamation>, $LINK<Hollywood=BLDG_Hollywood> or $LINK<Spirit of St.Louis=BLDG_St_Louis>.
^[Small Wonders:] $LINK<National History Museum=BLDG_NHM> or $LINK<National Monument=BLDG_Monument>
^
^{Modern Age:}
^[Improvements:] $LINK<Casinos=BLDG_Casino>, $LINK<Multi-Cultural Centers=BLDG_Multicultural_Center> or $LINK<Performing Arts Center=BLDG_PAC>.
^[Great Wonders:] $LINK<Civil Rights Movement=BLDG_Civil_Rights>, $LINK<Cure for Cancer=BLDG_Cure_For_Cancer>, $LINK<Disneyland=BLDG_Disneyland>, $LINK<Great Opera House=BLDG_Great_Opera_House>, $LINK<Las Vegas=BLDG_Vegas> or $LINK<Longevity=BLDG_Longevity>
^[Small Wonders:] $LINK<E-Banking=BLDG_E_Bank>, $LINK<The Internet=BLDG_Internet>, $LINK<National Health Care=BLDG_Health_Care> or $LINK<National Sports League=BLDG_Sports>.
^



#GCON_War_Weariness
War Weariness
^
^During times of war, citizens living under a $LINK<Republic=GOVT_Republic>, $LINK<Federal Republic=GOVT_Federal_Republic>,  $LINK<Democracy=GOVT_Democracy>, $LINK<Social Democracy=GOVT_Social_Democracy>, $LINK<Absolute Monarchy=GOVT_Abs_Monarchy> or $LINK<Constitutional Monarchy=GOVT_Con_Monarchy> become [war weary] and become $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. The extent that this is limited to will depend on the nature of your empire. In the most extreme case war weariness can be completely negated in most cities. 



#GCON_Research
Scientific Research *
^
^Your civilization is constantly striving to learn about the world, science, invention, and creativity. Its ability to succeed at these pursuits depends in large measure upon your allocation of revenue to science. You set the allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease or increase (respectively) the amount of your tax revenue that you divert into research. By doing this, you determine the percentage of each city's income that will be poured into research.
^
^At the start of each turn, the science output of each city is added to the research project currently in progress,
eventually resulting in the discovery of a new $LINK<Civilization Advance=MENU_Technologies>.
^
^To increase the science production in only one city, you can convert a citizen or two to a
$LINK<scientist=GCON_Specialists>.
^
^Finally, the science output of individual cities -- and the empire overall, in some cases -- can be dramatically
increased by building some improvements and wonders in those cities. Press the "More" button for a complete list.

#DESC_GCON_Research
^
^[List of Improvements and Wonders that add to research output]
^
^{Improvements} - Add 50% to research output (cumulative)
^* $LINK<Academies=BLDG_Academy>
^* $LINK<Computer Networks=BLDG_Computer_Network>
^* $LINK<Libraries=BLDG_Library>
^* $LINK<Local History Museums=BLDG_LHM>
^* $LINK<Monasteries=BLDG_Monastery>
^* $LINK<Public Schools=BLDG_Public_School>
^* $LINK<Research Labs=BLDG_Lab>
^* $LINK<Universities=BLDG_University>
^
^{Great Wonders} - Double Research Output in city (cumulative)
^* $LINK<Bell's Lab=BLDG_Bell>
^* $LINK<Copernicus's Observatory=BLDG_Solar_System>
^* $LINK<Edison's Workshop=BLDG_Edisons_Workshop>
^* $LINK<Einstein's Lab=BLDG_Einstein>
^* $LINK<Gutenberg Bible=BLDG_Bible> [(Only 50% bonus to research)]
^* $LINK<Leonardo's Workshop=BLDG_Inventor's_Workshop>
^* $LINK<Newton's University=BLDG_Great_University>
^* $LINK<SETI Project=BLDG_SETI_Program>
^* $LINK<World Wide Web=BLDG_World_Wide_Web>
^
^{Small Wonders] - Add 50% to research output (cumulative)
^* $LINK<The Internet=BLDG_Internet>
^* $LINK<National Gallery=BLDG_Gallery>
^* $LINK<Wall Street=BLDG_Wall_Street>

^{Combination Small Wonders} - Combination adds 125% to research output (cumulative)
^* $LINK<National Library=BLDG_National_Library> and $LINK<National Archives=BLDG_Archives>
^* $LINK<National History Museum=BLDG_NHM> and <National Historical Society=BLDG_History_Society>







#GCON_Food
Food *
^
^{Every citizen must eat three* food per turn or die.} Luckily, most citizens labour 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 labouring there
produce food. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces this much food} 
^Flood plains				4	5 if irrigated.
^Grasslands					3	4 if irrigated.
^Plains						2	3 if irrigated.
^Coastal					2	cannot be irrigated.
^Hills						1	2 if irrigated.
^Forests					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Jungle						1	cannot be irrigated.
^Desert					0	1 if irrigated.
^Tundra					0	cannot be irrigated.
^Mountains					0	cannot be irrigated.
^Ocean					0	cannot be irrigated.
^Fresh Water Lake			3	cannot be irrigated.
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as well.
^
^{Double Your Pleasure note:} * Food consumption has been increased from 2 in original.



#GCON_Shields
Production and Shields *
^
^Shields represent common raw materials in the countryside and the labour 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 labouring there produce shields.
When the City Display is open, you can see what the citizens are producing.
^
^{A citizen working		Produces this many shields }
^Mountains				3	5 if mined.
^Hills					2	4 if mined.
^Forest				2	3 if mined.
^Plains					1	2 if mined.
^Jungle					1	2 if mined.
^Desert				1	2 if mined.
^Coast					0	cannot be mined.
^Sea					1	cannot be mined.
^Ocean				0	cannot be mined.
^Tundra				0	1 if mined.
^Flood Plain				0	1 if mined.
^Grasslands				0	cannot be mined.
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus shields as well.

; the above thing works when on screen. 

#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 labouring there produce
commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces}
^Coast						2	cannot build road.
^Sea						1	cannot build road.
^Grasslands					0	1 with road.
^Flood plains				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.
^Desert					0	1 with road.
^Tundra					0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and  some $LINK<natural
resources=GCON_ResourcesN> provide bonus commerce as well.
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas:
^
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].



#GCON_Treasury
Treasury
       The [treasury] is where your empire's wealth is stored. Each turn, the net income from each of your cities is combined, costs are deducted, and the remainder is placed into your treasury. On some turns, gold may have to be drawn out of the treasury to cover costs. Balancing your need to spend with your need to build a substantial store of liquid wealth is an interesting challenge.
^
^{Gold} You use gold from the treasury to pay:
^
^* $LINK<Maintenance=GCON_Maintenance> costs for city improvements.
^* Support for military units in excess of those allowed by your $LINK<government=GCON_Governments> types.
^* Payments you may be making to rival civilizations as part of a $LINK<diplomatic agreement=GCON_Agreements>.
^* To build $LINK<Embassies=GCON_Embassies> and conduct diplomatic and espionage missions.
^* To $LINK<hurry production=GCON_Hurry_Production> of city build projects.



#GCON_Fortresses
Fortresses
       When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct stone and masonry [fortresses]. Military units inside these bastions have a few advantages.
^
^* They get a 50% defensive bonus if attacked.
^* They have a $LINK<zone of control=GCON_ZOC> and fire at passing enemy units without receiving return fire.



#GCON_Happy_Faces
Happy Faces *
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the city where they exist. 
^
^{These									Produce this}
^* City improvements								content faces
^* Wonders									content faces
^* Military police								content faces
^* Luxuries									happy faces
^* Entertainers								happy faces
^* Entertainment								happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face]makes one unhappy citizen content.
^* Each [happy face]makes one content citizen happy.
^
^If there aren't enough people of the appropriate sort in a city, the effects of any extra faces are lost.



#GCON_Disorder
Civil Disorder
       [Civil Disorder] is a state of near anarchy in a city, in which the city essentially freezes and shuts down:
^* $LINK<Production=GCON_Shields> ceases,
^* No revenue comes in from $LINK<commerce=GCON_Commerce>, and
^* No excess $LINK<food=GCON_Food> is stored.
^
^Prolonged periods of civil disorder can lead to:
^* Destruction of existing $LINK<city improvements=MENU_City_Improvements> or even sabotage to ongoing projects by
angry mobs.
^* $LINK<Defection=GCON_Conversion> of the city to a nearby rival civilization with a strong culture.
^* An overthrow of your $LINK<government=GCON_Governments> and descent of your empire into anarchy.
^
^Civil disorder erupts when a city has more unhappy than happy citizens. The only remedy is to improve the 
$LINK<mood=GCON_Moods> of the people in the city, or if extreme measures are required, the xity can be abandoned. 



#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, shields, or commerce. Instead, they produce extra happy faces, scientific research, or tax revenue.
^
^{Specialist		Lux		Tax		Sci		Requirement}
^Entertainers:		1		-		-	
^Philosopher:		-		-		1	Philosophy
^Scientist:			-		-		2	Scientific Method
^Researcher:		-		-		3	Atomic Theory
^Tax Collector:		-		1		-	Currency
^Banker:			-		2		-	Banking
^Accountant:		-		3		-	The Corporation
^Taxmen:			-		2		-	Commercial Civs only
^Wisemen:			-		-		2	Scientific Civs only
^
^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_Multiplayer
Multiplayer Victory Conditions
^
^ 
^There are six ways to win:
^
^
^{Space Race}
^One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha Centauri, the nearest star 
system. In order to achieve this victory, the player must be the first to launch a completed $LINK<spaceship=GCON_Spaceship> 
to Alpha Centauri.
^
^[Building the Ship]
^Each civilization can build an 'Alpha Centauri-worthy' spacecraft, and construction can begin when
the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder).
The ship is comprised of [ten] components, which must be built prior to launch.
^
^
^{Domination}
^Have 66% of the world's land surface within your $LINK<borders=GCON_Territory>.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^{Cultural Victory}
^Make one of your cities or your whole civilization the envy of all man- and woman-kind.
A city with a Cultural value of 20,000 or if your civilization is worth 100,000 and at least twice
as much as any rival, you win.

#DESC_GCON_Multiplayer
^
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.
After the $LINK<United Nations=BLDG_United_Nations> is built, there
are periodic votes by the council to elect a Leader. To be elected, a candidate must win a majority of all votes.
If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or dominated
the world, wowed the world with cultural achievements or diplomatic aplomb, 
then the winner is determined by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern Era.

#GCON_Short_Game_Modes
Short Game Modes
^
^{Regicide}
^Regicide is a new victory condition; in which, each player has a 'King' unit.  This unit represents the 
civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln).  When the Regicide victory 
condition is enabled, if the 'King' unit is killed, the controlling player is eliminated from the game.  Once 
the 'King' has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it.  The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a new victory condition; in which, each player has several 'King' units.  These units represent 
the civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln).  When the Mass Regicide 
victory condition is enabled, if all of a player's 'King' units are killed, the controlling player is eliminated 
from the game.  Once the 'Kings' have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location.  The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a new victory condition.  When this victory condition is enabled, any civilization that loses a 
city to an enemy is eliminated from the game.  Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.

#DESC_GCON_Short_Game_Modes
Short Game Modes
^
^{Capture the Flag}
^Capture the Flag is a new method of scoring victory points. Each player starts with a 'Princess' unit.  This 
unit has no unit actions and can be captured.  The 'Princess' unit is immobile until it is captured, at which 
point it moves with its owning unit at its speed.  The 'Princess' unit starts in the controlling players Capital. 
The goal for each player is to capture this unit and return it to their own capital, bestowing them with 10,000 
victory points.  You may capture the 'Princess' when any unit is in the tile with the 'Princess' and executes the 
'Pickup' unit action.  Once captured, the 'Princess' unit is spawned again at the original owners Capital City.  
If there is no suitable city for the 'Princess' to re-spawn in, it remains in the captor's Capital and bestows 
another 10,000 points upon that player.
^
^{Victory Location}
^Victory Location is a new method of scoring victory points.  There are Victory Location Cities on the map, 
indicated by the Victory Location icons on their title bars.  Players score points by capturing and holding 
Victory Locations.  To score these points a unit with a defensive military stat must be in that tile at the end 
of all players turns for that turn.  They are represented on the map with Victory Location art.  Each turn a 
Victory Location is controlled, the controlling player gets 250 victory points.  In single player mode, the first 
city each player builds is designated a Victory Location.  Any terrain improvement, including cities, can be 
built on a Victory Location tile.

#GCON_Ruins
Ruins
^
^
^When a city is destroyed, Ruins take it's place on the map. Ruins will stay on the map indefinitely, unless they
are built upon by another city. They have no impact on the production of the terrain they reside in. 


; End Game Concepts_______________________________________________________________________________End Game Concepts

; Begin Double Your Pleasure added Concepts____________________________________Begin Double Your Pleasure added Concepts


#GCON_DYP
_Double Your Pleasure - Info
^
^{Double Your Pleasure Playing the World (DyP_PtW) 
^Version 1.0}
^
^Follow the thread at [CivFanatics.com] or go to the website at [civ3.bernskov.com] for news, updates and patches.
^
^Comments, criticism, corrections and general praise is not only welcome; it is encouraged. 
^
^Also see:
^
^* $LINK<Beginner Strategies=GCON_DYP_Strategy> for a few tips that will give you a good start.
^
^* $LINK<DyP FAQ=GCON_DYP_FAQ> - A (currently very short) list of frequently asked questions.

#GCON_DYP_FAQ
_Double Your Pleasure - Frequently Asked Questions
^
^1. My science rating is adjusted upwards every turn! What gives?
^
^The rate caps affect all three aspects of governement spending. therefore if the rate cap is set to 60% none of the three spending levels, tax, science, or luxury can be set above 60%. 
^This is why when you are trying to set your science to less than 40% the game keeps resetting you back. in order to set your science to say 20% you must set you luxury and tax so that neither one is more than 60%.
^
^2. Why do each citizen require 3 food? I want to switch it back to 2!
^
^If you end up switching the growth rate levels in the bic, then you will be missing something. You'll be missing one of the basic challenges of the mod. I hope you don't switch it back to the original 2. Everything that I have added into the mod was done with a purpose.
^Remember you are no longer playing the same game you bought at the store. This is a new game that requires new thinking and strategies. You will not be able to use the same cookie cutter tactics that you have been using with the regular game.
^One of the main goals of my mod is to force players to make serious choices that can have drastic reprecussions on the way the game is played out. {It is now very important to select a good spot for your first city, not just be the first one to build a city.}
^It is important to decide what you are going to build in that city because, hopefully, you are not going to be able to build everything in there, at least not until the later stages of the game. you better pick very carefully which wonders to go after, you will not be getting all of them, you probably won't be getting most of them. don't worry, there is some built in overlap.

#GCON_DYP_Idea
_Double Your Pleasure - The Idea Behind the Mod
^by [Richard Jensen] aka [Kal-El] - Lead Designer, Creative Director
^
^One of my main goals in developing this mod was to create a game that followed the development of human civilization more closely than the original Civ3. What does this mean? I have deliberately made early expansion more difficult and slowed down city growth for the first half of the Ancient Age.
^
^In different parts of the world, simple farming settlements grew into large cities by the end of the Neolithic Age, about 3500 BC. This development, known as the urban revolution, marked the beginning of civilization. In fact the word "civilization" comes from the Latin root "civitas," meaning city. The development of cities was only one characteristic of early civilizations. Other characteristics included complex religions and governments, specialized skills and occupations, social classes, and methods of recordkeeping.
^
^The earliest cities appeared in four great river valleys. Cities may have emerged as early as 6000 B.C. in the valleys of the Tigris and Euphrates rivers in western Asia. Other cities developed in the valleys of the Nile River in North Africa, the Indus River in South Asia, and the Huang (Yellow) River in East Asia. Condidtions in the river valleys favored the development of cities, fertile soil in the valleys made it possible for farmers to produce a surplus of food. When the rivers flooded, the water deposits of silt made the land especially fertile. Flood waters also brought needed moisture to the land and people used river water for irrigaton during dry periods. In addition, the rivers contained plentiful fish and attracted animals, two additional sources of food. Finally, the rivers served as transportation arteries, which allowed people to trade for goods they did not have.
^
^With food surpluses, the populations of farming settlements increased, and villages grew into cities. The populations of the earliest cities ranged from several thousand to half a million residents. City dwellers undertook major projects such as clearing new farm land and constructing temples, palaces and walls for defense. Because such projects required organization and leadership, they contributed to the development of governments. In the early cities, government and religion were closely related. 

#DESC_GCON_DYP_Idea
^
^City dwellers were polytheistic, worshipping many gods. They believed that gods and goddesses controlled the forces of nature. It was, therefore, important to them to win the god's favor in order to prevent disasters. Priests developed elaborate rituals to try to influence the gods. Because the priests were the only ones who knew how to perform these rituals they gained enormous power.
^
^Priests probably headed the government as priest-kings. The form of government in which priests serve as kings is called theocracy. Gradually, successful military leaders began to replace the priest-kings as rulers. Scholars theorize that these leaders emerged as a result of warfare between cities over scarce resources. Miliatary rulers had clear responsibilities. They shared the priests' task of keeping the gods friendly, and they were responsible for defending their cities against enemies. They acted as judges, made laws, and appointed officials to keep order. They also supervised the building of great wonders.
^
^The surplus food allowed specialized occupations to gradually develop. Because of the surplus, some people did not have to farm. Rather, they could trade products or labor for the food they needed. Skilled workers called artisans hammered out plows, scythes, helmets, and swords. Jewelers shaped precious metals into charms and necklaces. Sculptors, potters, painters, priests, and government officials acquired specialized skills and knowledge. As a city grew, a more complex social structure emerged. The social structure defined a person's place in society. At the top of the structure was the priest-king or king. Below the priest-king or king was a class of priests and nobles. Nobles generally based their power and wealth on owning large amounts of land. In some cities, government officals and wealthy merchants formed the class below the nobility. Artisans and small traders ranked next, followed by the largest class made up of peasant farmers and workers. At the bottom of the social structure were the slaves. Slaves were men, women, and children who were taken captive in war or were enslaved to pay their debts.
^
^I have attempted to emulate this development through the early stages of the game.


#GCON_DYP_Credits
_Double Your Pleasure - Credits
^
^
^{Design Team}
^[Richard Jensen] aka Kal-El - Lead Designer, Creative Director
^[Martin Isaksen] aka Isak - Mod Management, Bug Squasher
^[Robert Olesen] aka RobO - Quality Assurance
^[Richard Collman] aka Rory_20_UK - Civilopedia Manager
^
^{Special thanks to:}
^[Ulrich Bernskov] for the Double Your Pleasure Website, civ3.bernskov.com
^[Dustin Smith], aka GIDustin for doing the new Wondersplash Overlays
^[Jason Malloy], aka Nightstorm for his beautiful building images
^[Elucidus], for the forums at www.cdgroup.org
^[Barry Caudill] for giving us a shot at this - Your beer is in the mail, Barry.
^
^{The Testers:}
^KingJoshi
^ChaosRik
^Pirateiam
^Randy24242424
^
^Thanks to:
Axid, Cher Fan, Civalaholic, Corinthian, Dark Sheer, Elucidus, EmprorCoopinius, Harlan, J-S, Mizaq, Pesoloco, PJM, Plutarck, Scipio Africanu, DJ54 and all the artists who's animations are used in this mod.

#GCON_TSU
Trait Specific Units*
^
^
^Like the civ specific unit the trait specific unit is a unique unit but 
instead of being limited to an individual civilzation the TSU is available to 
all civs that share the same trait, i.e. industrious, expansionist, 
militaristic, etc.  Each civ will now start out the game with the ability to 
build two new types of units depending on which traits they possess.  An 
religious militaristic civ like the Japanese will be able to build both $LINK<Champions=PRTO_Champion> and $LINK<missionaries=PRTO_Missionary>.
^
^The Traits and their associated Trait Specific Units:
^
^Commercial	: Taxman Special Citizen
^Expansionist	: Ranger - Alternative to Scout
^Industrious		: Serf - Replaces Worker 
^Militaristic		: Champion - Alternative Military Unit 
^Religious		: Shaman - Replaces Clan, not wheeled
^Scientific		: Wiseman Special Citizen


#GCON_BOMB_EXPAND
Expansion for Bombardment*
^
^
^A major innovation to the units is that all units with any type of missile weapon now have the bombardment ability.  This is to represent their ability to engage the enemy from a distance.


#GCON_DYP_Strategy
_Double Your Pleasure - A Beginner's Guide to..
^
^
^{First City}
^As every Citizen consumes 3 food, rather than the regular 2 food, in DyP it is essential to have access to bonus food resources or a floodplain in your starting city. A coastal placement is also doable, as you can build a harbor (when you get Farming) and get three food from a sea tile. Note also that inland seas (lakes) produce three food by default. A poorly
placed city, will not grow beyond size 2 until much later, so don't be afraid to move around before settling your first city. Your starting unit the $LINK<Tribe=PRTO_Tribe> treats all terrain as roads, and can move through mountains and jungles, so you can afford to move him a bit. The same applies to the settlers you get from goody huts.
^
^{Early expansion}
^Your cities won't get to be very large before you change your type of government from the default $LINK<Chiefdom=GOVT_Chiefdom> to $LINK<Despotism=GOVT_Despotism>. But expansion is still possible, as the earliest settler types, the $LINK<Clan=PRTO_Clan> and the $LINK<Shaman=PRTO_Shaman> only cost 1 population, rather than the usual 2. As soon as you discover $LINK<Dynasticism=TECH_Dynasticism> this advantage is lost, so make good use of it before it is gone.
^
^{Short Tips & Info}
^* Each citizen consumes [3] food - not 2 as in regular Civ3.
^* Roads cost 1/2 movement point, not 1/3 as in regular Civ3.
^* All units with Ranged Weapons have been given Bombardment abilites. Check $LINK<this page=GCON_Bomb_Expand> for more info.
^* Each Civilization Trait (Commercial, Expansionist, etc.) now gives access to a new type of Unit or Citizen. See $LINK<this page=GCON_TSU> for a list.
^* [Mining] is not allowed before the discovery of $LINK<Engineering=TECH_Engineering>


#GCON_Worker_Types
Worker Types *
^
^In [Double Your Pleasure] there are 4 different Worker Types available:
^
^* The $LINK<Worker=PRTO_Worker> is the early [Worker Type] unit available to all except the Industrious Civs. They cost 10 $LINK<Shields=GCON_Shield> and one Population point to build, and are totally defenseless with a movement of 1.
^
^* The $LINK<Serf=PRTO_Serf> is the basic [Worker Type] for Industrious Civs. It is equal to the worker in all respects [except] that it {does not require maintenance}.
^
^* Both Workers and Serfs are replaced by the $LINK<Laborer=PRTO_Laborer> with the discovery of $LINK<Steam Power=TECH_Steam_Power>. Laborers cost 20 shields and 1 population point. They move 2 squares and can be Airlifted. They can also pillage enemy improvements.
^
^* The final [worker type] unit is the $LINK<Engineer=PRTO_Engineer>. Engineers become available with $LINK<Electronics=TECH_Electronics> and move 3 squares.
^
^It should also be noted that certain $LINK<Settler Type Units=GCON_Settler_Types> are capable of performing a few Worker jobs. The $LINK<Colonist=PRTO_Colonist> and the $LINK<Settler=PRTO_Settler> can Clear Forests, Clear Jungles and Build Roads.


#GCON_Settler_Types
Settler Types *
^In [Double Your Pleasure] there are 5 different Settler Types available:
^
^* The $LINK<Tribe=PRTO_Tribe> is the initial starting unit. It moves fast, crossing two squares regardless of terrain, and also has an extended line of sight. It is capable of defending itself, should the need arise. You are not able to build Tribes - it is only given at the start of the game, or through Goody Huts. 
^With the Tribe, you no longer need to settle on your first turn to avoid getting behind your rival civilizations. It will often prove a much better strategy to explore the surroundings for a few turns, looking for a spot near a vital resource or a good food-producing square.
^
^* The $LINK<Clan=PRTO_Clan> is the first [Settler Type] unit available to all except Religious Civs. It costs 30 $LINK<Shields=GCON_Shields> and {only 1 population point}. Members of a Clan, will not travel through Jungles or over Mountains unless there is a road there.
^
^* The $LINK<Shaman=PRTO_Shaman> is the first [Settler Type] available to Religious Civs. It is equal to the Clan in almost all respects {including} the 1 population point cost. However, Shamen are able to entice their people to follow them through Jungles or over Mountains.
^
^* Clans and Shamen upgrade to The $LINK<Pioneer=PRTO_Pioneer>, available with the discovery of $LINK<Dynasticism=TECH_Dynasticism>. Pioneers cost 40 shields and {2 population points}, signalling the end of early, rapid expansion. At least for civilizations that choose to stay in $LINK<Chiefdom=GOVT_Chiefdom>.
^
^* The $LINK<Colonist=PRTO_Colonist> is next in line after the Pioneer. It becomes available with the discovery of $LINK<Divine Right=TECH_Divine_Right>. Colonists cost 50 shields and 2 population points. They move twice as fast as Pioneers, and can be Airlifted. In addition the can Clear Forests and Jungles, and Build Roads. If necessary, they are also able to pillage enemy Tile Improvements.
^
^* The last [Settler Type] unit is ... the $LINK<Settler=PRTO_Settler>. Settlers become available with $LINK<Motorized Transportation=TECH_Motorized_Transportation> and cost 70 shields and 2 population points. They share the abilities of the Colonist, but move 3 squares per turn.


; End Double Your Pleasure Added Concepts________________________________________End Double Your Pleasure Added Concepts

; Units__________________________________________________________________________________________________________ Units

#PRTO_Clan
^
^The clan is the first $LINK<Settler Type=GCON_Settler_Types> unit that non-religious civilizations can build.
^
^Building a Clan: A city that builds a [Clan] loses only {one} citizen from its population.
^
^Clans are used primarily to found new cities. Move the Clan to  the desired city site, and, when the Clan is
active in that square, press B.  A Clan may also be used to increase the population of an existing city.
^
^{Movement limitation:} A [Clan] will refuse to travel through $LINK<jungle=TERR_Jungles> or $LINK<Mountains=TERR_Mountains>, unless they can travel on
roads.
^
^$LINK<Religious Civilizations=GCON_Strengths> can not build [The Clan].  They are however able to build the $LINK<Shaman=PRTO_Shaman>.





#PRTO_Shaman
^
^The [Shaman] is the first $LINK<settler type=GCON_Settler_Types> available to the Religious civilizations. 
^It is in almost all respects equal to $LINK<the Clan=PRTO_Clan>, except that the Shaman is able to travel across Jungles and Mountains, without the presence of a road

#DESC_PRTO_Shaman
^When citizens were filled with the desire to witness by word and deed, at home and abroad, to the beliefs of their
religion, so that others may come to know and live the truth as they understand it, they formed a missionary movement
and left their homes in search of souls to teach.  Once a suitable site was found, the missionaries would build their
new church and homes, develop the land surrounding the mission and teach their religion to the indigenous peoples
that they found there. Eventually the whole process repeated, and the new mission would send out missionaries of its
own. This process allowed civilizations and religions to spread throughout history, from the empires of the ancient
world to the discovery and settlement of the New World.




#PRTO_Pioneer
^
^[Pioneers] replace the $LINK<Clan=PRTO_Clan> and the $LINK<Shaman=PRTO_Shaman>.
^
^Building a Pioneer: A city that builds a pioneer loses two citizens from its population.
^
^Pioneers are used primarily to found new cities. Move the settler to the desired city site, and, when the settler is
active in that square, press B. A pioneer may also be used to increase the population of an existing city; when the 
pioneer is active on a city, click the "Join City" button. The pioneer disappears and the city's population gains two
citizens.
^

#DESC_PRTO_Pioneer
^
^
^Pioneers are the first to settle in an area, especially important in the history of North America. Pioneers often
suffer great hardships and are often responsible for forming the basic structure of society for those who follow. When
cities grew to a size where the resources were insufficient to adequately insure a decent standard of living for the
populace, adventurous groups of citizens set out on their own in search of a place to build a new city. Once a suitable
site was found, the pioneers would build their new homes, and develop the land surrounding the city. Eventually the
whole process repeated, and the new city would send out pioneers of its own. This process allowed civilizations to grow
throughout history, from the empires of the ancient world to the discovery and settlement of the New World.




#PRTO_Colonist
^
^[Colonists] move twice as fast as the earlier $LINK<settler types=GCON_Settler_Types>
^
^{Building a Colonist}: A city that builds a [colonist] loses two citizens from its population.
^
^Colonists are used primarily to found new cities. Move the colonist to the desired city site, and, when the colonist
is active in that square, press B. A colonist may also be used to increase the population of an existing city; when the
 colonist is active on a city, click the "Join City" button. The colonist disappears and the city's population gains
two citizens.
^
^{Special actions}: Colonists can perform simple worker jobs. They can build roads and clear forests and $LINK<jungle=TERR_Jungle>s. 
They can also be airlifted or even used to pillage enemy tile improvements.

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


#PRTO_Settler
^
^[Settlers] are the final $LINK<settler type=GCON_Settler_Types> units you can build. They are equal to $LINK<Colonists=PRTO_Colonist> in all respects, except that they move 3 squares per turn.
^




#PRTO_Worker
^
^[Workers] are the first $LINK<Worker Type=GCON_Worker_Types> units non-industrious civilizations can build.
^
^{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 $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city; when the worker is active
on a city, click the "Join City" button. The worker disappears and the city's population gains one citizen.
^
^Note that workers may be captured and used by rival civilizations.
^
^$LINK<Industrious civilizations=GCON_Strengths> build $LINK<Serfs=PRTO_Serf> instead of [workers]. 

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



#PRTO_Serf
^
^[Serfs] are equal to regular $LINK<Workers=PRTO_Worker> but they {do not cost support}, and are only available to $LINK<Industrious civs=GCON_Strengths>..
^
^{Building a Serf}: A city that builds a [serf] loses one citizen from its population.
^
^{Serf Jobs}: Serfs can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive. The efficiency of
a serf (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A serf may also be used to increase the population of an existing city; when the serf is active on
a city, click the "Join City" button. The serf disappears and the city's population gains one citizen.
^
^Note that serfs may be captured and used by rival civilizations.

#DESC_PRTO_Serf
^
^
^In primitive, hunter-gatherer cultures, there was no division of labour. But every civilization since has had a 
worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society.
These agricultural labourers were known as serfs and were legally bound to reside and labour on the land owned by their
lord. The word serf comes from the Latin word [servus], which means servant or slave.  The serfs comprised the vast
majority of the population of early society and worked to feed themselves, their superiors, and the people of the towns
and the church. Although the serfs were not slaves, they were not really free. They could not leave the land owned by
their lord. They were obligated to provide physical labour as well as to pay taxes and other obligations. Serfs were at
the bottom of the European system of social, political, and economic relations.
^
^Social institutions similar to serfdom were known in ancient times. The status of the helots in the ancient Greek
city-state of Sparta resembled that of the medieval serfs, as did the condition of the peasants working on government
lands in ancient Rome. These Roman peasants, known as [colini], or "tenant farmers," are some of the possible precursors
of the serfs. However, medieval serfdom really began with the break-up of the Carolingian Empire around the 10th century
AD. The demise of this empire, which had ruled much of the Western Europe for more than 200 years, was followed by a
long period during which no strong central governments existed in most of Europe.




#PRTO_Laborer
^
^[Laborers] move twice as fast as regular $LINK<Workers=PRTO_Worker> and $LINK<Serfs=PRTO_Serf> and in addition they can pillage tile improvements.
^
^{Building a laborer}: A city that builds a [laborer] loses one citizen from its population.
^
^{labourer Jobs}: laborers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive. The
efficiency of a laborer (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A labourer may also be used to increase the population of an existing city; when the laborer is
active on a city, click the "Join City" button. The laborer disappears and the city's population gains one citizen.
^
^Note that laborers may be captured and used by rival civilizations.

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




#PRTO_Engineer
^
^The modern [engineer] has a movement rate of three, making it the fastest worker type available.
^
^{Building an Engineer}: A city that builds an [engineer] loses one citizen from its population.
^
^{Engineer Jobs}: Engineers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive. The
efficiency of an engineer (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: An engineer may also be used to increase the population of an existing city; when the labourer is
active on a city, click the "Join City" button. The engineer disappears and the city's population gains one citizen.
^
^Note that engineers may be captured and used by rival civilizations.

#DESC_PRTO_Engineer
^
^
^As technology progressed through the centuries, people began to specialize in a single skill or field of knowledge.
The early workers and labourers who acted in the multiple roles of farmers, builders, and just about any other
occupation required by their situation, were replaced by engineers specifically trained in a single discipline.
Specialized training provided engineers the time and the skill necessary to accomplish feats of construction and
environmental manipulation never before experienced in history.


#PRTO_Scout
^
^
^[Scouts] are lightly armed, non-combat units with two movement points. They cannot attack, but will defend themselves
if necessary. They are good at exploring the countryside.
^
^Scouts receive a 1 point $LINK<penalty to hitpoints=GCON_Experience>
^
^$LINK<Expansionist civilizations=GCON_Strengths> can use $LINK<Rangers=PRTO_Ranger> for early exploration, rather
than the Scout.

#DESC_PRTO_Scout
^
^
^Smart application of a nation's military resources often means identifying the points that would benefit from it the
most. The use of lightly armed but fleet of foot scouts to survey the situation can permit this effective application
of might. Assessing sites for the future building of cities is also a worthwile use of scouts. 



#PRTO_Ranger
^
^
^[Rangers] are lightly armed, non-combat units that can move two squares per turn over land, regardless of terrain.
This makes them very adept at exploring the wilderness. They cannot attack, but will defend themselves if necessary.
^
^Scouts receive a 1 point $LINK<penalty to hitpoints=GCON_Experience>
^
^[Rangers] are only available to $LINK<Expansionist=GCON_Strengths> civilizations.

#DESC_PRTO_Ranger
^
^These woodsmen are great trackers. Rangers are best used for reconnaissance; send them out early in search of
treasures, scrolls, and the armies of other nations. A Ranger is normally strong enough to defend against many foes,
including the barbaric creatures that roam the wild lands. For this reason, they are useful for discovering where the
secrets of the land are hidden, then making a quick retreat if overwhelmed by enemy forces. This serious bunch may not
be any good at casual pub chatter, but many of the best stories of adventure and monsters concern their exploits--if
you can pry the information from a Ranger's hesitant lips after he returns from a mission.



#PRTO_Troubadour
^
^
^[Troubadours] are advanced scouts, moving two squares per turn, regardless of terrain. They are adept at defending themselves, but cannot attack.



#PRTO_Explorer
^
^
^[Explorers] are armed, non-combat units that can move four squares per turn over land, regardless of terrain. This
makes them extremely adept at exploring the wilderness. They cannot attack, but will defend themselves if necessary.
^
^The Spanish build $LINK<the Conquistador=PRTO_Conquistador> instead of Explorers.

#DESC_PRTO_Explorer
^
^
^Throughout history there are those whose thirst for adventure led them from the safe confines of civilized lands.
These explorers, frequently funded by government stipends, would then journey into the unknown, charting their progress
all the  way. These expeditions, and the maps they helped create, became blueprints for the conquest and domestication
of the once uncharted regions of the world.



#PRTO_PPS_15
^
^
^The PPS-15 Radar is a well-armoured reconnaisance unit, with the ability to attack the enemy if necessary, both in
melee and using it's ability to $LINK<bombard=GCON_Bomb_Expand> up to 4 squares away. 
^It moves 6 squares per turn regardless of terrain and has a built in radar.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<rubber=GOOD_Rubber> in it's $LINK<Strategic Resource box=GCON_ResourcesS> to build the PPS-15 Radar.



#PRTO_Mine_Detector
^
^
^[Mine Detectors] are useful for detecting hidden land mines and other hidden units. They are virtually defenseless and should never travel unprotected.




#PRTO_Spy
^
^
^A [Spy] unit is different from the spies that civilizations send to infiltrate enemy cities.  The spy is used to
infiltrate enemy territory to investigate enemy troop movement and during war time to disrupt enemy communications and
destroy enemy infrastructure. They remain hidded from most units and can be used to discover other hidden units.
^
^Spies can be used to make $LINK<ranged attacks=GCON_Bomb_Expand> on units in the surrounding territory.

#DESC_PRTO_Spy
^
^
^ Intelligence was early recognized as a vital tool of statecraft-of diplomacy or war. Writing almost 2500 years ago,
the Chinese military theorist Sun Tzu (flourished 6th century BC) stressed the importance of intelligence. His book The
Art of War (circa 500 BC) gave detailed instructions for organizing an espionage system that would include double
agents and defectors. Intelligence however, was haphazardly organized by rulers and military chiefs until the rise of
nationalism in the 18th century and the growth of standing armies and diplomatic establishments. 
^
^One of the most effective ways to compile information about an enemy (or potential enemy) is by infiltrating the
enemy's ranks. This is the job of the spy. Spies can bring back all sorts of information concerning the size and
strength of an enemy army. In times of crisis, spies can be used to sabotage the enemy in various ways.
Counterintelligence operatives can feed false information to enemy spies, protecting important domestic secrets and
preventing attempts at subversion. Nearly every society has very strict laws concerning espionage, and the penalty for
being caught is often death. However, the benefits that can be gained through espionage are generally felt to outweigh
the risks.




#PRTO_Secret_Agent
^
^As time progressed and technology developed so did the art of espionage.  The [Secret Agent] is the modern day
equivalent to the ancient spy.  In fact he is often still referred to by that name. 
^
^In addition to better defense and the ability to engage in meelee combat, the [Secret Agent] can also be airdropped
into enemy territory and is quite capable of getting out again fast, moving four squares per turn, regardless of
terrain. The Secret Agent is hidden away from most units and can be used to spot other hidden units.
^
^Secret Agents receive a 3 point $LINK<bonus to hitpoints=GCON_Experience> and can make $LINK<ranged attacks=GCON_Bomb_Expand> on units in the surrounding terrain.

#DESC_PRTO_Secret_Agent
^
^
^In order to adopt and implement foreign policy, plan military strategy and organize armed forces, conduct diplomacy,
negotiate arms control agreements, or participate in international organization activities, nations have vast
information requirements. Not surprisingly then, many governments maintain some kind of intelligence capability as a
matter of survival in a world where dangers and uncertainties exist around every corner. 
^
^All nations have laws against espionage, but most sponsor spies in other lands. A nations greatest asset in the
intelligence game is the Secret Agent.  A wily and seductive character who is skilled in the arts of armed and unarmed
combat as well as in the use of some of the most highly advance techno-gizmos his country can produce. The secret agent
is not omniscient, but he seems immortal, capable of emerging unscathed from a variety of dangers and tortures, and
eager for the next woman and the next fight. His success must be attributed largely to the fact that he is prepared to
kill on instruction; and his total lack of moral feeling allows him to take advantage of any situation he finds himself
in.



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

#DESC_PRTO_Army
^
^
^Armies are the military forces of a nation, commissioned to defend the security of their country, as well as to
protect its interests across the world. Complex organizations, armies are capable of supporting extended campaigns in
lands far from home. They are frequently large groups of soldiers, though armies can be comprised of diverse combat
specialties. Since these organs wield considerable force, their integration and power within a nation's ruling body is
heavily scrutinised. Although an army can do considerable damage by themselves, they are more effective when working in a coherant overall strategy.




#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.
^
^Leaders can also be airlifted.

#DESC_PRTO_Leader
^
^
^Throughout history special individuals have come to prominence on the world stage. Each embodied in some way the
ideals and dreams of their people, causing legions to follow their lead. These great leaders of mankind were capable
of feats that  created benefits well beyond what they could achieve by themselves. On the battlefield, they inspired
their troops to conquer  their fear and accomplish goals thought impossible. Within civilian society, these figures
corralled diverse goals and  opinions into a powerful, unified focus. Once organized, these social entities became
capable of pushing their society  steadily into the bright future they all hoped to visit. 



#PRTO_Airbase
^
^
^ An [Airbase] is the principle site for the deployment of aircraft, from the WW1 Bi or triplanes to the modern B-1 Bombers. The airbase provides all the facilities to repair and refuel the aircraft. 

#DESC_PRTO_Airbase
^
^



#PRTO_Radar_Station
^To be airdropped, the Radar Station requires an $LINK<Airbase=BLDG_Airforce_Base> in the same city. You can airdrop
the [Radar Station] up to 8 squares away from the Airbase.
^
^

#DESC_PRTO_Radar_Station
^
^Since World War 2 when radar was first used, radar has been used by an increasingly large number of countries to undertake surveilence of vast tracks of territory. In times of war this enables troops to be positioned where they are needed most, preempting enemy movements. In world War 2 this was utilised to detect German bombers approaching England. If the fighterss had relied on interception by sight alone, most raids would have been undetected until it was too late. 




#PRTO_Merchant
^
^
^ Once a city builds a merchant it can send it off to distant cities to help $LINK<hurry=GCON_Hurry_Production> production in a city. When the merchant does this it disappears. Merchants can be used to hurry any improvements, including wonders, and so can be a very useful unit. 
^
^Note that merchants may be captured and used as slaves by rival civilizations.  They should always be well guarded.

#DESC_PRTO_Merchant
^
^
^Trade has been a major source of income to civilizations throughout history. Journeying to distant lands, merchants
exchanged their loads of goods for money or other items of value. In addition, the traders who accompanied the caravans
often brought back new knowledge about the advances made by the civilizations with whom they did business. Marco Polo,
for example, went with traders to China. He remained there for many years, and brought back much valuable information
to the West.



#PRTO_Freight
^
^
^The Freight is an advanced $LINK<Merchant=PRTO_Merchant>. Once it is built, it can be sent off to distant cities to help $LINK<hurry=GCON_Hurry_Production> production in a city. When the [Freight] does this it disappears. Freights can be used to hurry any improvements, including wonders, and so can be a very useful unit. 



#PRTO_Warrior
^
^
^The [warrior] is late Stone Age infantry, armed with stone axes and clubs. Ferocity is as much a weapon as the poor tools that the Warrior fights with. 
^
^Warriors receive a 1 point $LINK<penalty to hitpoints=GCON_Experience>

#DESC_PRTO_Warrior
^
^
^The earliest military forces were simply the citizens of the city, armed with whatever implements they could  use as
weapons. Although a militia made up of warriors was inexpensive, they were no match for organized  armies. Warriors
were usually used as stopgap measures while waiting for superior units to be trained, or to  defend a city that had
been temporarily cut off from military support. In a crisis situation, an assembly of warriors is better than no
defense at all.
^
^
^In many ancient societies the young men were forced to learn the art of war.  They were trained from their youth in
the tools of warfare and forced to pass through rights of initiation to prove their manhood.  If they survived the
ordeal they were welcomed into the community and for their bravery and courage they were honored as champions.  These
young men were far superior to the common warrior  and were often able to take on forces twice their numbers.



#PRTO_Jaguar_Warrior
^
^
^The Aztec [Jaguar Warrior] is a dangerous military unit. They are more fierce attackers than normal warriors,  and
move twice as fast.
^
^Jaguar Warriors receive a 1 point $LINK<penalty to hitpoints=GCON_Experience>

#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. Unstoppable against other warriors that they came across in the Americas, they were no match for the Spaniard troops armed with guns and steel weaponry. 




#PRTO_Champion
^
^
^$LINK<Militaristic civilizations=GCON_Strengths> are able to produce better warriors than other nations.  
^
^The [Champion] is a dangerous opponent, armed with axe and knife and the blessing of his spirit totem. They also
carry sinew bows and flint-tipped arrows and are thus capable of $LINK<ranged attacks=GCON_Bomb_Expand>.

#DESC_PRTO_Champion
^
^ In many societies much store was placed in the ability of young man to be able to fight, and much time was spent honing these skills in competitions between the young men. Those that came on top of these events were the champions, far more adapt at the arts of war.



#PRTO_Swordsman
^
^
^The [swordsman] is the first effective unit of the Iron Age.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a swordsman.
^
^The Swordsman receives a 1 point $LINK<penalty to hitpoints=GCON_Experience>

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



#PRTO_Legionary
^
^
^The [Roman Legionary] is a highly-skilled iron-age unit, better defensively than the regular $LINK<swordsman=PRTO_Swordsman>.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a legionary.

#DESC_PRTO_Legionary
^
^
^The Roman Legions, created during the early wars of the Republic and tested during the three Punic Wars against
Carthage, were the fighting force that conquered and held the Roman Empire together for five centuries. Each legion was
composed of 6000 men, divided into 60 smaller groups known as centuries, of unsurprisingly 100 men. Nearly unstoppable on the attack, the legion
was relatively weak on defense. The legion's demise as a military unit was accelerated by the destruction of Emperor
Valens' army by gothic knights in the fourth century.



#PRTO_Immortals
^
^
^The [Persian immortals] are highly-trained and skilled swordsmen that are excellent attackers in the ancient era.
^
^A Persian city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
immortals.


#DESC_PRTO_Immortals
^
^
^The Immortals were a strong corps of heavy infantry deployed by the Persian Empire in the fifth century BC. Gifted
soldiers, they drew their moniker from the fact that regardless of the casualities sustained in battle, the unit was
restored to full strength, no matter the cost. Equipped with bow and spear, the front rank would advance upon the enemy
while rear ranks rained arrows to ease the assault. 



#PRTO_Bushi
^
^The [Bushi] replaces the Medieval Infantry for the Asian and Asia Minor civilizations.
^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Bushi] are skilled warriors who
are suitable for dispatching ancient-era units and civiliziations.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Bushi.

^

#DESC_PRTO_Bushi
^
^




#PRTO_Longswordsman
^
^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Medieval Infantry] are skilled warriors who
are suitable for dispatching ancient-era units and civiliziations.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Medieval Infantry.

#DESC_PRTO_Longswordsman
^
^
^The longsword represents the culmination of infantry weapon development in antiquity. It was designed for both
piercing and  slashing, combining the best of both the short and broad swords. The long sword was made possible first
by advances in bronzeworking and improved by the discovery of iron. Some historians believe that the development of
long swords by barbarian cultures was a key factor in the catastrophe of 1200 BC, when most of the civilized cultures
of the Mediterranean and Middle East were overrun. The long sword in various forms remained an important military
weapon until the advent of gunpowder.



#PRTO_Fanatic
^
^
^[Fanatics] are overly zealous individuals, devoted to a cause, either religeous or political.  They often resort to
acts of terrorism in an attempt to further their cause. Due to their zeal that are able to take on opponents far greater in strength than they are and come out victorious. Unfortunately also due to this zeal, they are very poor in defence, preferring to die an honorable death. 
^
^[Fanatics] can make amphibious assaults.


#DESC_PRTO_Fanatic
^
^
^Certain circumstances, such as strong religious beliefs or a totalitarian system of government, can "inspire"
citizens or factions to nationalism that approaches maniacal fervor. Fanatical groups can often succeed in seemingly
hopeless situations, fighting and defeating superior enemy forces. Often, fanatics pursue military and terrorist
activity for years, even decades, before they can be caught or stopped. Their strength for both attack and defense
comes from their willingness to fight for the ideals they believe in and if necessary, sacrifice their lives in the
name of their cause.



#PRTO_Spearman
^
^
^[Spearmen] are the first and best defensive units of the Bronze Age. Ideal for guarding settlements against all but the most determined attacks, spearmen are often the backbone of an early civilisation. 
^
^The Spearmen receives a 1 point $LINK<penalty to hitpoints=GCON_Experience>.

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



#PRTO_Hoplite
^
^
^Second only to the $LINK<Numidian Spearman=PRTO_Libyan_Spearman> in the ancient era, but much cheaper to train, the [Greek Hoplite] can dominate the Bronze Age world.

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



#PRTO_Impi
^
^
^The [Zulu Impi] is perhaps the first "mechanized infantry"... they are fast defenders that will [withdraw] from
combat if they are losing (unless fighting another fast unit).

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



#PRTO_Pikeman
^
^
^The [pikeman] is an excellent defender, but is a very poor offensive unit.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a pikeman.

#DESC_PRTO_Pikeman
^
^
^The growing deployment of knights on the battlefield demanded that foot soldiers develop new means of fighting  that
would lessen their vulnerability to mounted opponents. One of the best ways to do this was to  lengthen the reach of
the infantrymen by arming them with long, sturdy spears known as pikes. Massed infantry  armed with pikes --
particularly in conjunction with archers -- managed to even the battlefield odds. Armies equipped in this manner were
able to hold their own until the invention of gunpowder made archers, pikemen, and knights a thing of the past. One of the first Kingdoms to use this new technique were the Swedes, and were able to form a large empire by military conquest based on these superior tactics. 




#PRTO_Archer
^
^
^[Archers] are late Stone Age warriors armed with sinew bows and flint-tipped arrows.
^
^[Archers] exert a $LINK<zone of control=GCON_zoc> over their immediate surroundings, and are capable of $LINK<ranged
attacks=GCON_Bomb_Expand>.
^
^They receive a 1 point $LINK<penalty to hitpoints=GCON_Experience>.

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



#PRTO_Bowman
^
^
^[Babylonian bowmen] are good marksmen and capable defenders of the ancient era.
^
^The Skilled [Bowmen] exert a $LINK<zone of control=GCON_zoc> over their immediate surroundings, and are capable of
$LINK<ranged attacks=GCON_Bomb_Expand>.

#DESC_PRTO_Bowman
^
^
^The Babylonians utilised a number of different archer types, typically categorized by the amount of armour they wore.
These units fulfilled a number of useful roles in the conquest-focused armies of the time, including sophisticated
combined-arms tactics. Their composite bows, when massed in sufficent numbers, could assist chariots and other horse
units in disrupting lines and  formations. When used in seiges, they would keep the ramparts clear of soldiers so that
the infantry could safely close and scale the city walls. Sometimes these skilled warriors enjoyed the benefit of a
shield carrier. These wicker, curved shields would help protect the bowman from attacks coming from the front and
above. In sieges these were especially popular, as the decreased movement of the unit would be far less important than in a pitched battle.



#PRTO_Longbowman
^
^
^[Longbowmen] are excellent attackers and good defenders in the early renaissance era.
^
^[Longbowmen] exert a $LINK<zone of control=GCON_zoc> over their immediate surroundings, and are capable of
$LINK<ranged attacks=GCON_Bomb_Expand>.

#DESC_PRTO_Longbowman
^
^
^Longbowmen were highly skilled archers capable of firing up to six arrows a minute over long distances into massed
enemy formations. Using bows constructed from a  type of wood called Yew, they used arrows specifically designed to
penetrate chainmail armour -- even plate if close enough. Frequently they would comprise approximately four-fifths of an
army, and their devastating attacks helped to reverse the dominance of knights in warfare. Only lightly-armoured, they
enjoyed a great mobility advantage should their opponents survive their barrages. The first users of Longbows were the English - from their subjects in Wales. The use of these bows enabled some of the most striking victories on medieval warfare to be achieved such as Poitiers, Ajincourt and Crecey - all engagements where massed numbers of French knights were slaughtered by English longbowman.
^
^Once gunpowder began to find applications in the military, their use began to wane. Guns allowed foot soldiers the
same effectiveness against knights, but without the decades of training required to be proficient with the longbow, even though initially the weapons were far more inaccurate. 



#PRTO_Crossbowman
^
^The [Crossbowman] is one of the best attack support units available the Middle Ages, used primarily in a bombardment role to soften up targets for mobile units to destroy. As such, they are capable of  $LINK<ranged attacks=GCON_Bomb_Expand>.

#DESC_PRTO_Crossbowman
^
^Crossbowman were widely used in the Medieval era by many countries in the European continent. Altohugh the croosbow is a slow weapon, it requires little in the way of training to use the weapon, and can fire the quarrel a great distance, causing far more damage than the usual bows employed by archers. 



#PRTO_Arquebusier
^
^
^The first gunpowder unit, [arquebusiers] are powerful defenders.
^
^[Arquebusiers] are capable of $LINK<ranged attacks=GCON_Bomb_Expand>.
^
^The [Arquebusier] receives a $LINK<hit point bonus=GCON_Experience> of 1 point.
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a
musketman.

#DESC_PRTO_Arquebusier
^
^
^One of the most important developments in the history of warfare was the invention of firearms. Originally developed
in the 14th century, firearms evolved quickly and by the late 17th century flintlock muskets had become commonplace in
battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had
dominated the battlefield for so many years, and quickly led the end of armoured warriors, as the amount of armour that would be required to stop the bullet was far to great to be used. The exact composition of armies varied throughout the period that arquebusiers were used, as other tactics were invented to compliment and fight against this new type of weapon. 
^Large forces of musketeers within a fortress orbehind city walls proved an exceedingly difficult obstacle to an attacking army. Arquebusiers were eventually replaced by muskets - weapons that were lighter, able to fire faster and were also more accurate. 


#PRTO_Musketeer
^
^
^[French Musketeers] are troops specifically trained to use the new weapon, the musket. They are better on offense
than $LINK<arquebusiers=PRTO_Arquebusier> and much better marksmen at a range.
^
^[Musketeers] are capable of $LINK<ranged attacks=GCON_Bomb_Expand>, and receive a $LINK<hit point bonus=GCON_Experience> of 2 points.
^
^A French city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
a musketeer.

#DESC_PRTO_Musketeer
^
^
^Although often used to designate the flintlock-armed formations of a number of European countries, the term
"Musketeer" generally refers to the King's Guard under Louis XIII and Louis XIV of France, immortalised in Dumas's
famous novel. As such, the Musketeers served as a training ground for the young nobility, intended to be the elite of
the army. Training not only included mastery of all weapons, from epee to musket, but instruction in social skills and
military etiquette as well. In peacetime, the Musketeers served as the King's personal escort. Monsieur Treville, one
of the Louis XIII's advisors and ardent sponsor of the Musketeers, and Cardinal Richelieu, who maintained his own
company of guards, were political adversaries until the banishment of Treville following a 1642 plot to assassinate the
Cardinal. Following that, the prestige of the Musketeers declined. In the military reforms that followed the death of
Louis XIV, the Musketeers were disbanded and absorbed into the ranks of the French army.



#PRTO_Musketman
^
^[Musketmen] are the first trained gunpowder units available to all civilizations. They are strong defenders and adequate offensive units.  They should be combined with Dragoons in order to destroy your enemies.
^
^[Musketmen] can make [amphibious assaults] and can $LINK<attack at a range=GCON_Bomb_Expand>.
^
^[Musketmen] receive a $LINK<hit point bonus=GCON_Experience> of 2 points.
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a
musketman.

#DESC_PRTO_Musketman
^
^
^In the forty years between 1775 and 1815 occured a revolution in warfare thatt coincided with the American and French
revolutions, and with the coming of the age of Napolean.  This revolution swept away the traditional forms of dynastic
warfare that had evolved in the European world for three hundred years previously, and began an era of national warfare
that persists today.
^
^Musketmen, also known as infantry of the line, usually fought in three close-packed ranks with their smoothbore muzzle
loaded flintlock muskets capable of being fired and reloaded at the rate of about two rounds per minute.  Firing was
done in volleys by platoons (the continental style) or by line (the English style).  One of the flank companies might be composed of light infantry, soldiers trained to fight
as skirmishers and sometimes armed with rifles. (The rifle was a musket with grooves in the bore which gave the ball a
spin that insured greater range and accuracy than that of the smoothbore musket.)  Whereas volleys fired by smoothbores
had an effective range not exceeding one hundred yards, aimed rifle fire could be dangerous to twice that distance.  On
the other hand, rifles took about twice as long to load because the ball had to be worked down the barrel against the
resistance of the rifling.  Because of its loading problems and greater cost of manufacture, the rifle remained a
specialists weapon down to the mid-nineteenth century.  The grenadier companies, composed of the largest men in the
battalion, were often used to lead bayonet charges, the bayonet being the ordinary soldier's only weapon for
hand-to-hand fighting in the late eighteenth century.
^ Prior to the use of the bayonet, musketman weree defended by banks of pikeman from charges by cavalry. Bayonets allowed the musketman to effectively be their own pikeman, and when based in square formation were a nigh on impossible target for cavalry, as proved at the battle of Waterloo. 


#PRTO_Grenadier
^
^[Grenadiers] are multi-purpose units, equally skilled on both offense and defense.
^
^[Grenadiers] can make [amphibious assaults] and can $LINK<attack at a range=GCON_Bomb_Expand>, and receive a $LINK<hit point bonus=GCON_Experience> of 2 points.
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a
grenadier.



#PRTO_Rifleman
^
^
^[Riflemen] are highly skilled in offense as well as defense. By the time you can build these, saltpeter is in abundance and is not needed.
^
^[Riflemen] can unload from a sea transport into any coastal land square, including enemy cities and enemy-occupied
squares, and are also able to $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, without entering meelee combat.
^
^[Riflemen] receive a $LINK<hit point bonus=GCON_Experience> of 2 points.

#DESC_PRTO_Rifleman
^
^
^Two developments in the 19th century made early firearms (such as the musket) obsolete. The first was the invention
of a spiral groove, or "rifling", inside the barrel of a gun. Second was the development of the repeating rifle, which
could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much
more accuracy over a greater range than the musket and a much higher rate of fire. 
^    
^Riflemen were first employed in large numbers during the American Civil War. The rifle gave a strong defensive
advantage, since riflemen could fire several times while the attackers advanced to within hand-to-hand distance. This
was normally enough to hold any position. Riflemen dominated the battlefield until the appearance of armoured attack
vehicles.



#PRTO_Partisan
^
^
^The [Partisan] is the poor man's infantry, if $LINK<rubber=GOOD_Rubber> is not available. 
^
^They are skilled snipers however, and can $LINK<attack from a range=GCON_Bomb_Expand> of 1 square without entering
meelee combat.
^
^[Partisans] receive a $LINK<hit point bonus=GCON_Experience> of 2 points.

#DESC_PRTO_Partisan
^
^
^[Partisans] are militant groups who pledge their support to a leader or a system of government. Partisans differ from
fanatics in their methods. Whereas fanatics are usually radicals prone to use terrorist tactics, partisans are usually
trained soldiers who practice the more organized tactics of guerrilla warfare. Partisan groups have existed at various
times throughout history. Partisans were particularly active in the Nazi occupied countries of Europe during World War
II, where their acts of sabotage against their conquerors often kept German troops busy quelling partisan uprisings
while they should have been fighting on the front lines. Because of their unflagging dedication to their cause,
partisans make formidable opponents.



#PRTO_Infantry
^
^
^[Infantry] make up the bulk of most modern armies, and the infantry battalion is the basic building block of any modern army. Infantry represents the first well organized ground troops with semi-automatic rifles. They are extremely good
defenders but are also formidable on the offensive.
^
^[Infantry] can $LINK<attack from a range=GCON_Bomb_Expand> of 1 square without entering meelee combat, and receive a $LINK<hit point bonus=GCON_Experience> of 3 points.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build modern
infantry.

#DESC_PRTO_Infantry
^
^
^Infantry units are given the challenging task of taking and holding terrain, which often involves dangerous, close
range fighting. Organized into small squads, their strength lies in their training and equipment (rifle, grenades,
helmet, and other critical gear). Often individuals in the squad are trained to be specialists, allowing them access to
anti-tank weapons or light machine guns. Experienced in concealment and patrolling close to the enemy, these
hard-fighting men play an important and versitile role in modern military conflicts.




#PRTO_Grunt
^
^
^[Grunts] are the modern day infantry units. They literally have no weaknesses, being as skilled in offense as
defense, and moving two squares per turn.
^
^With their devastating long-range weapons [Grunts] can $LINK<attack from a range=GCON_Bomb_Expand> of 1 square without entering meelee combat, and as a consequence they also exert a $LINK<zone of control=GCON_ZOC>  over their surroundings.
^
^The [Grunt] receives a $LINK<hit point bonus=GCON_Experience> of 3 points.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a grunt.

#DESC_PRTO_Grunt
^
^
^After World War II and the advent of the Cold War, military technology developed in leaps and bounds as the two world
super powers struggled for an edge in the game of world domination.  As a result fully automatic weapons were put in
the hands of not just unit specialists but every squad member, multipying the destructive force a military force was
able to bring to bear on a target. To counter the asault rifle, military scientist developed kevlar body armour,
lightweight synthetic material capable of preventing penetration of most small arms ammunitions. The Grunt, so named
becuase they do the grunt of the work, makes up the bulk of modern armies.




#PRTO_Marine
^
^
^[Marines] are infantry units specially trained to execute [amphibious assaults]. They can unload from a sea transport
into any coastal land square, including enemy cities and enemy-occupied squares.
^
^They can attack the enemy $LINK<at a range=GCON_Bomb_Expand> of 1 square without entering meelee combat, and exert a 
$LINK<zone of control=GCON_ZOC> over the surrounding territory.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a marine.
^
^The [Marine] receive a $LINK<hit point bonus=GCON_Experience> of 3 points.

#DESC_PRTO_Marine
^
^
^The Marines Corps is a branch of the military service whose training prepares them to carry out integrated land, sea,
and air operations. The first marines were commissioned during the American Revolution, only to be inactivated after
the war. Congress permanently reestablished the Marine Corps in July, 1798. Legendary for their toughness, rigid codes
of behavior, and adaptability, they have played an important role in almost every major war and conflict of the 19th
and 20th centuries.
^Perhaps their time og greatest use was in the defending and the retaking of islands that had been overrun by the Japenese in World War 2. Leaving amphibious transports to attack an enemy that was often waiting behind concrete defences is a near suicidal task, but one that the Marines undertook time and time again.



#PRTO_Paratrooper
^
^[Paratroops] are infantrymen specially trained to execute airdrops. When a paratrooper is active in a city with an $LINK<airport=BLDG_Airport> it may perform an airdrop. Press [A] then click a target square within range to launch the airdrop.
^ 
^[Paratroops] are fast, moving four squares, regardless of terrain. They can also unload from a sea $LINK<transport=PRTO_Transport> into any coastal land square, including enemy cities and enemy-occupied squares. They
can attack the enemy $LINK<at a range=GCON_Bomb_Expand> of 1 square without entering meelee combat, and exert a 
$LINK<zone of control=GCON_ZOC> over the surrounding territory.
^
^[Paratroops] receive a $LINK<hit point bonus=GCON_Experience> of 3 points.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a paratrooper.

#DESC_PRTO_Paratrooper
^
^
^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the first
parachute was not invented until the late 1700s. For years, parachutes were standard emergency equipment for
balloonists. Claire Chennault, an American pioneer of aviation pursuit tactics during World War I, was the first to
suggest using parachutes to drop troops behind enemy lines. This idea was widely used during the World War II.
^ 
^Paratroopers were flown behind enemy lines in transport planes and dropped from low altitude, allowing them to attack
the enemy from behind. Today, paratroopers are usually Special Forces personnel, trained to covertly infiltrate enemy
territory. These can range from such forces as the American Delta force, one designed to for a fast assault then a fast exit to the British SAS, troops that can be sent in to enemy territory for months at a time. 


#PRTO_SpecOps
^
^[SpecOps] forces are specially trained to execute {airdrops}. When a SpecialOps is active in a city with an $LINK<airport=BLDG_Airport> it may perform an airdrop. Press [A] then click a target square within range to launch the airdrop. ^
^[SpecOps] units are also specially trained to execute [amphibious assaults]. They can unload from a sea $LINK<transport=PRTO_Transport> into any coastal land square, including enemy cities and enemy-occupied squares.
^
^They move fast, crossing as many as four squares regardless of terrain, and are adept at remaining undetected.
^They can attack the enemy $LINK<at a range=GCON_Bomb_Expand> of 1 square without entering meelee combat, and exert a 
$LINK<zone of control=GCON_ZOC> over the surrounding territory. The [SpecOps] receive a $LINK<hit point bonus=GCON_Experience> of 4 points.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a SpecOps.


#DESC_PRTO_SpecOps
^
^
^[SpecOps or Special operations] are forces that fight unconventional battles that ordinary line infantry is incapable
of. It requires a special type of warrior, a professional soldier who is intelligent, dedicated, and motivated. Special
operators in these teams usually undergo a grueling selection phase followed by intense training. Missions range from
patrolling and sabotage behind enemy lines to training foreign forces in soldiering and tactics. 
^
^Special operations are conducted independently or in coordination with conventional forces during
peacetime--operations short of declared war or intense warfare--and war. Special operations forces differ from
conventional forces in that they are specially organized, trained, and equipped to achieve military, political,
economic, or psychological objectives by unconventional means. Special operations forces support the theater combatant
commands to achieve national security objectives in peacetime and war. These forces have become an integral part of the
theater commander's peacetime strategy. 
^
^Special operations forces differ from conventional forces in that they are specially organized, trained, and equipped
to achieve military, political, economic, or psychological objectives by unconventional means. Special operations are
conducted independently or in coordination with conventional forces during peacetime--operations short of declared war
or intense warfare - and war. Political/military considerations frequently shape special operations and often require
clandestine, covert, or low visibility techniques. Special operations also significantly differ from conventional
operations because of enhanced physical and political risk, operational techniques, mode of employment, independence
from friendly support, and dependence on detailed operational intelligence and indigenous assets. 
^



#PRTO_Mobile_Infantry
^
^
^The most advanced infantry unit available, the [Mobile infantry] are exceptionally good defenders, able to repell attacks by most enemy units. Mobile infantry are fast units, and are able to [withdraw] from combat if losing the battle  (unless fighting another fast unit). 
^
^They receive a $LINK<hit point bonus=GCON_Experience> of 5 points.
^
^A city must have $LINK<uranium=GOOD_Uranium> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Mobile Infantry.

#DESC_PRTO_Mobile_Infantry
^
^The Mobile Infantry Unit is an army in and of itself. Wearing the most advanced body armor ever seen on the battlefield and armed the latest and greatest in hightech weaponry, the Mobile Infantry Soldier is a human tank. 
^As the Mobile Infantry unit approaches the enemy compound, a sentry shouts an alarm and the soldiers duck beneath a hail of gunfire. The point man drops to the ground and stretches a flap of his battle suit in front of him; with the push of a button it hardens into an instant shield. Two commandos move left, away from the forest cover into a rocky outcropping. As they move, the browns and greens of their camouflage change to shades of gray. Two move right, but one man is hit in the leg. Immediately, sensors relay information about his injury and location to field headquarters, where doctors instruct his suit to administer painkillers, apply pressure to the wound, and harden into a cast around his leg. Sensors tell HQ which soldier is closest to the wounded man; new orders and the target's position appear on the rescuer's heads-up display. To reach his comrade, the soldier must cross 20 feet of open ground-which he does with a single leap through the air. 


#PRTO_Chariot
^
^
^The first wheeled unit you can build, [chariots] move fast and [withdraw] from combat if losing the battle  (unless
fighting another fast unit). Chariots may not enter $LINK<jungle=TERR_Jungle>s or mountains unless on a road.
^
^They receive a 1 point $LINK<penalty to hit points=GCON_Experience>.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build chariots.

#DESC_PRTO_Chariot
^
^
^The chariot was the first true fighting vehicle. Ancient armies used it to transport archers and other troops to the
battlefield, where they would disembark and fight. The Assyrians, whose archers and spearmen fought from inside the
chariot itself, turned the vehicle into a fearsome offensive weapon. Few enemies were able to withstand an onslaught of
Assyrian chariots. This devastating form of attack was soon adopted by many of the Assyrian's enemies, who used the
chariot against them with good effect.



#PRTO_War_Chariot
^
^
^[Egyptian War Chariots] take the place of normal chariots. They move quickly and will [withdraw] from combat if they
are losing (unless fighting another fast unit). War Chariots may not enter $LINK<jungle=TERR_Jungle>s or mountains unless on a road.
^
^Using bows, the [War Chariots] can also $LINK<attack at a range=GCON_Bomb_Expand> of 1 square.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a war
chariot.

#DESC_PRTO_War_Chariot
^
^
^The chariot was the earliest means of transportation in combat other than man's own powers of locomotion. The
earliest known chariots, shown in Sumerian depictions from about 2500 BC, were not true chariots but four-wheeled carts
with solid wooden wheels, heavy and cumbersome and lacking a pivoting front axle. The Hyksos apparently introduced the
Assyrian chariot into Egypt shortly thereafter, where it was perfected for transportation and warfare. Within 500
years, Egyptian, Hittite and Palestinian chariots were extraordinarily light and maneuverable vehicles, the wheels and
tires in particular exhibiting great sophistication in design and fabrication. Egyptian war chariots were drawn by
either two or three horses, which were harnessed by means of chest girths secured by a pole and a yoke. The decline of
the war chariot by the end of the 2nd millennium BC was probably related to the spread of iron weaponry, but it was
surely related also to the breeding of horses with sufficient strength and stamina to carry an armed man into battle.
Armed horsemen replaced the chariot in most Mediterranean civilizations. The use of chariots in war lingered in areas
of slower technological advance, but in classical Egypt they were retained mainly for ceremonial functions.




#PRTO_Horseman
^
^
^The first mounted unit you can build, [horsemen] move fast and will [withdraw] from combat if losing (unless fighting
another fast unit). They are slightly better attackers than $LINK<Chariots=PRTO_Chariot> and are not restricted from
moving through $LINK<jungle=TERR_Jungle>s or $LINK<mountains=TERR_Mountain>.
^
^They receive a 1 point $LINK<penalty to hit points=GCON_Experience>.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a horseman.

#DESC_PRTO_Horseman
^
^
^The necessity for speed and mobility in times of war was recognized even in ancient times. The infantrymen of some
ancient armies would ride horses to get from one engagement to another, dismounting to fight when they reached the
battlefield. Because of their speed, horsemen could also be used as scouts to pinpoint enemy positions. In the second
century BC, the Chinese invention of the stirrup allowed this concept of mobility to go one step further. Stirrups
provided the stability and leverage necessary to allow soldiers to fight from horseback, leading to the earliest
examples of mounted combat units. Continuing developments in arms and armour eventually led to knights, dragoons, and
finally to the advanced cavalry of the 18th and 19th century.




#PRTO_Elephant_Rider
^
^
^[Elephant Riders] are powerful offensive units. The elephant riders can be thought of as the precursor to the modern tank. With their thick hides providing excellent protection from enemy weapons, the elephant rider can last much longer in battle
than regular horse cavalry. They are good attackers but not very good at defending themselves.
^
^All elephant units pass through Jungles and Forests as if they were passing through Grassland.
^
^Through sheer toughness, [Elephant Riders] receive a 2 point $LINK<bonus to hitpoints=GCON_Experience>.
^
^A city must have $LINK<elephants=GOOD_Elephant> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
elephant riders.

#DESC_PRTO_Elephant_Rider
^
^
^The elephant is the largest living land mammal, reaching a size of 10 to 13 feet in height depending on the species.
Descended from the ancient mammoths and mastodons, elephants can be trained to serve humans in many fields of endeavor.
One such use of elephants in ancient times was as beasts of war. Elephants were used in battle against Alexander the
Great in 326 BC, and they were used both as pack animals and in battle by Hannibal of Carthage in his famous alpine
crossing in 218 BC. Although generally impractical as mounts due to their slow speed, the mere mental impact of seeing
such massive beasts included in the advancing enemy ranks could provide an attacker with the element of surprise.
^ 
^Elephants were tamed in antiquity but never domesticated. They were most  useful as beasts of burden, but were
employed in battle by several cultures,  including the Phoenicians, Persians, and Indians. Elephants were much more 
intimidating than horses and much tougher as well. In addition, horses  avoided elephants, making elephants, in theory,
a great weapon against enemy  cavalry. In practice, unfortunately, elephants rarely proved useful. They  were difficult
to acquire, train, and maintain. Hannibal attempted to take  elephants across the Alps to attack Rome, but only one
survived. No account  of Alexander the Great's battles makes any mention of Persian elephants  being effective.
Elephants were difficult to control in battle and were  likely to charge in any direction but the one desired,
especially after  being wounded. They were apparently more dangerous to friend than foe, being  already nearer to
friends and most likely to charge away from perceived  danger through the friendly army arrayed around them. 




#PRTO_Knight
^
^
^[Knights] are fast [and] powerful. They are the first armoured unit, and good at attack and defense. Knights will
[withdraw] from combat if they are losing (unless fighting another fast unit).
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<horses=GOOD_Horses> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build knights.

#DESC_PRTO_Knight
^
^
^Knights were heavily armoured, mounted men-at-arms found primarily in medieval Europe. Like the samurai of ancient
Japan, knights had a strict code that covered their behavior both in battle and in their personal pursuits, although the extent to wich this code was followed does depend upon the source that is read. 
Fighting astride powerful horses, armoured knights had a distinct advantage over enemies on foot and remained the
dominant force on the battlefield when battles were fought primarily hand-to-hand. Occasionally, brilliant infantry
tactics allowed knights to be outmaneuvered, but it wasn't until the development of gunpowder that knights were
rendered obsolete, their armour causing them to be far slower than other combatants on the battlefield. 



#PRTO_Rider
^
^
^Instead of $LINK<knights=PRTO_Knight>, the $LINK<chinese=RACE_Chinese> can train [Chinese riders] that move very quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^[Chinese riders] receive a $LINK<hit point bonus=GCON_Experience> of 1 point.
^
^A Chinese city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a Rider.


#DESC_PRTO_Rider
^
^
^The age of mounted combat has generally been viewed from a European perspective, since it was there that infantry was
overthrown and that the greatest and most far-reaching changes in cavalry tactics occurred. But it was by no means an
exclusively European phenomenon. Indeed, the mounted warrior's tactical supremacy was less complete in western Europe
than in the vast Asiatic steppes that bordered China. Evidence from the region suggests that horses were first mounted
about 4000 BC, but their role in warfare was trivial until the Han dynasty. The fame of the large Parthian warhorses
reached the Chinese imperial court and led the emperor Han Wu Ti to send an expedition westward as far as Fergana to
bring back specimens of the new breed in 101 BC. These were mated with the sturdy Mongolian horses, and for the next
several centuries the Chinese emperors employed both horse archers and armoured horsemen to guard the borders against
barbarian incursions and the vital Silk Road caravans from raiders. Ironically, the invading Mongols would eventually
turn these against Chinese rulers themselves, baginning the mongul dynasty in China. 




#PRTO_Samurai
^
^
^[Japanese Samurai], are are dedicated unmounted warriors armed with excellent weapons. They replace the $LINK<knight=PRTO_Knight>, and are among the best Iron Age attackers.
^
^[Samurai] receive a $LINK<hit point bonus=GCON_Experience> of 1.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Samurai.

#DESC_PRTO_Samurai
^
^ Similar to the European knights, Japanese samurai were landowners who volunteered military service in exchange for a
larger warlord's protection. Their handsome laquer armour gave them durable protection on the battlefield. The warrior
code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off. One such tenate
was that samurai of opposing forces must seek each other out and battle one on one. While their armour provided some
safety from early gunpowder weapons, soon more advanced weaponry and skilled marksmen relagated them to administrative
and leadership roles. The samurai caste was abolished in 1868.



#PRTO_War_Elephant
^
^
^ [Indian War Elephants] are powerful offensive units, and, like all fast units, will [withdraw] from battle if they
are losing the conflict; when engaged with other fast units, they do not withdraw.
^
^The thick-skinned [War Elephants] receive a $LINK<hit point bonus=GCON_Experience> of 2.
^
^All elephant units pass through Jungles and Forests as if they were passing through Grassland.
^
^An $LINK<Indian=RACE_Indians> city must have $LINK<elephants=GOOD_Elephant> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build war elephants.


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



#PRTO_Crusader
^
^
^[Crusaders] are fast [and] powerful. They will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<horses=GOOD_Horses> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build crusaders.

#DESC_PRTO_Crusader
^
^
^Between 1095 and 1270, European Christians waged a series of wars known as the Crusades. These holy wars, sanctioned
by the Pope, were fought to free the Christian Holy Lands from Muslim control. The crusaders themselves were a mixed
lot, with many different backgrounds and reasons for fighting. Most of them joined the ranks out of religious
fervor, and a feeling that their personal salvation was guaranteed when fighting for such a holy cause. Despite the
fact that the crusaders fought with all the strength of their religious conviction, the Crusades accomplished very
little in a military sense - briefely regaining control of Jerusalem; however the European economy and desire for exploration was greatly increased. 



#PRTO_Cuirassier
^
^The [Cuirassiers] are very fast, moving 3 squares per turn, and are also better defenders than the $LINK<Crusaders=PRTO_Crusader>. They exert a $LINK<zone of control=GCON_ZOC> over the surrounding squares.
^
^Cuirassiers receive a 1-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build crusaders.



#PRTO_Chariot_Archer
^
^
^The [Chariot Archer] is a powerful ancient archery unit that combines the speed and mobility of the Chariot and the attack
strength of the Bowman. [Chariot archers] move fast and [withdraw] from combat if losing the battle (unless fighting
another fast unit). Chariot Archers may not enter $LINK<jungle=TERR_Jungle>s or $LINK<mountains=TERR_Mountain> unless on a road.
^
^[Chariot Archers] are able to attack the enemy $LINK<at a range=GCON_Bomb_Expand> of 1 square, and also exert a
$LINK<zone of control=GCON_ZOC> over the surrounding terrain. They receive a 1-point $LINK<penalty to hit points=GCON_Experience>.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build chariot
archers.

#DESC_PRTO_Chariot_Archer
^ 
^Around 1700 BC, two existing technologies of military consequence, the  chariot and the bow, were merged to create a
fearsome new military  weapon - the chariot archer. armoured archers carried in fast chariots dominated the battlefields
of the civilized world for the next 500 years and  remained useful for some time after that. In the open ground of the
settled  plains and river valleys, the chariot archer was devastating due to its  speed, mass, and firepower. Chariot
archers were typified by the Egyptian  nobility and pharaohs of the New Kingdom, 1552-1069 BC, who prided  themselves
on their archery. The first recorded battle of history, Megiddo  in 1460 BC, was fought with chariots carrying
archers.The chariot archer was  the dominating battlefield weapon from China to Greece from about 1600 to  1200 BC,
according to the historical and archaeological record. The long  reign of chariot armies was due to several factors,
including most  importantly the placement of a composite bow archer in the basket with the  driver and using the
chariot as a mobile firing platform. The fast-firing  chariot archer was devastating against slow, poorly armoured
infantry in the  open areas of the civilized cultures. The glorious vision of elite archers  from the nobility fighting
from their expensive chariots and wheeling around  the battlefields at will pervaded all civilized cultures of the
time. 



#PRTO_Mounted_Warrior
^
^
^Iroquois [Mounted Warriors] take the place of $LINK<horsemen=PRTO_Horseman>. They move quickly and will
[withdraw]from combat if they are losing (unless fighting another fast unit).
^
^Using bow and arrows, [Mounted Warriors] are able to attack the enemy $LINK<at a range=GCON_Bomb_Expand> of 1 square.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a mounted
warrior.

#DESC_PRTO_Mounted_Warrior
^
^
^Around the year 1600 AD, Spanish horses were introduced into the Americas and spread northward from the region of 
New Mexico, quickly covering almost the entire Plains and reaching the edges of the Eastern Woodlands by 1750.  Horses
revolutionized the hunting of game for the North American natives, making it much more profitable and  allowing ever
larger populations to move beyond subsistence. Although the Iroquois and other Eastern tribes did not  use the horse in
warfare as extensively as did the Plains Indians, nevertheless mounted warriors served as scouts  and couriers during
times of war. By the time of the American Revolution and subsequent destruction of the  Confederacy, many of the chiefs
of the Six Nations themselves rode into combat.


#PRTO_Elephant_Archer
^
^
^The [Elephant Archer] combines the defensive strength of the $LINK<Elephant Rider=PRTO_Elephant_Rider>  and the attack
strength and range of the $LINK<Archer=PRTO_Archer>.
^
^[Elephant Archers] can attack at a range of 1 square and also exert a $LINK<zone of control=GCON_ZOC> over the
surrounding terrain. They receive a $LINK<hit point bonus=GCON_Experience> of 1.
^
^All elephant units pass through Jungles and Forests as if they were passing through Grassland.
^ 
^A city must have $LINK<elephants=GOOD_Elephant> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
[elephant archers].

#DESC_PRTO_Elephant_Archer
^
^
^Attempting to use elephants in combat posed a number of problems, including the central one of how the elephant would
fight and cause casualties. One answer was to place a box on the elephants back from which archers could shoot. The
archers were protected by the box and could fire down into the melee below. That worked only as long as the elephant
remained standing and within range of the enemy. In the years following the death of Alexander the Great, many western
kings adorned their armies with elephants but they were rarely effective. Armies of ancient India used elephants more
successfully for many centuries.
^ 

#PRTO_Horse_Archer
^
^
^[Horse Archers] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a horse
archer.

#DESC_PRTO_Horse_Archer
^
^
^ For thousands of years, the bow was the hunting and battle weapon amongst the people of Asia. Through time, the bows
became more and more effective. The horse archers were trained for battle at the early age of 6. They were taught by
riding sheep, as they would horses, to practice archery from a moving mount. These young archers grew up to be fierce
warriors. 
^
^The horsemen were adept archers, and could shoot in almost any direction from horseback. They could shoot off
horseback facing forward, sideways, backwards, and even under the horse or lying down on top of it. The use of
stirrups, unknown in Europe at that time, allowed the horse archers full upper body rotation and the complete freedom
of their hands. Unlike the knights, the horse archers do not employ heavy armour or weapons, relying instead on tough
leather armour, short, mildly curved swords, and their bows, and thus they were both swift and highly mobile. The horse
archers would often charge the opposing army, and then feign retreat; after a lengthy and often overzealous pursuit,
their adversaries would become tired and thinly strung, and were easily picked off by horse archer arrows. Their most
famous battle technique however, was to pretend to retreat and then shoot a flurry of arrows backwards at the enemy.
Their victory came not in accuracy but in volume. They could shoot several dozen arrows in the span of a minute, which
would rain down on the enemy and ensure victory for the horse archers. 





#PRTO_Dragoon
^
^
^Fast and well-organized, [Dragoons] pack a huge offensive punch but will [withdraw] if losing (unless fighting
another fast unit).
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^[Dragoons] receive a 1 point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build dragoons.

#DESC_PRTO_Dragoon
^
^
^[Dragoons] were mounted soldiers armed with short muskets who fought, both on horseback and on foot, during the time of
the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing weapons"
used by these troops. British general John Burgoyne utilised a force of Hessian dragoons to attack an American supply
base in the Battle of Bennington in 1777. Despite their large numbers, the dragoon mercenaries were severely routed by
several detachments from the New Hampshire militia.




#PRTO_Cossack
^
^The Russian special unit, [Cossacks] take the place of $LINK<cavalry=PRTO_cavalry>, and are slightly better at defending themselves. Cossacks are fast-moving and will [withdraw] from combat if losing (unless fighting another fast unit).
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^[Russian Cossacks] receive a 2-point $LINK<bonus to hit points=GCON_Experience>.
^
^A Russian city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build cossacks.

#DESC_PRTO_Cossack
^
^
^Skilled horsemen dwelling in the northern steppes of the Black and Caspian Sea regions, the Cossack hosts had a
tradition of fierce independence and, after decades of conflict, finally received privileges from the Russian
government in return for military services. In the 16th century there were six major Cossack hosts: the Don, the Greben
(in Caucasia), the Yaik (along the Ural River), the Volga, the Dnieper and the Zaporozhian (west of the Dnieper). Under
the Russian umbrella, the Cossacks expanded eastward from their settlements in the Don and were early colonizers of
Siberia. From the 18th through the 20th centuries, the Czars used Cossacks extensively to suppress revolutionary
activities and conduct foreign wars. During the Russian Civil War (1918-20), the Cossacks in southern Russia formed the
core of the White armies there and suffered extensively. Cossacks joined the Nazis in the war against the USSR, and were given their own country of Cossackia in the mountain border between Italy and Switzerland as a reward. The Cossacks that were ighting with the Nazis surrendered to the western Allies after the war, hoping to be saved from Stalin. All were sent back to the USSR, and all were exterminated.
^Under Soviet rule, the Cossack communities ceased to function as distinctive entities due to savage repression resulting in the extermination of whole families. 




#PRTO_Cavalry
^
^
^Fast and well-organized, [Cavalry] packs a huge offensive punch but will [withdraw] if  losing (unless fighting
another fast unit).
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^[Cavalry] receive a 1-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cavalry.

#DESC_PRTO_Cavalry
^
^
^[Cavalry] is composed of soldiers trained to fight on horseback. Because of their speed, cavalry units were often used
for reconnaissance missions and hit-and-run raids on enemy installations and troops. Although warriors fighting from
horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we generally think of it today
actually began in the late 1700s. Under Napoleon, the cavalry became an elite force, frequently deployed simultaneously
with foot soldiers to mask the movements of the main battle force. Cavalry were used extensively in the American Civil
War, and in other conflicts throughout the mid to late 19th century. When the repeating rifle replaced earlier
single-shot firearms, horse-mounted troops became easy targets for infantrymen. The South African War, from 1899 to
1902, was the last major conflict where cavalry played an important role. 
^In WW1, the "tacticians" who had grown up with the cavalry being used to penetrate the enemy lines and be used as the decisive weapon in a battle tried to utilise cavalry. Unfortunately for the cavalry involved, in the few cases that a breakthrough was achieved at the start of the conflict, the cavalry was slaughtered by the remaining machine gun nests. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armoured assault vehicles and aircraft. Experiments using purely helicopters were attempted by the 1st Cavalry division in Vietnam, but did not achieve the expected successes. They returned to relying on APCs after this conflict.



#PRTO_Air_Cavalry
^
^[Air Cavalry] are any kind of air-borne support troops, mainly helicopters armed with heavy guns. They are very fast, moving 8 squares per turn, regardless of terrain. They have built-in radar, allowing them to see units at a distance. They can cross over small bodies of water, but only if they take off from a city.
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory. They are among the few units that can completely destroy enemy units, using ranged fire.
^
^A city must have both $LINK<oil=GOOD_oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Air Cavalry.



#PRTO_Tank
^
^
^The early [Tanks] are fast-moving offensive units that can [withdraw] from combat if they are losing (unless fighting another fast unit, of course). They cannot cross mountains and jungles unless there is a road, however.
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory. [Tanks] are tough, receiving a 3-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build tanks.

#DESC_PRTO_Tank
^
^
^The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to the
demise of horse-mounted cavalry - very literally in those cases where they were still used. As a result, attackers lost a significant advantage in both scouting and deployment. It was only with the development of tanks, armoured mobile attack vehicles equipped with high caliber-guns, that a weapon was found which could once more punch a  hole through enemy field forces. First appearing in World War I, armoured attack vehicles move quickly and  strike with power, while still possessing an effective defensive strength. Tanks are powerful weapon against any ground unit. The first tanks were unweildly, prone to breakdown and slow, but in terms of a novel idea were very successful. 



#PRTO_Panzer
^
^
^The [German Panzer] is an awesome offensive and screening unit that can [attack multiple times] in a single turn and
[withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They are faster than regular
$LINK<armors=PRTO_Armor>.
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^[Panzers] receive a 4 point $LINK<bonus to hit points=GCON_Experience>.
^
^A German city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build Panzers.

#DESC_PRTO_Panzer
^
^
^[Panzer] is a term that is used to cover a variety of tanks that were used by the German Nazi forces before and during World War 2. The whole list incorperates the Panzer Mark I only used in training excercises - mounted 2 machine guns, II, III and IV, of which there were several designs of the mark IV. Other tanks that were used by the Nazis were the heavier Tiger and Panther tanks. Although the tanks themselves were in them amin well designed the arly Panthers tended to catch on fire due to engine overheating) they were not in themselves the reason for the early Nazi successes. It was the tactics that were employed that were the key, as unlike the other powers such as France, England and the USSR, the German tanks ewre not spread out amongst the front, but were used in units that were comprised soley of tanks. This allowed a vast increase in speed and attacking strength, as the tanks would easily outnumber those being deployed by the adversary on the front that was being assaulted. 
^Eventually these lessons were learnt by the allies at the cost of much terriory and men. The true turning point came at the bettles of El-Almein where Montgommery finally beat the Desert Fox in a massed tank battle; the other battle was the battle of Kursk where the Soviet forces lured the Germans into a massed tank battle that they could not win, breaking the back of the German armoured forces. 




#PRTO_Truck
^
^
^Trucks are weak at offense and somewhat strong defensively, but their main use is the transportation of other units to destinations quicker than would otherwise be possible, be that inside the civilisation's borders, or increasing the speed at which troops are able ot move at. 
^
^Trucks move 3 squares per turn, but cannot drive through jungles or over mountains, unless there is a road present.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build Trucks.

#DESC_PRTO_Truck
^
^Trucks have been in operation for over a centuary in one form or another for moving items from one place to another; in terms of warfare they came into their own in World War 2, where they were heavily used by both the axis and the allies for moving troops from place to place - key to the German lightning attacks, as well as their less known but more used encircling movements which were employed to encircle entire armies in the East. Without the speed that the truck offered the German army, these victories would not have been possible, as troops would not have been able to maintain the same speed as the German Panzers. 



#PRTO_Jeep
^
^Jeeps are fast units moving 8 squares per turn, regardless of terrain, making them ideal for reconnaisance.
^They can even be used for attacks on an a poorly defended enemy. Defensively, Jeeps are somewhat capable but should not be used if heavy resistance is expected. 
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also receive a 1 point $LINK<bonus to hit
points=GCON_Experience>.
^A city must have $LINK<rubber=GOOD_rubber> and $LINK<oil=GOOD_Oil> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Jeep.

#DESC_PRTO_Jeep
^
^The Jeep was the winner of a competition to design a veichle for the US's army that was easy to use, easy to repair, could be used in difficult conditions. Jeeps were first used in the second world war, in which eventually up to a million Jeeps were in action, in all theatres of the war. The design has proved to be very popular, with alterations allowing the Jeep to be used in many different roles - with weaponry installed the Jeep can be used a potent fast attack veichle. the success of the Jeep can be seen in that the successor to the Jeep, the Humvee, is merely a verion that incorperates more modern features that scientific developments allow




#PRTO_Humvee
^
^
^The United States Army relies on the rugged and versatile [Humvee] (High Mobility Multipurpose Wheeled Vehicle) for
many tasks. The Humvee can serve as a troop and cargo transport, as a platform for a heavy machine gun or an anti-tank
missile launcher, or as an ambulance. [Humvees] are faster and much more powerful than ordinary troop transports and
can [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). They are used for quick
strike/counterstrike insertion actions.
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also receive a 2 point $LINK<bonus to hit
points=GCON_Experience>. They move 10 squares per turn, regardless of terrain.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Humvee.

#DESC_PRTO_Humvee
^
^
^The High Mobility Multi-purpose Wheeled Vehicle (HMMWV) is the replacement vehicle for the M151 series jeeps. The
HMMWV's mission is to provide a light tactical vehicle for command and control, special purpose shelter carriers, and
special purpose weapons platforms throughout all areas of the modern battlefield.
^
^A basic armour package is standard on the Armament and TOW missile carrier models. A more heavily armoured, or Up-armour
HMMWV, is now being produced in limited quantities, primarily for the Scout Platoon application. Special supplemental
armour versions have been developed for USMC requirements; unique model numbers designate these configurations.
^
^The M1025, M1025A1, M1026 and M1026A1 HMMWVs are Armament Carrier configurations of the HMMWV family. The vehicles
are equipped with basic armour and the weapon mount, located on the roof of the vehicle, is adaptable to mount either
the M60, 7.62mm machine gun; M2 .50 caliber machine gun; or the MK 19 Grenade Launcher. The weapons platform can be
traversed 360 degrees. The vehicles can climb 60% slopes and traverse a side slope of up to 40% fully loaded. The
vehicles can ford hard bottom water crossing up to 30 inches without a deep water fording kit and up to 60 inches with
the kit. The M1026/M1026A1 are equipped with the self-recovery winch which can also be used to recover like systems.
The M1025A1 and M1026A1 models have the latest modifications applied to the vehicles.
^
^The M1109 and M1114 HMMWVs are an Up-armoured Armament Carrier configuration of the HMMWV family. The vehicles are
equipped with additional armour both on the sides and underneath to protect the crew from small arms ammunition and
mines. The weapon mount, located on the roof of the vehicle, is adaptable to mount either the M60, 7.62mm machine gun;
M2 .50 caliber machine gun; or the MK 19 Grenade Launcher. The weapons platform can be traversed 360 degrees. This
confirguration of the HMMWV is equipped with the self-recovery winch. 
^
^The Up-armoured HMMWV is designed to conduct reconnaissance and security operations as its primary function.
Up-armoured HMMWVs are organic to the scout platoons of the armoured, infantry, and mechanized infantry battalions.
Up-armoured HMMWV-mounted scouts enhance the capability of scout platoons to provide accurate and timely information
about the enemy and the area of operations.




#PRTO_APC
^
^
^[armoured Personnel Carriers] or [APCs] are fast-moving defensive units that also act as ground transports for foot
soldiers.  The APC will [withdraw] from combat if losing (unless fighting another fast unit). They [cannot] cross
mountains or $LINK<jungle=TERR_Jungle>s, unless traveling on a road.
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also receive a 3-point $LINK<bonus to hit
points=GCON_Experience>.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an APC.

#DESC_PRTO_APC
^
^
^The introduction of armoured tanks meant that armies could quickly break through enemy defensive positions and move
aggressively forward on the battlefield. Such a quick advance, however, left the ground won in the advance largely
undefended. Armies required a fast way to move soldiers to the front in order to hold the newly won ground.  Although origionally trains were used to transfer troops to the front line, this was more useful in defence than in attack. To move troops quickly when an attack is being undertaken trucks can be used, but these are very vunerable to counter attacks. Armoured Personel Carriers Filled this requirement. 




#PRTO_Mech_Infantry
^
^
^[Mechanized infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit).
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^[Mech Infantry] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build mechanized infantry.

#DESC_PRTO_Mech_Infantry
^
^
^The introduction of armoured tanks meant that armies could quickly break through enemy defensive positions  and move
aggressively forward on the battlefield. Such a quick advance, however, left the ground won in the  advance largely
undefended. Mechanized infantry, which was first used during World War II, was designed to  move in quickly and defend
the conquered area behind the tanks. Infantry were mounted in armoured vehicles,  such as half-tracks and armoured
Personnel Carriers (APCs), to carry them quickly and safely along with the  rapidly-advancing armoured divisions.




#PRTO_Modern_Armor
^
^
^[Modern armoured units] are faster and much more powerful than ordinary $LINK<Armors=PRTO_Armor>. These are truly awesome war machines that can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit, of course).
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^[Modern Armors] receive a 4-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have $LINK<aluminum=GOOD_Aluminum>, $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build modern armor.

#DESC_PRTO_Modern_Armor
^
^
^Modern armour's goal is to provide versatile firepower that can operate in any battlefield condition, while at the
same time ensuring the safety of its crew. Sophisticated electronics allows modern tanks to operate in any weather, day
or night, with no significant performance degradation. Capable of nearly 50 mph in rugged terrain, these fighting
vehicles are often in the 50-60 ton range. Though their firepower varies, most of these advanced tracked vehicles are equipped with
100mm+  cannons, in addition to other smaller caliber machine guns. Depending on the assignment, some versions include 
"reactive" armour, which helps to thwart the advanced armour-penetrating munitions seen on today's battlefields. 




#PRTO_Catapult
^
^Primitive artillery, [catapults] are devastating siege weapons in Ancient Times. They are used to $LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Catapults have no attack or defense power, so they should be protected by an escort. Finally, they are wheeled so they may not enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following a road.
^
^Catapults can attack units or cities at 1 square distance.

#DESC_PRTO_Catapult
^
^
^The catapult was one of the earliest forms of artillery. It was a large mechanical arm that propelled heavy  stones
and other missiles from a great distance, battering down walls and inflicting damage on buildings and  defenders.
Though cumbersome and nearly useless on the battlefield as it is practically impossible to manoeveur, the catapult was an effective weapon for siege operations.


#PRTO_Trebuchet
^
^The [trebuchet] is an improved catapult, which can sling projectiles with greater velocity, and thus has a greater change of damaging walls and other structures. 
^
^They are used to $LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Trebuchets have no attack or defense power, so they should be protected by an escort. Finally, they are wheeled so they may not enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following a road.
^
^Trebuchets can attack units or cities at 1 square distance.

#DESC_PRTO_Trebuchet
^
^Like the Catapult, a trebuchet is a medieval siege warfare weapon used to break down the walls of castles. It was an improvement over the Catapult in that it could take heavier projectiles, and fling them farther without compromising accuracy. 



#PRTO_Bombard
^
^[Bombards] are an early form of cannon, firing rocks or sometimes sharp projectiles.
^
^They are used to $LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying soldiers. Bombards have no attack or defense power, so they should be protected by an escort. Finally, they are wheeled so they may not enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following a road.
^
^Bombards can attack units or cities at 1 square distance.


#PRTO_Cannon
^
^
^The cannon is a more advanced artillery unit, capabale of bombarding adjacent targets to reduce them before other
units attack outright. Cannons have no attack or defense value, so they should be protected by an escort. Further, they
are wheeled units, so they cannot enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following
a road.
^
^The [cannon] can bombard targets at a distance of 1 square.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build cannon.
^
^The $LINK<Koreans=RACE_Koreans> build the $LINK<Hwach'a=PRTO_Hwacha> instead of [Cannons].

#DESC_PRTO_Cannon
^
^
^Closely following the invention of gunpowder, the development of the cannon caused a revolution in siege warfare.
Invented by a German monk in the 14th century, early cannons used gunpowder charges to fire rocks or metal balls. The
cannon forced a redesign of most fortifications because the straight, high walls surrounding most cities could be
easily destroyed by direct fire. This was the fate of the walls of Constantinople, which had held against countless
sieges for over a thousand years. Two massive Turkish cannons were used to bombard the walls, eventually causing enough damage to enable the Turkish army to capture the sity. The cannon quickly assumed an important role on the battlefield. The first cannon were usually as dangerous to the persons using it as they were to the enemy - poor manufacturing of the barrel led to many exploding; the resulting schrapnel could cause hideous wounds. To try to prevent this, bands of iron were strapped to the cannon to inprove its resistance to the shock of firing. As techniques improved in making cannon, the range as well as the size of the cannons would be and was increased. 



#PRTO_Artillery
^
^
^The first long range unit, [Artilley] can bombard targets two squares distant. Artillery has no attack or defense
value, so they should be protected by an escort. As with other types of artillery unit, the main use of [artillery] is to "soften up" targets, so that they can be more easily vanquished by other offensive units.

#DESC_PRTO_Artillery
^
^
^Artillery is a general term covering several varieties of large-caliber weapons including mortars and field  guns.
Mortars fire an explosive projectile in a high arc, and are particularly effective against small, concealed or walled targets
Field guns, long-range weapons that fire their projectiles in a flat arc, are used  primarily for their ability to
penetrate hard targets. Powerful enough to batter opposing forces even behind the strongest fortifications, artillery
is also able to move quickly from one firing position to another.  This is an important capability when fighting a
moving battle or when avoiding enemy fire.



#PRTO_Radar_Artillery
^
^
^Radar Artillery are highly advanced stand-off attack units. The radar allow them to see up to three squares distant,
regardless of blocking terrain, and fire that far as well. As a consequense they exert a $LINK<zone of
control=GCON_ZOC> over the surrounding terrain. Radar Artillery has no attack or defense value, so it should be
protected by an escort.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build radar
artillery.

#DESC_PRTO_Radar_Artillery
^
^
^Modern radar has had two major impacts on field artillery. The first is that it can accurately 'trace' fire from
enemy artillery back to their firing location. The second is to better aim their own artillery to return fire more
quickly and accurately. While increasing the technical sophistication of indirect fire weapons (including the support
personnel required to maintain such high tech devices), it has also increased their flexibility. Radar has enabled the
precise  targetting of enemies at any time of day, in any weather condition.



#PRTO_Land_Mine
^
^
^The Land Mine requires a land transport such as a $LINK<truck=PRTO_Truck> to be placed into position. They can also be airdropped from a city with an $LINK<Airport=BLDG_Airport. 
^
^Land mines are unable to move, but are able to damage troops that try to move through the square, and the land mine must be cleared (i.e. destroyed) before units can safely transverse the square. They are invisible to most units.

#DESC_PRTO_Land_Mine
^
^The use of placing explosives underground to harm a foe had its first major use in World War 1, where shafts were dug to place mines underneath enemy positions to detonate beneath the trench. Since then, mines now come in all shapes and sizes, often for use against specific targets (anti-personel, anti-light veichle or anti tank). Te destructive power increases as the sensitivity of the detonator decreases up the list. Mines were first used to kill enemy troops, but it was found that this was not as effective as wounding or maiming enemy troops, as then they still require rescourses to be spent on them, whereas a dead man does not require any further aid. Mines have been made out of several materials, including wood, steel, aluminium and plastic.



#PRTO_Naval_Mine
^
^
^Naval mines can move slowly under their own power and are used to do considerable amounts of damage to enemy ships, or prevent ships from passing by blocking routes that the ships would otherwise take. 

#DESC_PRTO_Naval_Mine
^
^Naval mines have been in use longer than land mines. Naval mines were widely used in World War 1 in both blocking ports and shipping routes. The first types required a trigger to be depressed on the mine itself (contact mines), but later types were "magnetic" mines, detecting the alterations in the magnetic field to detect when a large ship came close. 



#PRTO_Canoe
^
^
^The [canoe] is the first naval unit you can build. It has no attck or defense capability and can only carry 1 unit.
^
^These tiny, primitive ships must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of
sinking  if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square.  
^If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, canoes may safely end turns at sea, but never ocean squares.

#DESC_PRTO_Canoe
^
^Canoes are the first naval unit that a civilisation receives, although to term a canoe a "naval" unit is perhaps a misnomer. Small canoes are entirely defenceless against attackers of any sort, and are mainly used for elementary discovery, as their requirement to be in constant sight of land and their inability to defend themselves limits other usees that they could have. If attacked by other naval units, the canoe will be captured. At a speed of 1, the canoe is unable to explore to any great degree either.



#PRTO_Galley
^
^
^The [galley] is an upgrade to the $LINK<Canoe=PRTO_Canoe>. It is lightly defended, travels faster and can carry 2
units.
^
^These ships must end each turn in a $LINK<coastal=TERR_Coast>  square -- they are in danger of
sinking  if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square.  
^If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, galleys may safely end turns at sea, but never ocean
squares.

#DESC_PRTO_Galley
^
^
^The framework of the Greek galley was made of naturally curved timber, or crooks, in a manner similar to that used in
present-day shipbuilding. A superstructure was built at the after end of the deck to house and protect the captain and
officers, and at the forward end of the ship the deck was also raised to form a structure called a forecastle. Galleys
were also equipped with one or two masts for sailing. Because of its long, narrow hull, the galley was very unstable
in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of
time, lest the ship be caught in a storm and sunk.



#PRTO_Trireme
^
^
^The [trireme] is the first offensive naval unit you can build. It can not carry any additional units.
^
^These ships must end each turn in a $LINK<coastal=TERR_Coast>  square -- they are in danger of
sinking  if they end their turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square.  
^If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, triremes may safely end turns at sea, but never ocean
squares.
^
^A city must have $LINK<copper=GOOD_copper> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Triremes.

#DESC_PRTO_Trireme
^
^
^The [trireme] was the first ship designed for war. Introduced by the Greeks, triremes were powered by three banks of
oars on each side, manned by well-trained oarsmen. These oarsmen were highly paid professionals or patriotic citizens,
not slaves and prisoners as depicted in fiction. A huge, bronze "beak" mounted at the bow of the ship was used to ram
and sink enemy ships. Because of its long, narrow hull, the galley was very unstable in all but the calmest waters,
and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught
in a storm and sunk.




#PRTO_Longboat
^
^
^The Longship is created with versatility in mind. It is an effective transport with the ability to defend itself well and even initiate combat.

#DESC_PRTO_Longboat
^
^
^The longboat represented a significant evolution in ship design. The longboat incorporated iron nails with a clinker hull of overlapping planks to strengthen the hull. Longboat were oceangoing vessels propelled by both oars and sails,
developed by the Vikings and Danes in Scandinavia. The smallest class of these ships, called snekkja, had about 30
oars, and larger classes had 64 or even more. The remains of a snekkja, found in a burial mound in Norway during the
latter part of the 19th century, was 23.8 m (78 ft) in length, 5 m (16.5 ft) in width, and slightly under 1.8 m (under
6 ft) in depth. The round ship, or skuta, which was primarily a sailing vessel that could also be rowed, was used in
Viking expeditions to Greenland and Iceland, and also by the various Scandinavian kings who invaded the British Isles.
This type was adapted by the Saxons, notably under Alfred the Great, for defense against raiders. 




#PRTO_Caravel
^
^
^The [Caravel] is a sea-going vessel that may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares.
If it ends a turn in an $LINK<ocean=TERR_Ocean> square, it is in danger of sinking.
^
^[Caravels] take the place of $LINK<Galleys=PRTO_Galley>, $LINK<Triremes=PRTO_Trireme> and
$LINK<Longboats=PRTO_Longboat>. They are better defended and faster than these, and in addition can carry up to 3
units.

#DESC_PRTO_Caravel
^
^
^The [caravel] was a small sailing ship with three or four masts, a broad bow, and a high, narrow stern. Though  often
used as a warship, the caravel could also carry just over 100 metric tons of cargo. The Spanish and the  Portuguese
used caravels for both commerce and exploration. Christopher Columbus' three ships, the  "Nina", "Pinta", and "Santa
Maria", were caravels that risked the hazards of an ocean crossing in order to discover great riches in the Name of Spain. 



#PRTO_Brig
^
^
^The [Brig] is a purely military naval unit. It 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.
^It can bombard into adjacent squares, and attack other naval vessels.
^
^It receives a 2-point $LINK<bonus to Hit Points=GCON_Experience>.
^
^A coastal city needs $LINK<saltpeter=GOOD_Saltpeter> and $LINK<copper=GOOD_Copper> in its 
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Brig.  

#DESC_PRTO_Brig
^
^
^A brig is a two-masted sailing vessel, square-rigged on both masts. Brigs have been used as cargo ships and also, in
the past, as small warships carrying about 10 guns. They vary in length between 75 and 130 ft (23-40 m), with tonnages
up to 350. A brigantine is a somewhat smaller two-masted vessel, square-rigged on the foremast but with a fore-and-aft
mainsail. In earlier times it carried a square topsail on the mainmast. A hermaphrodite brig is identical with the
brigantine except that it carries no topsail on its mainmast; most U.S. brigs since 1860 have actually been of this
type.


#PRTO_Galleon
^
^
^The [Galleon] is a large, lightly-armed, wooden transport. It is incapable of bombardment but can carry 4 units.
^
^[Galleons] get a 1 point $LINK<bonus to hit points=GCON_Experience>.

#DESC_PRTO_Galleon
^
^
^By the late 15th century, oar-powered vessels had all but disappeared from the world's oceans, to be replaced  by
sailing vessels of various types. The galleon was one such vessel. Galleons were three- or four-masted  ships, built
high in both the forecastle and the stern. Developed in the 15th and 16th century, these versatile  ships were mainly
used as cargo vessels, although they were sometimes outfitted as light warships as well.  Ships of this type served
European nations well into the 1700s. It was only upon the industrial age and the invention of steam engines that sailing ships became obeolete. 



#PRTO_Corvette
^
^
^The [Corvette] is designed to be a military naval unit. It can safely traverse any water, bombard into adjacent
squares,  and attack other naval vessels.
^
^Corvettes receive a 2 point $LINK<bonus to hit points=GCON_Experience>.
^
^A coastal city needs $LINK<saltpeter=GOOD_saltpeter> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Corvette.  

#DESC_PRTO_Corvette
^
^
^Corvettes were small warships classed between a frigate and a sloop-of-war. Corvettes usually were flush-decked and
carried fewer than 28 guns. They were widely employed in escorting convoys and attacking merchant ships during the
great naval wars of the late 18th and early 19th cent., but corvettes passed from use with the transition from sail to
steam. At the beginning of World War II the term was reintroduced to designate a small vessel of about 1,000 tons
displacement, armed with depth charges and a single 4-in. (10.2-cm) gun. In the early years of the war, large numbers
of these vessels were employed by the British and Canadian navies as convoy escorts in the North Atlantic; later they
were supplanted by the larger, faster, and better-armed frigates.


#PRTO_Sloop
^
^Instead of the $LINK<Corvette=PRTO_Corvette> the English can build the [Sloops-of-War] which are faster than the Corvettes, but otherwise equal.
^
^They can afely traverse any water, bombard into adjacent squares,  and attack other naval vessels. They also receive a 2 point $LINK<bonus to hit points=GCON_Experience>.
^
^An English city needs $LINK<saltpeter=GOOD_saltpeter> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a [Sloop-of-War]


#PRTO_Frigate
^
^
^The [Frigate] is a multi-purpose military naval unit. It can safely traverse any water, bombard into adjacent squares
 and attack other naval vessels.
^
^[Frigates] receive a 2 point $LINK<bonus to hit points=GCON_Experience>, and can transport 2 units.
^
^A coastal city needs $LINK<saltpeter=GOOD_saltpeter> and $LINK<iron=GOOD_Iron> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Frigates.

#DESC_PRTO_Frigate
^
^
^The frigate was a fast and powerful warship that evolved to fill several important roles, but one of its primary
roles was to raid enemy shipping. These three masted ships were lighter and faster than the European great  ship or
man-of-war, and usually carried 36 or fewer guns. The frigate was powerful enough to overcome most of its prospective
opponents and fast enough to escape those it could not outgun. Because of their speed and strength, frigates were
often employed as escorts for merchant vessels during times of war. The frigate  remained the most useful and dominant
naval vessel until the development of the ironclad. The name Frigate was also used to describe modern ships that were larger in size than Corvettes. These modern frigates were used extensivelt in World War 2 to protect Merchant shipping coming from the USA to the UK.


#PRTO_Ship_Of_the_Line
^
^
^[Ships-of-the-Line] are powerful, heavily armored naval vessels.  They can safely traverse any water, bombard into adjacent squares
 and attack other naval vessels.
^
^[Sloops-of-War] receive a 3 point $LINK<bonus to hit points=GCON_Experience>, and can transport 2 units.
^
^A coastal city needs $LINK<saltpeter=GOOD_saltpeter> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build [Ships-of-the-Line].


#PRTO_Man-O-War
^
^The English [Man-O-War] is a powerful frigate that only the English may build.  This unit will allow the English to become the masters of the sea, as no other unit in this era is able to match the firepower of this vessel. 
^
^The Man-O-War receives a 3 point bonus to $LINK<hit points=GCON_Experience>, and can transport 2 units.
^
^An English coastal city needs $LINK<saltpeter=GOOD_saltpeter> and $LINK<iron=GOOD_Iron> in its Strategic Resource box to build the Man-O-War.

#DESC_PRTO_Man-O-War
^
^
^By the middle of the 17th century cannons arrayed along the sides of fighting ships had become the decisive weapon of
naval warfare. Heavy guns required a gun deck and a short, sturdy hull, which were at odds with the galley's 
requirements of lightness and length. The late Elizabethan galleon that became the true man-o-war class reached  its
culmination in England's Prince Royal of 1610 and the larger Sovereign of the Seas of 1637, mounting guns on  three
decks; the Sovereign of the Seas, the most formidable ship afloat in its time, carried 100 guns. By the  mid-1700s,
great ships-of-the-line such as the British Victory and French L'Orient dominated naval warfare, and  would continue to
do so until the advent of the ironclad. Tactics allowed Britain to become the major naval power after destroying Armadas from both Spain and France; notable admirals were Sir walter Reighleigh and Admiral Nelson, scourge of the French. 


#PRTO_Steam_Frigate
^
^
^The [steam frigate] is an improved version of the $LINK<frigate=PRTO_Frigate>. It can safely traverse any water, bombard into adjacent squares
 and attack other naval vessels.
^
^[Steam Frigates] receive a 3-point $LINK<bonust to hit points=GCON_Experience> and can transport 2 units. 
^
^A coastal city needs $LINK<coal=GOOD_coal> and $LINK<iron=GOOD_Iron> in its Strategic Resource box to build the Steam Frigate.



#PRTO_Privateer
^
^
^[Privateers] are small frigates that carry no nationality markings, allowing them to attack and be attacked [without
revealing the nationality] of the ship. Thus, you can attack another civilization's shipping without precipitating war.
^
^The [Privateer] receives a 2 point $LINK<bonus to hit points=GCON_Experience>, and can transport 1 unit.
^
^A coastal city needs $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build privateers.

#DESC_PRTO_Privateer
^
^
^Privateers were men who owned their own ship and were commissioned by a nation to attack the naval traffic of their
foes. To facilitate anonymity, very little compensation was paid to the crew and captain by their patron government.
Rather, they were given a portion of the cargo and goods seized in the execution of their duties. While this made the
profession popular with their crew, it eventually became a critical element of the practices disbanding. When nations
attempted to staff their own navies for brewing conflicts, they frequently were unable to secure the manpower needed
(all able bodied sailors already in privateering). Privateers were wide-spread throughout most European history, but
they finally vanished during the 19th century.


#PRTO_Ironclad
^
^
^The forerunner of the modern battleship, the [Ironclad] is a tough defender against anything but more modern
warships. It may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares but if it ends a turn in an
$LINK<ocean=TERR_Ocean> square, it is in danger of sinking.
^
^The [Ironclad] receives a 3 point bonus to $LINK<hit points=GCON_Experience>.
^
^A City  must have $LINK<Coal=GOOD_Coal>
and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an ironclad.

#DESC_PRTO_Ironclad
^
^
^Ironclads were the forerunners of future generations of armoured naval vessels. Instead of the simple wooden  hulls
found on the other ships at the time, ironclads were covered with strong metal plating. This plating  made them nearly
impervious to large-caliber explosive shells that would easily penetrate and destroy wooden  vessels. Ironclads made
their first appearance during the American Civil War, and quickly gained dominance  over other ships of that era.
Perhaps the most famous naval battle of the Civil War was the battle between  the Confederate ironclad "Merrimack", and
the Union ironclad "Monitor", which lasted for several hours before  the "Merrimack" was forced to withdraw. The design of the two ships was very different, reflecting enginuity on both sides. The southern "Merrimack" had a wooden hull with strips of railway track bolted to the hull to provide the outer carapace (due to the South's shortage of Iron). The North's "Monitor" was of a revolutionary design, for altohugh it only boasted two guns, these were placed on a movable turret, allowing the ship to fire regardless of position. Both ships were more than a match for any wooden ships of the day, the Merrimack being responsible for damageing at least 5 enemy frigates in one engagement, whereas the Frigates were unable to pierce the Merrimack's thick hull.


#PRTO_Destroyer
^
^
^[Destroyers] are fast surface warships capable of bombardment and normal naval combat.
^
^[Destroyers] receive a 4 point $LINK<bonus to hit points=GCON_Experience>, and can transport 2 units.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.

#DESC_PRTO_Destroyer
^
^
^Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels were  used
extensively in World War II to provide air and sea cover for carrier groups. One of the primary functions  of the
destroyer is to locate and destroy enemy submarines. Using their sonar equipment to locate the subs,  and their
batteries of depth charges and torpedoes to destroy them, the destroyer forces of World War II were  the key to the
success of many crucial naval operations. Modern destroyers are still used in much the same  role, as escorts for
larger vessels and as submarine hunters. In addition to five-inch guns, the arsenal of  today's destroyer includes
anti-submarine helicopters, anti-ship cruise missiles, and the Phalanx system for  defense against anti-ship missiles.


#PRTO_Submarine
^
^
^[Submarines] can operate invisibly to enemy units because they travel beneath the waves. They remain invisible until
they attack a surface ship, after which they again disappear. However, other submarines and $LINK<AEGIS
Cruisers=PRTO_AEGIS_Cruiser> can see them plainly, and this should be kept in mind when using submarines, as they are no match for cruisers in a pitched battle. 
^
^[Submarines] receives a 1 point bonus to $LINK< hit points.=GCON_Experience> 
^
^A city must have $LINK<Oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a submarine.

#DESC_PRTO_Submarine
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden underwater. Although
defensively weak, submarines are feared because of their ability to make a stealthy approach and attack without
warning. Often, the presence of a submarine is not detected until the first of the sub's  torpedoes strikes its target.
The Germans first used submarine warfare extensively during World War I.  Developments after the war, such as sonar,
made the submarine even more effective. During World War II,  submarines were used extensively by all the world's naval
powers, more successfully by some than others. 
^At the start of the war most powers envisaged the submarine as another unit in a great sea battle sinking capital ships, but it was shown by the Germans that its true gift was sinking lightly protected cargo ships, being able to sneak in unseen and leave before any successful counter measures were in place. Towards the end of the war this tactic failed due to the increase in technology that the alies were able to use, namely Sonar and aeroplanes using depth charges. Britain and America both started out trying to attack large enemy capital ships, and some success was had by both powers, although again the most tonnage that was sunk was that of merchant shipping. Japan stuck firmly to a policy of attempting so sink capital ships, and due to this their submarines performed had a far worse track record than the other powers, even though their subs were in some respects far superior to all but Germany's submarines. 
^. Today's submarines, in addition to their role as fast attack vessels, also carry nuclear weapons that can be
fired from underwater positions just off the coast of an enemy country, to ensure that if armageddon takes place, all will be able to experience the feeling to the full. 


#PRTO_Early_Submarine
^
^
^[Early Submarines] can operate invisibly to enemy units because they travel beneath the waves. They remain invisible until
they attack a surface ship, after which they again disappear. However, other submarines and $LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> can see them plainly, and this should be kept in mind when using submarines, as they are no match for cruisers in a pitched battle. 
^
^A city must have $LINK<Oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a submarine.



#PRTO_Battleship
^
^
^"The Queen of the seas" the [Battleship] has a bombardment range of two and packs a terrific punch both in
traditional naval engagements and in offshore bombardment.
^
^[Battleships] receive a 5 point $LINK<bonus to hit points=GCON_Experience>, and can transport 3 units.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a battleship.

#DESC_PRTO_Battleship
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armoured and difficult to destroy, its  massive
guns (often up to 14 inches, and in some cases over 20 inches) could accurately fire heavy projectiles at targets miles away. The battleship had two primary  functions: clearing
the seas of enemy ships and bombarding enemy coastal targets, usually in preparation for  an invasion. The battleship's
importance began to decline in World War II when the increasing use of fighters  and bombers launched from aircraft
carriers greatly extended the range of naval conflicts. Ship-to-ship combat  became less frequent than long-range air
attacks against enemy battle groups. This failure to address the failing usa of the battleship was one reason why Japan lost the battle of the Pacific - Superbattleships like the Yamoto required enormous amounts of rescourses, but were easy prey to the aAmerican Hellcats.
The last of the U.S. Navy's  battleships was decommissioned shortly after the Vietnam War, but the four battleships of the Iowa class were  remodeled and re-commissioned in the 1980s.




#PRTO_AEGIS_Cruiser
^
^
^[AEGIS Cruisers] are nimble and lethal. They can bombard enemy units; they have [radar] so they can see two squares
regardless of blocking terrain; and they can see $LINK<submarines=PRTO_Submarine> when within their radar range. They
also exert a $LINK<zone of control=GCON_ZOC> over the surrounding terrain. All in all the AEGIS Cruiser is a
formidable warship.
^
^[AEGIS Cruisers] receive a 4 point $LINK<bonus to hit points=GCON_Experience>, and can transport 1 unit. 
^
^A coastal city needs $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build an AEGIS Cruiser.

#DESC_PRTO_AEGIS_Cruiser
^
^
^Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and  amphibious
assaults from enemy ships and aircraft. In recent years, the abilities of the cruiser have been  upgraded
significantly. In addition to their traditional five-inch guns, cruisers also carry batteries of  Harpoon and Tomahawk
missiles. The latest development in cruiser armament is the AEGIS surface-to-air missile  system, which allows cruisers
to target and fire their missiles more accurately and more effectively than ever  before. The cruisers of today are
highly capable of intercepting and destroying enemy submarines, surface ships,  aircraft, and missiles.



#PRTO_Transport
^
^
^The [Transport] can move large quantities of military forces over the bounding main very fast. A transport carrying
$LINK<Marines=PRTO_Marine> can be a significant off-shore threat to any nation. Though not designed to go unescorted,
[Transport ships] will defend themselves if attacked, and can bombard units in the surounding territory.
^
^[Transports] receive a 3 point $LINK<bonus to hit points=GCON_Experience>, and can transport 8 units.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a transport.

#DESC_PRTO_Transport
^
^
^The troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means used by
modern powers to move large quantities of military equipment and personnel over long distances. Because transports
lack offensive weaponry, they require armed vessels as escorts during times of war. A  properly escorted transport can
move large military forces to a new area quickly to act as reinforcements or as an attacking force. The large amount of cargo that these ships can carry makes even one hostile ship apearing unannounced on the coastline can cause major problems. 



#PRTO_Carrier
^
^
^[Aircraft Carriers] carry up to 4 air units and are legitimate airbases. Air units may
$LINK<re-base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers are equipped with [Radar], so
they can see two squares in all directions, regardless of any blocking terrain.
^
^[Carriers] receive a 4 point $LINK<bonus to hit points=GCON_Experience>.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a carrier.

#DESC_PRTO_Carrier
^
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating airfields, 
carrying fighters and bombers far from friendly territory to be launched against enemy targets. This allows  an air
strike against targets on both land and sea that would otherwise be far out of range. The range of the aircraft
launched from carriers forever changed  the methodology of naval battles. Opposing fleets could now engage in battle
without either fleet ever entering  the other's visual range (although to some degree the advent or radar had already made this possible, as was the case in some World War 2 engagements - such as the British against the Italian Fleet), ending the dominance of the battleship as the strongest vessel on the sea.	


#PRTO_Nuclear_Submarine
^
^
^[Nuclear Submarines] are faster than normal subs and have the ability to carry one Tactical Nuclear Missile on board. They can launch these from the sea.
^
^[Nuclear Submarines] receive a 2 point bonus to $LINK<hit points=GCON_Experience>.
^
^A city must have Uranium in it's $LINK<Strategic Resource=GCON_ResourcesS> box to build a Nuclear Submarine.

#DESC_PRTO_Nuclear_Submarine
^
^
^Nuclear submarines are sea vehicles that are capable of remaining underwater for months at a time. This was possible
because of the transition into nuclear, rather than diesel, generators. Typically equipped with both nuclear and
anti-submarine  missiles, they presented a new threat to those nations engaging in nuclear deterrence. Since these
mobile, virtually invisible ships could close to within a few dozen miles of a target, the reaction time to a nuclear
attack could be reduced to minutes. Any nation who relied solely on land based missile launch systems stood a very good
chance of being crippled before any opportunity to retaliate. This imbalance was righted however, as all announced
nuclear powers soon had their own fleet of nuclear attack submarines. The difficulty in detection of nuclear submarines
means that only other nuclear submarines had a viable chance at stopping one. 
#PRTO_Air_Ship
^
^[Airships] are one of the first flying units available. While not able to intercept enemy units, they are still able to bombard targets at relatively short ranges. . 


#PRTO_Balloon
^
^
^[Balloons] are mainly useful for reconnaisance. They can also Bombard enemy units and Cities though their range of operation is limited to 3 squares.
^
^Note that Balloons cannot land on $LINK<Carriers=PRTO_Carrier>


#PRTO_Air_Ship
^
^[Airships] are one of the first flying units available. While not able to intercept enemy units, they are still able to bombard targets at relatively short ranges. . 
In addition they can transport one unit.
^
^Airships receive a 1-point $LINK<bonus to hit points=GCON_Experience>
^
^Note that Balloons cannot land on $LINK<Carriers=PRTO_Carrier>

#DESC_PRTO_Air_Ship
^
^
^[Airships] fly on the principle that the sum displacement of the baloon and the bascet is lower than that of air at sea level, and hence the vessel rises. Due to this method of lift, airships are very ungainly in the air, and only direction can be altered with any certainty.
^The first airships used Hydrogen gas to achieve lift, and although this is the lightest gas, it is highly flammable. The Heidenburg disaster showed this flaw to its full effect when an airship exploded, killing all on board. After this, Helim gas was used - although heavier, the fact that it is inert prevents explosions on this scale occuring.
^Airships were first used in war in the first world war, mainly as a spotter role to direct artillery fire, their slow speed prohibiting their widespread use on the battlefield. Some use was found by the Germans in that the range of airships was sufficient so that they could be used to bomb London - albeit causing more indignation than damage. 


#PRTO_Bomber
^
^
^[Bombers] are not as versatile as fighters, but they have a larger operational range and greater bombardment power.
They may be based in any city or airbase on the map.
^
^[Bombers] receive a 2 point bonus to $LINK<hit points=GCON_Experience>. 
^
^Note that Bombers cannot land on $LINK<Carriers=PRTO_Carrier>
^
^A city must have Oil in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a bomber.

#DESC_PRTO_Bomber
^
^
^The bombing of strategic targets from the air dates back to the beginning of World War I, when the Germans used 
zeppelins to bomb Paris and London. Because zeppelins proved to be extremely vulnerable, they were withdrawn from war
in favor of airplanes. By the end of World War I planes were being designed specifically as bombers. The bomber's job
is to carry bombs into enemy territory, normally beyond the range of artillery, and destroy  targets of military and
economic value. Bombers were often designed for specific missions, such as attacking  ships, bombing vehicles and
railroads, daylight precision bombing, and carpet-bombing.
#PRTO_Long_Range_Bomber
^
^As the name implies, [Long Range Bombers] are basically $LINK<bombers=PRTO_Bomber> with increased range of operation. They may bombard targets up to 12 squares away from their current base of operations. 
^
^[Long Range Bombers] receive a 2 point bonus to $LINK<hit points=GCON_Experience>.


#PRTO_Strategic_Bomber
^
^[Strategic Bombers] have a huge range of operations and may bombard targets up to 24 squares away. T
^
^They receive a 3 point bonus to $LINK<hit points=GCON_Experience>.
^
^Note that Strategic Bombers cannot land on $LINK<Carriers=PRTO_Carrier>
^
^A city must have $LINK<Oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Strategic Bomber.



#PRTO_Stealth_Fighter
^
^
^[Stealth fighters] can do almost everything normal jet fighters do and more. They can execute all $LINK<air
missions=GCON_Air_Missions>, except air superiority. Due to their stealth technology, stealth fighters are very
difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or
$LINK<SAM=BLDG_SAM_Missile_Battery> batteries. And they have [radar] that allows them to see two squares, regardless of
blocking terrain.
^
^They receive a 4 point bonus to $LINK<hit points=GCON_Experience>.
^
^Note that Stealth Fighters cannot land on $LINK<Carriers=PRTO_Carrier>
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a stealth fighter.

#DESC_PRTO_Stealth_Fighter
^
^
^Starting in the Second World War, radar technology came into widespread use both for detection and targeting of 
aircraft. Because of this, aeronautical engineers began searching for ways to make aircraft less "visible" to 
electronic tracking and weapon systems. The earliest stealth technologies consisted of coating aircraft with  materials
that would absorb rather than deflect a radar signal. In the late 1970s, designs incorporating this technology, as
well as a unique fuselage shape designed to deflect radar away from its source, were prototyped.  The first true
stealth fighter, the Lockheed F-117A, flew for the first time on June 18, 1981. This fighter, incorporating the latest
anti-radar and anti-thermal innovations, is capable of entering enemy territory, delivering its payload, and returning
to base with little chance of detection. These unique, black aircraft  served well in the Persian Gulf War in 1991, and
have served as the basis for further development of stealth  aircraft technology. These aricraft are not completely invunerable however, as was shown in the war against Serbia, where a stelth fighter was destroyed by anti-aircraft fire. 



#PRTO_Stealth_Bomber
^
^
^[Stealth Bombers] can do everything normal bombers can do and more. They can execute all $LINK<air
missions=GCON_Air_Missions>, except air superiority. Due to their stealth technology, stealth bombers are very
difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or
$LINK<SAM=BLDG_SAM_Missile_Battery> batteries.
^
^They receive a 4 point bonus to $LINK<hit points=GCON_Experience>.
^
^Note that Bombers cannot land on $LINK<Carriers=PRTO_Carrier>
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic
Resource=GCON_ResourcesS> to build a stealth bomber.

#DESC_PRTO_Stealth_Bomber
^
^
^Concurrent with the development of a stealth fighter, aeronautical engineers began to apply stealth technology  to a
full-scale bomber. The B-1B bomber, which went into service in 1986 as a replacement for the B-52,  incorporated some
of these innovations. The radar signature of the B-1B was reduced to a mere one percent that of  the B-52 due to its
low cross-section and its minimal use of radar-reflective, hard-edged surfaces. Soon after  the B-1B entered service,
the U.S. Air Force commissioned Northrop to develop a true stealth bomber as an  eventual replacement. First revealed
to the public in 1988, the B-2 stealth bomber uses a flying wing design  similar in shape to the F-117A stealth
fighter. The flying wing design reduces the profile of the B-2 by  incorporating its engines into the body of the
plane. The engine exhausts and intakes are shielded to prevent  infrared tracking. The B-2 also makes use of curved
surfaces and radar-absorbing materials to enhance its  "invisibility", and make it far less detectable than the B-1B.
As of the late 1980s, it was announced that 132  B-2's would be constructed, and would enter service sometime in the
1990s.


#PRTO_Fighter
^
^
^[Fighters] may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes. They may be based in any
city or aircraft carrier on the map.
^
^They receive a 2-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a fighter.

#DESC_PRTO_Fighter
^
^
^The earliest military aircraft were used primarily in a reconnaissance role. In 1915, during World War I,  aircraft
designer Anthony Fokker developed a gear system that allowed a plane-mounted machine gun to fire through the
propeller, giving birth to the first fighter aircraft. The fighter's mission was to shoot down enemy reconnaissance
and fighter planes. Later, as the use of bombers became more widespread, fighters were called upon to act as
interceptors against enemy bombing runs and escorts for friendly bombers. The best way to ensure the safe passage of
friendly bombers to their selected targets is the destruction of enemy fighters.



#PRTO_Helicopter
^
^
^[Helicopters] are essentially air transports that can carry two units to any square within their operational range,
regardless of enemy units. Helicopters may carry foot soldiers only - no mechanized units allowed.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box
to build a helicopter.

#DESC_PRTO_Helicopter
^
^
^The concept that was to become the modern helicopter was first explored by artist/engineer Leonardo da Vinci.  He
made sketches of a rotor-driven aircraft in the early 16th century. However due to the fact that the size to power ratios of motors at the time nothing beyond concept art was possible. It was not until 1939, however, that the  first
practical helicopter design was developed. Helicopters have a distinct advantage over fixed-wing aircraft in that they
can take off and land vertically. This makes it possible for helicopters to operate in many places  that would be too
small to accommodate a runway. Today, helicopters are used in civilian roles as rescue  vehicles and by law enforcement
agencies. All branches of the military utilize many different types of  helicopters, from giant cargo and troop
carriers to fast and maneuverable gunships used as air support for ground troop operations. The disadvantages are their slow speed to lave helicopters very vunerable to ground based fire, as was found to be very problematic in both the Korean and the Vietnam wars. 



#PRTO_Jet_Fighter
^
^
^[Jet Fighters] are faster versions of their predecessor, and run on an engine that is fundamentally different in design. They may execute all $LINK<air missions=GCON_Air_Missions>
except precision strikes. Jet Fighters have [radar] that allows the unit to "see" two squares regardless of blocking
terrain. They may be based in any city or aircraft carrier on the map.
^
^They receive a 3-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a jet fighter.

#DESC_PRTO_Jet_Fighter
^
^
^The introduction of jet engines to fighter aircraft changed the way man wages war in the skies. The primary impact
was that of speed, since even early jet engines were able to outperform their rotary peers by three to one. While this
improvement was certainly appreciated by their pilots (speed advantages often translate to more options in air combat),
it was some time before the nature of this change was fully understood. Dogfighting became a significantly more
difficult task, since the window to 'take a shot' was reduced to an instant. The introduction of guided missiles helped
address this, as well as increase engagement ranges to beyond what the pilot could visually see. Though missiles
dramatically changed air combat, cannons still remained a staple of the vehicles' arsenal. Missiles could be jammed,
and early attempts were frought with unreliability. Without a backup weapon, pilots were often at the mercy of inferior
planes, but ones where the pilot wasn't relying on shaky, emerging technologies.
^The first jet fighters were seen in World War 2 with both Germany and Great Britain having functioning models, albeit in very small numbers. Due to the small numbers that were created towards the end of the war, no air combat between these two airfcraft ever took place.



#PRTO_F-15
^
^
^Like other jet fighters [american F-15s] are faster versions of their predecessor and F-15s pack very potent attack power.
They may execute all $LINK<air missions=GCON_Air_Missions> and have [radar] that  allows them to "see" two squares,
regardless of blocking terrain. They may be based in any city or aircraft carrier on the map.
^
^They receive a 3-point $LINK<bonus to hit points=GCON_Experience>.
^
^An American city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build an F-15.

#DESC_PRTO_F-15
^
^
^The successor to the Grumman F-14 Tomcat, the F-15 was the first military aircraft with a genuine 
"look-down/shoot-down" capability, the product of pulse-Doppler radars that could detect fast-moving targets  against
cluttered radar reflections from the ground. Also designated the Eagle, the American F-15 was a  twin-engine jet
fighter produced by the McDonnell Douglas Corporation. Based on a design proposed in 1969 for an  air-superiority
fighter, it has also been extensively used in fighter-bomber versions. For two decades, it was the  primary fighter of
the American Air Force. F-15s were delivered to the U.S. Air Force between 1974 and 1994, and  since have been sold to
American allies and assembled under contract in Japan. The "Strike" Eagle carried out much  of the nighttime precision
bombing of Iraqi installations during the Persian Gulf conflict (1990-1991), as well as sweeping the Iraqi Air Force
from the skies.


#PRTO_Gunship
^
^
^[Gunships] are the perfect tool for taking out enemy armour, as they carry as much firepower as modern $LINK<artillery=PRTO_Radar_Artillery>. They are very fast, moving 12 squares regardless of terrain, and can attack multiple times in a single turn. They can cross over small bodies of water, but only if they take off from a city.
^
^They are among the few units that can completely destroy an enemy unit, using only $LINK<ranged fire=GCON_Bomb_Expand>. Gunships are hard to destroy, receiving a 5-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have $LINK<oil=GOOD_oil> and $LINK<rubber=GOOD_rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Helicopter Gunship.

#DESC_PRTO_Gunship
^
^
^ [Gunships] are fast, low-flying helicopters that carry a potent arsenal of rockets and guns. Helcicopters cam into widespread military use after World War 2, and were used extensively in both the Korean and the Vietnam wars both offensively or defensively. Although the lack of need for a runway meant that troops or supplies could be landed in far more inhospitable places, their comparatively low speed compared to planes meant that they were vunerable to gound fire. The Cobra gunship is an attack helicopter that was designed with this in mind. With the gunner sitting in front of the Pilot, the target visible from the gound is greatly reduced. The AH-64 Apache and the AH-1 Cobra helicopters fire laser-guided Hellfire missiles, guided to tanks by ground observers or scout helicopters. Hellfire is an acronym for (HELicopter Launched, FIRE and forget).


#PRTO_Cruise_Missile
^
^
^[Cruise missiles] are long-range, fire-and-forget weapons that can find the target on their own. Like all
artillery-type units, cruise missiles have no attack or defense values, only bombardment.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cruise
missiles.

#DESC_PRTO_Cruise_Missile
^
^
^One of the most effective weapons in modern military arsenals is the cruise missile. The AGM-86 and the Tomahawk can
be launched against a strategic target hundreds of miles away, traveling low  to avoid radar and other means of
detection, and hitting their target with unnerving accuracy. They can also  be used against short-range, tactical
targets such as ships. In this role, it is often possible for a single, one million dollar missile to seriously damage
or even destroy 80 million dollar warships.



#PRTO_Nuke
^
^
^[Tactical nuclear missiles] have a long range and devastating effect. They can be loaded onto nuclear submarines and launched
from the sea. If used, nuclear weapons have a tremendous negative effect upon world opinion, especially on the nation that the weapon was targated against. 
^
^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build tactical nuclear missiles.

#DESC_PRTO_Nuke
^
^
^Tactical nuclear weapons are those whose payload is typically less than five kilotons. These weapons are designed to
be used in close range of friendly troops, and attempt to minimise collateral damage. One method of this involves
'boosting' the radiation effects of a nuclear blast, which reduces the destructive fireball. Such bombs have the added
benefit of irradiating tanks and other instruments of war. During the blast any crew of such a vehicle would be
instantly killed from  radiation 10 times stronger than the documented 'lethal' dose. Should that vehicle be manned
within the next 24-48 hours,  the new crew would suffer the same fate. While fears of blurring the line between
conventional and nuclear warfare have  restricted deployment of these weapons, many world powers continue to
investigate the concept of battlefield nuclear weapons. 



#PRTO_ICBM
^
^
^An [ICBM] (inter-continental ballistic missile) has an unlimited range, and like the tactical nuke, has a devastating
effect. They cannot be moved from the city that builds them but can strike any target on the map. Nuclear weapons, if
used, have a tremendous negative effect upon world opinion.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build ICBMs.

#DESC_PRTO_ICBM
^
^
^The use of atomic bombs at Nagasaki and Hiroshima at the end of World War II changed the world's standards for
measuring military power. Nuclear weapons can eradicate ground forces and armoured divisions, and flatten cities with
their awesome explosive power. In the years following World War II, arsenals of  nuclear weapons were rapidly built by
opposing nations, each fearing the capabilities of the other. This  massive arms buildup has acted as a deterrent to
full-scale war, since all the governments involved are  aware of the consequences should such a war take place. The
threat imposed by the huge nuclear arsenals of  the world powers may one day be eradicated by the development of the
Strategic Defense Initiative, or SDI, a system designed to destroy enemy missiles in flight before they can reach
their targets.




#PRTO_Barbarian_Warrior
^
^
^The [barbarian warrior] is is the scourge of the civilized world. Armed with the satha, or longsword, they pour out of
their villages hidden away in the remote regions and wreak havok on unprotected villages.

#DESC_PRTO_Barbarian_Warrior
^
^
^The term "Barbarian" is Greek in origin. The Greeks originally levied it at the peoples of Northern Europe because to
them, the harsh "barking" sound of their speech sounded to them like "Bar-bar-bar." Since these strangers from the
north did not understand classic Greek, the Greeks believed them to be "illiterate." The term also came to mean
"stranger" or "wanderer," since most of the Barbarians with which they came in contact were nomadic (the Goths, for
example). To the peoples of ancient Greece and Rome, a Barbarian was anyone who was not of their extraction or culture.
Because most of these "strangers" regularly practiced raids upon these civilizations, the term "Barbarian" gradually
evolved into a perjorative term: a person who was sub-human, uncivilized, and regularly practiced the most vile and
inhuman acts imaginable. Nothing could have been farther from the truth.
^ Even the Vandals, whose name literally means "the brave ones," did not destroy much. The exception was the
incredibly cruel Vandal leader Gaiseric, whose actions equated the name "Vandals" with what we use it for now, people
who destroy things mindlessly and needlessly. The Northern Barbarians were the various Germanic tribes: the Vandals,
Langobards, Alamanni, Marcomanni, Cherusci, Suevi, Angles, Saxons, Jutes, Ingles, and Burgundians; all which helped to
form the present day Germans, Scandinavians, Swiss, Austrians, French, and British. To the East and Northeast were the
nomadic Gothic races (Visigoths and Ostrogoths), which were the most active in helping bring the fall of the Roman
Empire.
^ History has shown the Barbarians to be civilized and far from the uncultured stereotype with which they have been
saddled. History has also shown them to be strong family folk, who mated and remained faithful to their mates for life.
So how did they get such a bad reputation? First of all, very few of the Barbarians could read or write. Only the
studious mages, skalds, bards, and loremasters among them knew their alphabetic system, the runes (Germanic) or oghams
(Celtic). Therefore, their histories were largely passed by word of mouth, from generation to generation. The Greeks
and Romans, however, being very adept at the written record, are the ones who have given us much of the recorded
history of the Iron Age. Obviously, they would not have spoken very well of those who helped bring about the fall of
their empire.
^ It was, actually, Rome who drew "first blood" against the Germanic tribes. Rome wished to claim the lands north of
the Rhine river for its own. Up to that point in time, the Germanic people had been content to "live and let live",
with a few border skirmishes and forays. When Rome crossed the line and entered the Teutonic lands with intent to
conquer, the Germanic tribesmen rose up in fury. After several failings, the Teutons managed to defeat the Roman
invasion at the battle of Teutoberg Forest (circa AD 9) to such a great extent that Rome never again tried to conquer
the Barbarian Germans. It was after this time that the Germans now took a page out of Rome's book. Beseiging the empire
for 4 centuries, they finally managed, during the 5th century AD, to sack Rome and bring the once mighty empire to its
knees; albeit gaining themselves reputations as bloody, subhuman, demonic warriors from the ones who kept the history
books.




#PRTO_Barbarian_Rider
^
^
^[Barbarian riders] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast
unit). These units are tuely feared by early civilisations. Their speed and ruthless attacks can cause considerable damage even to settlements that are lightly defended. 

#DESC_PRTO_Barbarian_Rider
^
^
^Barbarians are a people of mystery and terror. Arriving on the fringes of your empire riding their war horses out of
the unguarded territory surrounding your borders, they strike fear into the hearts of your people. Thbarbarian riders
seem like monsters from the darkness to their more civilized contemporaries. The Roman historian Ammianus Marcellinus,
writing at the end of the fourth century, described their savage customs and elaborated on their military tactics: The
nation of the Huns ... surpasses all other Barbarians in wildness of life ... And though [the Huns] do just bear
the likeness of men (of a very ugly pattern), they are so little advanced in civilization that they make no use of
fire, nor any kind of relish, in the preparation of their food, but feed upon the roots which they find in the fields,
and the half-raw flesh of any sort of animal. 
^
^When attacked, they will sometimes engage in regular battle. Then, going into the fight in order of columns, they
fill the air with varied and discordant cries. More often, however, they fight in no regular order of battle, but by
being extremely swift and sudden in their movements, they disperse, and then rapidly come together again in loose
array, spread havoc over vast plains, and flying over the rampart, they pillage the camp of their enemy almost before
he has become aware of their approach. It must be owned that they are the most terrible of warriors because they fight
at a distance with missile weapons having sharpened bones admirably fastened to the shaft. When in close combat with
swords, they fight without regard to their own safety, and while their enemy is intent upon parrying the thrust of the
swords, they throw a net over him and so entangle his limbs that he loses all power of walking or riding.



#PRTO_Armor
^
^[Armors] are improved tanks that move 3 squares and can attack multiple times in a single turn.
^
^They can use $LINK<ranged attacks=GCON_Bomb_Expand>, but are also quite capable of going head to head with most enemies. They are hard to destroy, receiving a 3-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build the Armor.


#PRTO_Biplane
^ Bi-Planes are one of the earliest forms of planes that were used before and during World War 1. They can be used for Reconnaisance missions, Air Superiority missions or even to Bomb enemy units. Their range of operations is rather limited however, being unable to venture further away than 3 squares.
^
^They receive a 1-point $LINK<bonus to hit points=GCON_Experience>.
^
^Biplanes require the city to have $LINK<oil=GOOD_oil> in their strateigic resources box to build this unit. 

#DESC_PRTO_Biplane
^
^Slow, unweildly and very difficult to manoveur, these aeroplanes were first used in World War 1 to help increase the accuracy of the artillery, by observing where the shells were landing, and providing feedback to the artilleriests. As the war progressed, improvements in design allowed the pilots to kill each other with small arms fire and machine guns. Due to the difficulty of flying and the fact that no parachutes were available, the pilots in the british army (as aircraft began as a detachment of the army) as the "twenty minuters", as this was their life epectancy. 


#PRTO_Advanced_Fighter
^
^[Advanced Fighters] are the only generally available fighter types units that can perform all $LINK<Air Missions=GCON_Air_Missions> including [precision bombing]. They use stealth technology making them very hard to intercept.
^
^They receive a 4-point $LINK<bonus to hit points=GCON_Experience>.
^
^A city must have $LINK<oil=GOOD_oil> and $LINK<aluminum=GOOD_Aluminum> in their strategic resources box to build this unit. 


#PRTO_Air_Transport
^
^The [Air Transport] is used to transport ground troops over a relatively large distance.
^
^It cannot land on a $LINK<carrier=PRTO_Carrier>
^
^A city must have $LINK<oil=GOOD_oil> and $LINK<aluminum=GOOD_Aluminum> in their strategic resources box to build this unit. 


#PRTO_V1
^
^
^[V-1 missiles] are long-range, fire-and-forget weapons that can find the target on their own. Like all
artillery-type units, V-1 missiles have no attack or defense values, only bombardment.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cruise
missiles.



#PRTO_Tribe
^[The Tribe] is your first $LINK<settler type=GCON_Settler_Types> unit. Every civilization starts out with one, and the [Tribe] can not be built. It can however be gained from exploring villages.
^
^Note that The Tribe is a fast moving unit, moving 2 squares regardless of terrain, and it also has extended range of vision, enabling it to see 2 squares away. This means that exploring a bit before settling your first city is no longer a huge disadvantage, especially if you manage to find a good bonus resource to settle next to.


;   ____________________________________________ EXPANSION UNITS_____________________________________________

#PRTO_Keshik
^
^[Keshiks] replace the $LINK<knight=PRTO_Knight> for the $LINK<Mongolian Civilization=RACE_Mongols>.
^
^They are not as good defenders as the knights, but have the ability to $LINK<attack at range=GCON_Bomb_Expand> instead. They also receive a 1 point $LINK<bonus to hit points=GCON_Experience>
^
^[Keshiks] climb hills and mountains with a speed as if they were passing through grassland.
^ 
^They require no $LINK<iron=GOOD_Iron>, so a Mongolian city only needs $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a Keshik.

#DESC_PRTO_Keshik
^
^
^The skill of a Mongol on horseback was notoriously keen.  Having been taught to ride on horseback from the age 
of three, and by five given bow and arrows to use from horseback for hunting and war, it was a natural way for 
the Mongols to conduct war.  The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war; 
they often thrived in conditions that would be considered intolerable by any other military of its time.  When 
the need arose Mongol horsemen could last up to ten days at a time without cooking food, during which they would 
sustain themselves by drinking the blood and milk of their horses.

#PRTO_Conquistador
^
^[Conquistadors] are formidable units for exploration and even combat. With their $LINK<ranged attack=GCON_Bomb_Expand> they can attack units in the surrounding squares.
They also exert a $LINK<zone of control=GCON_ZOC> over the surrounding squares.
^
^Conquistadors receive a 1-point $LINK<bonus=GCON_Experience> to their Hit Points.
^
^A Spanish city must have $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a 
Conquistador.

#DESC_PRTO_Conquistador
^
^
^Following Columbus, a Spanish military group known as Los Conquistadores, 'The Conquerors', were directed by 
Hernan Cortes to the New World with the soul purpose of seeking out new frontiers and riches in the unknown. 
The Conquistadores undertook their expeditions in the vast landmasses of the Americas at their own expense, 
risking their lives without aid from the Spanish royalty.  Horses adorned with many bells enabled the 
Conquistadores to launch indomitable offenses against the American Indian natives who had never seen a horse 
before the arrival of the Conquistadores.  Spanish-Conquistador conquests included campaigns in Guatemala, Peru, 
Cuzco, Columbia, Chile, the Bay of Honduras, and the Pacific Coastal regions.


#PRTO_Berserk
^
^
^The Berserk replaces $LINK<Medieval Infantry=PRTO_Longswordsman> for the $LINK<Viking=RACE_Vikings> civilization.
In addition to being formidable foot soldiers, berserkir are one of the first available amphibious units 
in the game, which allows them to attack enemy units or structures directly from within sea-based transport vessels.

#DESC_PRTO_Berserk
^
^
^In the pagan era, before Scandinavia was converted to Christianity, the berserkir warriors were looked upon as 
possessing supernatural powers attributed to the Viking's chief god, Odin and a belief in lycanthropy.  These 
warriors were known to rush into battle without armor, as mad as wolves, and as strong as wild boars.  This 
infamous berserkir frenzy reportedly allowed them to kill men in single blows with great bearded axes and shrug 
off blows from fire and iron alike.  Today it is believed that these frenzies were the result of epileptic 
attacks.


#PRTO_Sipahi
^
^The Ottoman [Sipahi] replaces the $LINK<Dragoon=PRTO_Dragoon>. They are better attackers and last slightly longer in combat.
^
^They can $LINK<attack at a range=GCON_Bomb_Expand> of 1 square, and also exert a $LINK<zone of control=GCON_ZOC> 
over the surrounding territory.
^
^Sipahi receive a 2-point $LINK<bonus to hit points=GCON_Experience>.
^
^An $LINK<Ottoman=RACE_Ottomans> city must have $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a Sipahi.

#DESC_PRTO_Sipahi
^
^
^During the 15th century and beyond the Ottomans imported expertise in firearms and gunpowder.  A form of Turkish 
heavy cavalry, known as Sipahi, became the predominating military unit utilized by the Ottoman Empire.  The 
earliest variations of these soldiers were well-armored men on well-armored horses, who typically used a mace 
as their primary weapon.  During the 17th century the Sipahi replaced their archaic weaponry with sabers and 
pistols, establishing them as a fearsome presence on the battlefield.  While European infantry were more than 
a match for the standard Ottoman infantry, the Sipahi were far superior to any medieval knights.


#PRTO_Gallic_Swordsman
^
^The [Gallic Swordsman] moves twice as fast as regular swordsman.
^
^A Celtic city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Gallic Swordsman.

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

#PRTO_Ansar_Warrior
^
^[Ansar Warriors] are available to the Arabian Civilization as a replacement for the $LINK<knight=PRTO_Knight>. They are faster than knights, but not as good defenders. They do however receive a 1 point $LINK<hit point bonus=PRTO_GCON_Experience>.
^
^An $LINK<Arabian=RACE_Arabs> city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> to build Ansar Warriors.

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


#PRTO_Libyan_Spearman
^
^
^[Numidian Mercenaries] replace $LINK<spearmen=PRTO_Spearman> as the first and best defensive units of the Bronze Age
for the $LINK<Carthaginians=RACE_Carthaginians>. They are somewhat expensive to train, but are by far the best Ancient age defenders.

#DESC_PRTO_Numidian_Mercenary
^
^
^Carthage maintained a monopoly of trade from the 6th to 3rd century BC by sinking all intruders and exacting 
recognition of its position from neighboring Mediterranean states.  This wealth was attested by the vast 
mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known for any other 
advanced state of its time. While frequently led by Carthaginian soldiers, the majority of the Carthaginian 
armies was comprised of mercenaries.  Celts and Iberians contributed large numbers of infantry and horsemen, but 
Numidian Infantry dominated their ranks.  These Numidian mercenaries were equipped with loot from assorted 
engagements against Rome, and were generally regarded as capable soldiers and spearmen.



#PRTO_Hwacha
^
^
^The [Hwach'a] replaces the $LINK<cannon=PRTO_Cannon> as the siege weapon of choice for the $LINK<Korean=RACE_Koreans> 
civilization in the Middle Ages.  The [Hwach'a] is a more advanced artillery unit, capable of bombarding adjacent 
targets and unlike other siege weapons it is even able to kill them rather than simply reducing their health.  Hwach'a have no attack or defense value, so they should be protected by an escort.  Further, they are wheeled units, so they 
cannot enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following a road.

#DESC_PRTO_Hwacha
^
^
^Some of the first anti-personnel devices created in Korea were comprised of small rockets attached to arrows, 
which flung spikes upon detonation.  When it was discovered that several of these rockets could be launched from 
the same container, larger versions of these anti-personnel devices were created and utilized in battle.  These 
larger anti-personnel devices were designed to be transported on wheeled vehicles such as a two-wheeled carts 
and wheelbarrows.  The Hwach'a, which was invented in 1451, allowed a single man to transport approximately 100 
rockets into battle, and was well suited to combat the invading Japanese Samurai who typically advanced on the 
Koreans in dense groups, presenting ideal targets for the Hwach'a operators.

;   ____________________________________________ SGM UNITS_____________________________________________

#PRTO_Lincoln
^
^
^Lincoln is the King unit for the $LINK<Americans=RACE_American> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Hammurabi
^
^
^Hammurabi is the King unit for the $LINK<Babylonians=RACE_Babylon> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Mao
^
^
^Mao is the King unit for the $LINK<Chinese=RACE_Chinese> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Bismarck
^
^
^Bismark is the King unit for the $LINK<German=RACE_Germans> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Alexander
^
^
^Alexander is the King unit for the $LINK<Greeks=RACE_Greeks> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Caesar
^
^
^Caesar is the King unit for the $LINK<Romans=RACE_Romans> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Xerxes
^
^
^Xerxes is the King unit for the $LINK<Persians=RACE_Persian> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Hiawatha
^
^
^Hiawatha is the King unit for the $LINK<Iroquois=RACE_Iroquois> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Shaka
^
^
^Shaka is the King unit for the $LINK<Zulu=RACE_Zulu> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Montezuma
^
^
^Montezuma is the King unit for the $LINK<Aztecs=RACE_Aztecs> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Catherine
^
^
^Catherine is the King unit for the $LINK<Russians=RACE_Russian> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Elizabeth
^
^
^Elizabeth is the King unit for the $LINK<English=RACE_English> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Abu
^
^
^Abu is the King unit for the $LINK<Arabs=RACE_Arabs> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Hannibal
^
^
^Hannibal is the King unit for the $LINK<Carthaginians=RACE_Carthaginians> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Osman
^
^
^Osman is the King unit for the $LINK<Ottomans=RACE_Ottomans> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Temujin
^
^
^Temujin is the King unit for the $LINK<Mongols=RACE_Mongols> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Gandhi
^
^
^Gandhi is the King unit for the $LINK<Indians=RACE_Indian> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Ragnar
^
^
^Ragnar is the King unit for the $LINK<Vikings=RACE_Vikings> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Brennus
^
^
^Brennus is the King unit for the $LINK<Celts=RACE_Celts> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Tokugawa
^
^
^Tokugawa is the King unit for the $LINK<Japanese=RACE_Japanese> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Joan
^
^
^Joan d'Arc is the King unit for the $LINK<French=RACE_French> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Wang
^
^
^Wang Kon is the King unit for the $LINK<Koreans=RACE_Koreans> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Isabella
^
^
^Isabella is the King unit for the $LINK<Spanish=RACE_Spanish> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Cleopatra
^
^
^Cleopatra is the King unit for the $LINK<Egyptians=RACE_Egyptians> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.


#PRTO_Princess
^
^
^The Princess functions as the flag in the Capture the Flag $LINK<Short Game Mode=GCON_Short_Game_Modes>.

; End Units______________________________________________________________________________End Units


#BLDG_Academy
^
^[The Academy] increases the scientific $LINK<research=GCON_Research> in its city by 50%. This is in addition to any
$LINK<library=BLDG_Library> benefits already in place.
^
^
^{Requires:} There must already be a $LINK<Library=BLDG_Library> in the city where you want to build an [academy]

#DESC_BLDG_Academy
^
^Academies were specialized schools that often focused on a narrow range of subjects, such as mathematics, science and
literature. By specializing instead of generalizing, knowledge of a particular subject could be rapidly
learned and put into practice, which will help increase the number of people availabe to perform research projects. 



#BLDG_Airforce_Base
^
^An [Airforce Base] allows the creation of $LINK<regular=GCON_Experience> air units, in addition to providing some
defense against airborne attackers. It also heals air units completely in one turn.

#DESC_BLDG_Airforce_Base
^
^Airforce Bases vary trememdously, from baing the most advanced air facilities in existence, caring for the aircraft that carry out
attack/defense profile missions against an enemy, or merely a small hanger.  Since the dawn of the Airplane, there has always been a need for
specialized places that can service, repair and refuel these vital links in trade and defense. An Airforce base is not
just a landing strip; in the largest cases it is a small city in it's own right, capable of protecting a large area against invaders.


#BLDG_Amusement_Park
^
^An [Amusement Park] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content. It also produces a small amount of culture.

#DESC_BLDG_Amusement_Park
^
^
^[Amusement park], a commercially operated park offering various forms of entertainment, such as arcade games,
carousels, roller coasters, and performers, as well as food, drink, and souvenirs. Amusement parks differ from
circuses, carnivals, and world's fairs in that parks are permanently located entertainment complexes, open either all
year or seasonally every year. Some amusement parks, known as theme parks, are designed to evoke distant or imaginary
locales and/or eras, such as the Wild West, an African safari, or medieval Europe. Theme parks usually charge a
substantial admission fee, whereas traditional amusement parks, such as those at Coney Island, do not charge entrance
to the midway; theme-park admission, however, typically includes the cost of the rides, which must be paid for
individually in an amusement park. Walt Disney World, opened near Orlando, Fla., in 1971, is the most popular theme
park in the world; it draws over 40 million visitors annually. It is modeled as a utopian city of leisure, pitched by
personalities from Disney animation and operated by 26,000 employees. The original Magic Kingdom theme park is divided
into thematic domains (e.g., Tomorrowland, Frontierland, Fantasyland), which flow into one another; other areas added
later include Epcot Center, Disney-MGM Studios, and Animal Kingdom. The original Disneyland opened in 1955 in Anaheim,
Calif.; other Disney parks have opened near Tokyo (1983) and Paris (1992), with a new park scheduled to open in Hong
Kong in 2003. Other examples of theme parks include the Universal Studios Tours in Universal City, Calif., and Orlando,
Fla., in which visitors are treated to a tour of the movie studio grounds, see various demonstrations of stunts and
special effects, and can go on rides inspired by popular films. During the 1990s a trend at many theme parks was to
create amusement park rides based on popular action films, such as Batman, Jurassic Park, and Back to the Future. In
Tennessee, Dollywood, a theme park founded by the country musician Dolly Parton, offers rides, country music, and a
hearty dose of Americana. The Six Flags amusement park chain has facilities in many metropolitan areas. Some resort
hotels in Las Vegas also began adding theme-park rides in the late 1990s.



#BLDG_Basilica
^
^The [Basilica] produces one $LINK<happy face=GCON_Moods>, making one unhappy citizen content. It also contributes a small amount of culture.

#DESC_BLDG_Basilica
^
^
^[Basilicas] were large buildings erected by the Romans for transacting business and disposing of legal matters.
Rectangular in form with a roofed hall, the building usually contained an interior colonnade, with an apse at one end
or at each end. The central aisle tended to be wide and was higher than the flanking aisles, so that light could
penetrate through the clerestory windows. The oldest known basilica was built in Rome in 184 B.C. by the elder Cato.
Other early examples are the Basilica Porcia in Rome and one at Pompeii (late 2d cent. B.C.). Probably the most
splendid Roman basilica is the one constructed during the reign of Maxentius and finished by Constantine after 313. In
the 4th century. Christians began to build edifices for worship that were related to the form of the basilicas. These
had a center nave with one aisle at each side and an apse at one end: on this platform sat the bishop and priests.
Basilicas of this type were built not only in Western Europe but in Greece, Syria, Egypt, and Palestine. A good example
of the Middle Eastern basilica is the Church of the Nativity at Bethlehem (6th cent.). The finest basilicas in Rome
were St. John Lateran and St. Paul's-outside-the-Walls (4th cent.), and San Clemente (6th cent.). Gradually there
emerged the massive Romanesque churches, which still retained the fundamental plan of the basilica.



#BLDG_Bazaar
^
^The [Bazaar] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% and Luxury production by 50%. 


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



#BLDG_Casino
^
^A [Casino] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
^
^It also increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%, and contributes a small amount of culture.

#DESC_BLDG_Casino
^
^
^A physical establishment in which various games of chance are conducted. Many casinos are also resort hotels, such as
those in Monte Carlo, Las Vegas, and Atlantic City. Due to gaming regulations in some countries, casinos are sometimes
built as riverboats on bodies of water (most of these casinos are actually stationary barges in artificial lakes that
are connected to rivers). In 1998, U.S. casinos had $24.3 billion in revenue. Since the late 1980s in americal casinos have been
built on many Indian reservations. The world's largest casino is the Foxwoods Resort Casino (Ledyard, Conn.), owned by
the Mashantucket Pequot Nation. Opened in 1998, the casino has 6,000 slot machines and 350 gaming tables, plus hotels,
restaurants, and retail shops. Its annual revenues are estimated at $1 billion per year; 25% of this amount goes to the
state of Connecticut. Other reservation casinos are the Oneida Nation's Turning Stone (Verona, N.Y.) and the many
Pueblo-run casinos in New Mexico. Indian-run casinos represented 13.1% of total gaming revenues in 1997.


#BLDG_Computer_Network
^
^A [Computer Network] increases scientific $LINK<research=GCON_Research> in the city by 50%.

#DESC_BLDG_Computer_Network
^
^Before the advent of the Internet, computer networks were established in various companies and educational
institutions. These networks permitted rapid transfer of information from one department to another, boosting science
research by correlating and comparing information to enable researchers to avoid duplicating others' research, thus
allowing them to quickly build upon known knowledge. Other uses of a computer network were to track business data,
taking marketing to a new level of efficiency, as well as tracking information of all sorts from Driver's licenses to
Stock Market data.

#BLDG_District_Courthouse
^
^The [District Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city.
^
^
^{Requires:} There must be a minimum of 3 $LINK<Courthouses=BLDG_Courthouse> in operation within the empire before the [District Courthouse] can be built. One of these have to be built in the city where you want the [District Courthouse].
In addition the city must have water within it's $LINK<city radius=GCON_Radius>.

#DESC_BLDG_District_Courthouse
^
^District Courthouses, as the name implies, cover a large area or district, as opposed to local courthouses. These
district courts come in various forms and handle a variety of cases, sometimes hearing appeals from local courts.
^


#BLDG_Drug_Store
^
^The [Drug Store] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.

#DESC_BLDG_Drug_Store
^A modern drugstore carries medication that often extends the life of people, enabling them to live longer and
removing their pain, making them more productive. Modern society could not exist as it is now without the convience of
a local drug store.


#BLDG_Electricity
^
^[Electricity] increases the city's $LINK<shield production=GCON_Shields> by 25%.

#DESC_BLDG_Electricity
^
^
^With the advent of electricity, everyday tasks became easier and less repetitive, allowing workers to do more in less
time. The saving of time that is gained from the use of machines that utilise machines allows fewer workers to be used to achieve them same amount of work. 



#BLDG_Fishery
^
^Cities with a [Fishery] produce one extra $LINK<food=GCON_Food> in coastal and sea squares. This bonus is in addition to the bonus gained from the $LINK<harbour=BLDG_Harbor>.
^
^
^{Requires}: A harbour is required in the city to build the [Fishery]. 

#DESC_BLDG_Fishery
^A fishery is part of a conservation program that permits widespread fishing to occur without seriously depleting
local stocks of fish, thus allowing a greater amount of food to be harvested from the ocean and feeding a bigger
population.
^


#BLDG_Forge
^
^[The Forge] increases the city's $LINK<shield production=GCON_Shields> by 25%.
^
^
^{Requires}: A city must have $LINK<Iron=GOOD_Iron> in it's $LINK<Strategic Resource=GCON_ResourcesS> box to build the
[Forge]

#DESC_BLDG_Forge
^
^
^The Forge is more than the simple smithy from which it takes its name. Rather, it is an area close to the heart of the city
 dedicated to the needs of the local craftspeople, where they can gather and work cooperatively to produce goods for
sale  and trade. Of course, the smiths are often a strong voice in the Forge community, and the specialization of labour
grew  from their work patterns. This specialization allowed the members of a Forge to increase the speed and efficiency
of their  manufacturing processes, to far surpass earlier methods of production. The development of the Forge system
played a key role both in increasing the productivity of cities and providing a nurturing environment for artisans of
every type.


#BLDG_Garrison
^
^The [Garrison] provides 25% defense against land-based attacks, and also produces Veteran ground troops.

#BLDG_Guild_Hall
^
^The [Guild Hall] increases the city's $LINK<shield production=GCON_Shields> by 25%.
^
^It also increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%.

#DESC_BLDG_Guild_Hall
^
^
^[Guilds] or gilds, economic and social associations of persons engaging in the same business or craft, typical of
Western Europe in the Middle Ages. Membership was by profession or craft, and the primary function was to establish
local control over that profession or craft by setting standards of workmanship and price, by protecting the business
from competition, and by establishing status in society for members of the guild. In the Western world today the term
guild is used for certain associations that have little connection with the medieval institution. Some of the great
professional associations (e.g., in medicine and law) fulfill some of the functions of the old guilds but are rarely
given that name, in part as medicine is not one single guild, but it made up of two - the medics and the surgeons from the guild of the barber surgeons. This is also why in Britain surgeons are addressed as "Mr" rather than "Dr".



#BLDG_Public_School
^
^A [Public School] increases scientific $LINK<research=GCON_Research> in the city by 50%.
^

#DESC_BLDG_Highschool
^Just as the Academy is a specialized school concentrating on one area, a high school is a generalized course of
instruction, raising the standards of education among the common folk, providing academies and universities with a
ready pool of talent.




#BLDG_Labor_Union
^
^The [labour Union] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
^
^It also increases the city's $LINK<shield production=GCON_Shields> by 25%.
^
^
^{Requires:} To build a [labour Union], the city must already have a $LINK<Guild Hall=BLDG_Guild_Hall>.

#DESC_BLDG_Labor_Union
^
^
^A labour union, an association of workers for the purpose of improving their economic status and working conditions through
collective bargaining with employers. Historically there have been two chief types of unions: the horizontal, or craft,
union, in which all the members are skilled in a certain craft (e.g., the International Brotherhood of Carpenters and
Joiners); and the vertical, or industrial, union, composed of workers in the same industry regardless of their
particular skill (e.g., the United Automobile Workers of America). A company union is an employer-controlled union
having no affiliation with other labour organizations. Although in moderation, unions are very beneficial to society, as they enable workers to obtain rights in the workplace, if the unions become to srong, there is the chance that they will demand rights that cause damage to the society. 



#BLDG_LHM
^
^A city with a [Local History Museum] produces 50% more $LINK<scientific research=GCON_Research> than it would without one. It also contributes a small amount of culture.

#DESC_BLDG_LHM
  A local history museum keeps track of the history of a region, as well as sharing knowledge of local customs and mores, preserving a basic level of technology in the area. This can help form an enquiring mind in the heads of the youth. 
^
^



#BLDG_Mill
^
^[The Mill] increases the city's $LINK<shield production=GCON_Shields> by 25%.
^
^{Requires:} A city must have a river within its $LINK<radius=GCON_Radius> to build a [Mill].

#DESC_BLDG_Mill
^
^
^Milling, mechanical grinding of wheat or other grains to produce flour. Milling separates the fine, mealy parts of
grain from the fibrous bran covering. In prehistoric times grain was crushed between two flat stones. Later a stone
with a rounded end was used to grind grain in a cup-shaped stone; this led to the development of the mortar and pestle.
The more advanced peoples began to use the quern, a primitive mill in which the grain is placed on a flat, circular
lower millstone and ground by revolving a similar upper millstone to which a handle is attached. Such a device,
operated at first by hand, was adapted to the use of animal, water, or wind power. The Greeks probably used water power
c.450 B.C.; the Romans used gears to connect several sets of millstones with one waterwheel. Windmills are said to have
become widespread in Europe following the Crusades and were probably introduced from Asia Minor. The Industrial
Revolution initiated the use of steam power and of transportation facilities that resulted in the rise of large-scale
milling centers. Machinery was improved, with metal replacing wood and steel rollers replacing millstones. The
invention of the middlings purifier, by which, after preliminary grinding, the flour is separated from bran particles
by strong air currents, improved the quality of flour prepared from hard spring wheat and, in the United States, led to
the development of great milling centers in the spring-wheat areas of Minnesota (notably Minneapolis), the Dakotas, and
Montana. In Europe modern rolling methods were developed during the 19th cent. in Hungary, and Budapest became one of
the chief milling centers. In modern processing, grain is usually blended, cleaned, scrubbed to remove wheat hairs,
tempered by heat and moisture (to prevent brittleness in the bran and consequent pulverization resulting in speckled
flour), passed through sets of steel rolls with successively finer corrugations, and sifted after each grinding. It is
then blown in a middlings purifier, ground between sets of smooth rolls, and bolted through a very fine mesh sieve. The
entire, highly automated process takes about an hour and comprises some 180 operations. The term milling is applied
also to the processing of other materials, e.g., soap, textiles, and metals; processing establishments are often called
mills, e.g., lumber mill or sawmill, cotton mill, and sugar mill.




#BLDG_Modern_Farm
^
^[The Modern Farm] increases the city's $LINK<shield production=GCON_Shields> by 25%. It causes one content citizen to become $LINK<unhappy=GCON_Moods>.
^
^
^{Requires:} To build a [Modern Farm], the city must already have a $LINK<Granary=BLDG_Granary>.

#DESC_BLDG_Modern_Farm
^
^
^The era of mechanized agriculture began with the invention of such farm machines as the reaper, the cultivator, the
thresher, and the combine. Other revolutionary innovations, e.g., the tractor, continued to appear over the years,
leading to a new type of large-scale agriculture. Modern science has also revolutionized food processing;
refrigeration, for example, has made possible the large meatpacking plants and shipment and packaging of perishable
foods. Urbanization has fostered the specialties of market gardening and truck farming. Harvesting operations have been
mechanized for almost every plant product grown. Breeding programs have developed highly specialized animal, plant, and
poultry varieties, thus increasing production efficiency. In the United States and other leading food-producing nations
agricultural colleges and government agencies attempt to increase output by disseminating knowledge of improved
agricultural practices, by the release of new plant and animal types, and by continuous intensive research into basic
and applied scientific principles relating to agricultural production and economics. These changes have, of course,
given new aspects to agricultural policies. In the United States and other developed nations, the family farm is
disappearing, as industrialized farms, which are organized according to industrial management techniques, can more
efficiently and economically adapt to new and ever-improving technology, specialization of crops, and the volatility of
farm prices in a global economy. In Third World countries, however, where small farms, using rudimentary techniques,
still predominate, the international market has less effect on the internal economy and the supply of food. Most of the
governments of the world face their own type of farm problem, and the attempted solutions vary as much as does
agriculture itself. The modern world includes areas where specialization and conservation have been highly refined,
such as Denmark, as well as areas such as N Brazil and parts of Africa, where forest peoples still employ
slash-and-burn agriculture-cutting down and burning trees, exhausting the ash-enriched soil, and then moving to a new
area. In other regions, notably SE Asia, dense population and very small holdings necessitate intensive cultivation,
using people and animals but few machines; here the yield is low in relation to energy expenditure. In many countries
extensive government programs control the planning, financing, and regulation of agriculture. Agriculture is still the
occupation of almost 50% of the world's population, but the numbers vary from less than 3% in industrialized countries
to over 60% in Third World countries.


#BLDG_Monastery
^
^A monastery contributes 50% to the city's research, in addition to any other bonuses already present.
^
^{Requires:} A $LINK<Temple=BLDG_Temple> must already be built, and the city must have access to $LINK<incense=GOOD_Incense>


#BLDG_Movie_Palace
^
^A [Movie Palace] produces one $LINK<content faces=GCON_Moods>, making one unhappy citizen content and reduces
$LINK<war weariness=GCON_War_Weariness>. It also contributes a small amount of culture.

#DESC_BLDG_Movie_Palace
^
^
^Tally's Electric Theatre in Los Angeles was the first structure devoted to showing movies. Opening in 1902, "Tally's
and the nickelodeon", named for their nickel admission, were aimed at the lower middle classes. However as film gained
in popularity, showmen saw the need to appeal to more affluent audiences, promising always the grandest, biggest and
most expensive show yet. By the 1920s, movie palaces sat as many as six thousand and sometimes featured live
bands as well as stage shows. The magic of the motion picture soon swept the world.



#BLDG_Multicultural_Center
^
^
^The [Multi-Cultural Center] produces two $LINK<content faces=GCON_Moods>, making two unhappy citizens content, and also contributes a small amount of culture.
^
^A city must have $LINK<natives=GOOD_Natives> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a
[Multi-Cultural Center].

#DESC_BLDG_Multicultural_Center
^A multi-cultural center stores and shares knowledge of the various people residing within it's geographical area, as
well as other climates, attempting to create harmony, peace and understanding among those who share the area. The local populace can then find out exactly [why] they are in many cases still owning these people as slaves.  
^


#BLDG_Naval_Base
^
^A Naval Base allows coastal cities to produce $LINK<veteran=GCON_Experience> naval units.


#BLDG_Newspaper
^
^The newspaper increases the city's resistance to propaganda.

#DESC_BLDG_Newspaper
^Since the advent of the printing press, there has been a demand for news of what is happening near and far from the
local area. Newspapers have fulfilled that demand for over 250 years, providing an important link to the world around
us, providing us with up to date news of events that the goverment thinks that we should be aware of. The freedom of the press varies from country to country, although all are controlled to some degree by powerful magnates, and so although information is provided, this is certainly not the same as truth. 
^




#BLDG_Obelisk
^
^The [Obelisk] is the first $LINK<cultural=GCON_Culture> improvement available to your civilization.

#DESC_BLDG_Obelisk
^
^An obelisk is a structure that reminds people of an important event that occured in the area, or an important person
who lived, such as famous generals of rememberances of a particulary bloody conflict. 
^




#BLDG_Opera_House
^
^The [Opera House] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content. It also contributes a small amount of culture.

#DESC_BLDG_Opera_House
^
^
^The development of a middle-class audience in 18th-century France and England created a desire for more realistic
settings and acting. Although some attempts were made in the 18th cent. (notably by David Garrick in England and
Adrienne Lecouvreur in France) to combat the artificial, rhetorical style of acting then popular, it was not until the
late 19th cent. that a more natural style of acting gained wide acceptance. Of great importance in the development of
realistic acting was Constantin Stanislavsky, cofounder of the Moscow Art Theatre, who stressed the actors' absolute
identification with the characters they portray. Similarly, realism in scenery and costumes was not popular until well
into the 19th cent. The creation of realistic effects was facilitated by the introduction of gas lights in the early
19th cent. and of electricity later in the century. Electric lighting was, however, also used for antirealistic effects
by such scene designers as Adolphe Appia and Edward Gordon Craig. The introduction of gas lighting made it possible to
dim the auditorium lights, a practice that tended to make the audience more separate from the stage. Richard Wagner, in
his opera theater at Bayreuth, attempted further to isolate the audience by means of a gap of darkness between a double
proscenium arch. While most commercial theaters today still use the proscenium arch stage, there has been much
experimental work to restore a vital relationship between audience and stage. By the late 19th cent., theater was
dominated by commercial playhouses in large cities, particularly in England and the United States. However, in the late
19th cent. several independent theaters, more interested in art than in making money, came into being, including the
Thtre Libre in Paris (1887), the Freie Bhne in Berlin (1889), the Independent Theatre Society in London (1891), and
the Moscow Art Theatre in Russia (1891).




#BLDG_Park
^
^The [Park] decreases $LINK<pollution=GCON_Pollution> caused by city improvements.
^
^It also produces one $LINK<happy face=GCON_Moods>, making one unhappy citizen content, and contributes a small amount of culture.

#DESC_BLDG_Park
^Parks are among the most valuable treasures of a people, providing a beautiful place to relax and have fun, as well as reducing the amount of pollution through natural processes. Rigorous enforcement is required to maintain this atmosphere and keep elemants that would be undesirable out of the boundries of the park. 
^
^



#BLDG_PAC
^
^A [Performing Arts Center] produces one $LINK<happy face=GCON_Moods>, making one unhappy citizen content. It also contributes a small amount of culture.

#DESC_BLDG_PAC
^
^
^Until the middle of the twentieth century, performing arts venues were segmented according to the type of
performance. One of the earliest venues  built was the theater, used extensively by the Greeks and the Romans. The 
theater reached a new apex with the building of the Rose and Globe Theaters in Elizabethan London. These theaters were
designed for the separation by class of the attending crowds. Opera houses came into vogue in the early eighteenth
century and were considered entertainment for the  masses and the upper social classes for the times. With the
development of performing arts centers an new cohesion was brought to the live arts. Having a central venue for many
different types of performing arts brought a new  synergy to the cultural scene. This enabled many smaller companies to
 achieve a higher profile and enjoy stability they had not previously known.




#BLDG_Port
^
^The [Port] provides a +50% bonus to tax allocation for the city that possesses it. It also contributes a small amount of culture.
^
^{Requires:} To build a [Port], the city must already have a $LINK<harbour=BLDG_Harbor>.

#DESC_BLDG_Port
^
^
^A port is a natural or artificial harbour and its terminal facilities for the transfer of goods and passengers to or
from waterborne means of transport. Port cities are located on oceans, lakes, rivers, and canals in places where access
to the hinterland provides a large volume of commerce. The importance of a port depends on the availability of
transportation and on the extent of terminal facilities such as wharfs, storage space, and machinery. 
^
^
^Port, a natural or artificial harbour and its terminal facilities for the transfer of goods and passengers to or from
waterborne means of transport. Port cities are located on oceans, lakes, rivers, and canals in places where access to
the hinterland provides a large volume of commerce. The importance of a port depends on the availability of
transportation and on the extent of terminal facilities such as wharfs, storage space, and machinery. 




#BLDG_Prison
^
^A [Prison] decreases $LINK<corruption=GCON_Corruption> in the city where it is built.
^
^
^{Requires:} The city must already have a $LINK<Courthouse=BLDG_Courthouse> in operation, before it can build a
[Prison]. Trials are rather thought of as required by [all] forms of government.

#DESC_BLDG_Prison
^
^
^Prisons are places of confinement for the punishment and rehabilitation of criminals. By the end of the 18th cent.
imprisonment was the chief mode of punishment for all but capital crimes. At that time, largely as a result of the
writings of Cesare Beccaria in Italy and John Howard and others in England, there was a wave of penal reform and
improvement in conditions. The earliest North American reform centered in Philadelphia (1790) and in Auburn, N.Y.,
where systems of solitary confinement and congregate labour were introduced. These penitentiaries required the prisoners
to maintain absolute silence. Reform efforts continued through the 19th cent., with two notable women (Elizabeth Fry
and Dorothea Dix) among the reformers. British and Irish influences led to the practice of parole.  In the 20th cent.
efforts were made in the United States to eliminate unsanitary and demoralizing prison conditions. Reforms included the
individualization of treatment, psychiatric assistance, constructive labour and vocational training, professionalization
of correctional officers, and the introduction of work release programs. Until the late 1970s, there was a growing
tendency to regard the basic aim of imprisonment as rehabilitation of the criminal rather than as punishment or
protection of society. That trend, however, has been reversed. Correspondingly the length of sentences has been
extended. From 1980 to 1990, the nation's federal and state prison population increased by 134% to 771,243 persons; by
1997 it was 1,158,763 persons, with another 567,079 inmates in local jails. In some places, corporal punishment is
still used. The chief types of prisons in the United States (with similar institutions in other countries) are the
local jail, for pretrial detention and short sentences, and the state and federal penitentiaries, for convicts with
long sentences. Special penal institutions are provided for the sick and the criminally insane. The rapid increase in
prison population has led some U.S. jurisdictions to explore letting private contractors operate prisons. These private
prisons increased from one or two in the mid-1980s to more than 150 by the end of the century. Some of these
institutions proved problematic, often because they were not subject to government regulation or they took in
out-of-state prisoners. Juvenile delinquents are usually sent to reformatories or other corrective institutions, where by mixing with other criminals their skills can be finely tuned. . Among
famous prisons in history are the Bastille in Paris and the Tower of London, although neither were used to interr "normal" criminals. In the United States, Sing Sing and Alcatraz (now closed) are the two best known.




#BLDG_Radio_Tower
^
^The radio tower increases the city's resistance to propaganda.
^
^
^{Requires:} To build a [Radio Tower], the city must already have a $LINK<Newspaper=BLDG_Newspaper>.

#DESC_BLDG_Radio_Tower
^As Newspapers are published on a daily basis, they cannot often keep up to date on what is happening at the moment.
Radio provides a means of doing that, as well as providing entertainment sources that would not otherwise be possible. In many events that occur in the world is important that the goverment is able to repudiate claims made by others, especially those that are true! Although radio has been superceeded by the telivision in most parts of the world, it is still a valuable tool to disseminate pro goverment propoganda to the populace. 



#BLDG_Sewage_Treatment
^
^A city with a [Sewage Treatment Plant] can grow beyond a population of 15.

#DESC_BLDG_Sewage_Treatment
^
^One of the byproducts of large urban centers is a vast amount of human waste. As the city continues to grow, steps
need to be taken to move the sewage away from inhabited areas and "treat" it so that it does not become a health hazard
to humans or harm the local ecosystem. Sewer systems carry wastewater to treatment plants where the raw sewage is
broken down through filtration and chemical processes to remove solids and harmful bacteria. The treated byproduct is
then released into rivers and other waterways, where it is eventually washed safely into the ocean, where any ecological harm that is done is at least out of sight. 




#BLDG_Shipyard
^
^Cities with a [Shipyard] produce $LINK<regular=GCON_Experience> naval units instead of [greens].
^
^
^{Requires:} [Shipyards] can only be built in coastal cities, and the civilization must have access to
$LINK<Timber=GOOD_Timber>.

#DESC_BLDG_Shipyard
^
^
^Seagoing vessels have been used for both commercial transport and military purposes for thousands of years. Cities
built on rivers and on the coasts of seas and oceans built facilities to receive cargo and to house military vessels
stationed in the area. Many of the larger cities built large port facilities that included shipyards for the
construction of new vessels, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels.
Heavily damaged ships can be repaired much more quickly when such facilities are available, an ability that can be the difference between winning or loosing a naval conflict, as was the case with the Americans in World War 2 after their lead carrier was heavily damaged. 



#BLDG_Shrine
^
^The [Shrine] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.

#DESC_BLDG_Shrine
^
^A shrine is the precursor to a temple, providing a simple place of worship. There are no priests as such, it is more a place where people can collect their thoughts and offer a prayer to the gods.
^




#BLDG_Skyscraper
^
^[Skyscrapers] increase tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50.

#DESC_BLDG_Skyscraper
^
^
^Skyscraper, modern building of great height, constructed on a steel skeleton. The form originated in the United
States. Many mechanical and structural developments in the last quarter of the 19th cent. contributed to its evolution.
With the perfection of the high-speed elevator after 1887, skyscrapers were able to attain any desired height. The
earliest tall buildings were of solid masonry construction, with the thick walls of the lower stories usurping a
disproportionate amount of floor space. In order to permit thinner walls through the entire height of the building,
architects began to use cast iron in conjunction with masonry. This was followed by cage construction, in which the
iron frame supported the floors and the masonry walls bore their own weight. The next step was the invention of a
system in which the metal framework would support not only the floors but also the walls. This innovation appeared in
the Home Insurance Building in Chicago, designed in 1883 by William Le Baron Jenney-the first building to employ steel
skeleton construction and embody the general characteristics of a modern skyscraper. The subsequent erection in Chicago
of a number of similar buildings made it the center of the early skyscraper architecture. In the 1890s the steel frame
was formed into a completely riveted skeleton bearing all the structural loads, with the exterior or thin curtain walls
serving merely as an enclosing screen. In 1892 the New York Building Law made its first provisions for skeleton
constructions. There followed a period of experimentation to devise efficient floor plans and aesthetically satisfying
forms. In New York City the Flatiron Building by D. H. Burnham was constructed in 1902, the Metropolitan Life Insurance
Tower in 1909, and the Woolworth Building, 60 stories high, by Cass Gilbert, in 1913. The last, with Gothic
ornamentation, exemplifies the general tendency at that time to adapt earlier architectural styles to modern
construction. The radical innovator Louis Henry Sullivan gave impetus to a new, bold aesthetic for skyscrapers. An
excellent example is his design for the Wainwright building in St. Louis (1890-91). Frank Lloyd Wright also contributed
his unorthodox vision to such structures as the Price Tower (1953) in Bartlesville, Okla. In 1916, New York City
adopted the Building Zone Resolution, establishing legal control over the height and plan of buildings and over the
factors relating to health, fire hazard, and assurance of adequate light and air to buildings and streets. Regulations
regarding the setting back of exterior walls above a determined height, largely intended to allow light to reach the
streets, gave rise to buildings whose stepped profiles characterize the American skyscraper of subsequent years. With
the complex structural and planning problems solved, architects still seek solutions to the difficulties of integrating
skyscrapers with community requirements of hygiene, transportation, and commercial interest. In New York during the
1950s, public plazas were incorporated into the designs of the Lever House by Gordon Bunshaft and the Seagram Building
of Mies van der Rohe. These International style buildings are also examples of the effective use of vast expanses of
glass in skyscrapers. More recently, numerous skyscrapers have been constructed in a number of postmodern modes. The
tallest skyscrapers are freestanding structures such as the CN Tower in Toronto (opened 1976), which measures 1,815 ft
(553 m), and the Ostankino Tower in Moscow (opened 1967), which is 1,771 ft (540 m) high. By convention, however, a
building is defined as being primarily for human habitation with the greatest majority of its height divided into
occupiable floors. The height of a building is measured from the sidewalk level of the main entrance to the structural
top of the building. This includes spires but does not include television antennas, radio antennas, or flagpoles. By
this definition the tallest buildings are the twin Petronas Towers (opened 1997) in Kuala Lumpur, Malaysia; 88 stories
high and topped by twin spires, they stand 1,483 ft (456 m) tall. Second highest is the Sears Tower (opened 1974) in
Chicago; its 110 stories rise 1,454 ft (443 m) with an additional 253 ft (77 m) for the television antenna on top,
making it the world's third tallest freestanding structure at 1,707 ft (520 m). The next tallest building, the 1,380 ft
(420 m) tall Jin Mao Tower (opened 1998) in Shanghai, China, is another example of leadership in skyscraper
construction shifting from the United States. A number of huge structures are under construction in Asia; the 224-story
Centre of India Tower in Katangi, India, will be the tallest of all at 2,222 ft (676 m) when it is completed in 2008.
The 7 South Dearborn building in Chicago (scheduled to open in late 2003) will be 108 stories and 1,550 (471 m) high; a
mixed residential, office, and retail structure, it will have the world's highest apartments at 1,177 feet (358 m)
above street level. Among the highest New York skyscrapers are the Empire State, with 102 stories, 1,250 ft (381 m)
high; Chrysler, with 77 stories, 1,046 ft (319 m) high; 60 Wall Tower, with 67 stories, 950 ft (290 m) high; and GE
(formerly RCA) in Rockefeller Center, with 70 stories, 850 ft (259 m) high.




#BLDG_Slave_Market
^
^The [Slave Market] increases the city's $LINK<shield production=GCON_Shields> by 25%.
^
^It also makes two $LINK<content=GCON_Moods> citizens unhappy.
^
^{Requires}: A city must have $LINK<natives=GOOD_Natives> in it's $LINK<strategic resources=GCON_ResourcesS> box to
build a [Slave Market]

#DESC_BLDG_Slave_Market
              Slave Markets have been around for thousands of years, dating back to the earliest days of anquitity. There people were brought and sold based on their perceived value to the seller and buyer as a source of labour. As the slaves had no rights, they could work in conditions and hours that freemen would find unacceptable. The success of many civilisations has been based on the access to a labour force that has no rights and can be worked in conditions that may serously affect their life expectancy - from the Egyptians biulding the Pyramids to the Americans biulding the Whitehouse.
^




#BLDG_Steel_Mill
^
^The [Steel Mill] increases the city's $LINK<shield production=GCON_Shields> by 50%.
^
^It does produce $LINK<pollution =GCON_Pollution>and makes two citizens $LINK<unhappy=GCON_Moods>.
^
^
^{Requires}: To build a [Steel Mill], the city must already have a $LINK<Forge=BLDG_Forge>.

#DESC_BLDG_Steel_Mill
^Steel mills are part of the lifeblood of modern industry, providing the means of building various items. Without sheetsteel being produced, most modern construction would be adversely affected. To think of present day products that do not require steel either directly in the product or in the manufacture of the product is very difficult. In terms of the military, the need for a steady suppply of stainless steel is essential. 
^
^




#BLDG_Stock_Market
^
^The [Stock Exchange] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%.
^
^{Requires}: To build a [Stock Exchange], the city must already have a $LINK<Bank=BLDG_Bank>.

#DESC_BLDG_Stock_Market
^
^
^In a free market economy, corporations often raise operating and development capital by selling "shares" in the
corporation to private investors. These shares, which allow investors to share in the company's profits, were
originally sold by brokers and privately hired auctioneers. Early European stock exchanges, such as the Paris Bourse,
allowed anyone to buy and sell stock. However, it was quickly discovered that a formalized system was necessary in
order to enforce transactions. Thereafter, membership in the exchange was required in order to buy and sell. The first
formal stock exchange in the U.S. was established in 1791 in Philadelphia, and the New York Stock Exchange was
established a year later. Today, stock exchanges are located in many major cities and commercial centers around the
world. Private investment in corporations is vital to capitalistic economies, allowing corporations to grow more
quickly than would otherwise be possible. The profits and new jobs created as a result improve the economy as a whole.




#BLDG_Superhighways
^
^[Superhighways] increase tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%.

#DESC_BLDG_Superhighways
^
^
^Early in his career, President Eisenhower traveled by road, from coast to coast, across the United States. This trip,
which took nearly a month because of the poor system of roads, convinced him that it was necessary to make all areas of
the country easily accessible. Not only were these improvements important to the growing number of people traveling by
automobile, they could prove invaluable for the movement of troops and military equipment should the need arise. In
1956, Eisenhower established a federal-aid program known as the Highway Trust Fund to accelerate the construction of a
network of interstate roads. By 1991, the Interstate Highway System in the U.S. consisted of over 42,000 miles of
highways. Unlike local roadways, superhighways were designed to bypass large population centers, and were accessible in
limited locations at planned entrance and exit interchanges. These highly efficient roadways allow motorists today to
travel from one end of the country to the other without having to slow down for intersections and traffic signals.
^In Germany, one of the major construction plans that was undertaken was the construction of the Autobahns, new straight roads that greatley increased the speed at which veichles could cross the country - although the major idea was in terms of being able to quicky muster armed forces against the other countries that surrounded Germany. The construction also allowed the German goverment to end unemployment in Germany - a problem that had caused politics to become so factionalized in Germany in the first place. 
^Japan also has an extensive road network, mainly as this was at the behest of the concrete magnates in Japan - due to the extremely hilly geography of the country, vast amounts of concrete were required to undertake these projects. 




#BLDG_Television_Station
^
^A [Television Station] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.

#DESC_BLDG_Television_Station
^
^Television is a source of cheap entertaiment for all that has been widely available since the 1950's, first starting as being a very grainy black and white picture has progressed to being in colour and able to display productions that used to only be available in the cinema. 
^As time has passed the number of channels has grown explosively from the one that was first available to now being possibly in the thousands, catering for all sorts of preferences at all times of the day and night. 




#BLDG_Theater
^
^The [Theater] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content, and contributes a small amount of culture.

#DESC_BLDG_Theater
^
^
^Theatres have been present in society for many hundreds of years, being present in ancient Greek society, and probably present in societies that predated the Greeks. 
^Although theatres have altered in the material that has beens howed, as well as the audience that has been attracted to the theatre, it has always provided a source of entertainment for the populace, who are able for a time to forget about the real world and enjoy an artistic production. 



#BLDG_Toll_House
^
^The [Toll House] increases tax revenue that is generated by the city allocated to the $LINK<treasury=GCON_Commerce> by 50%.

#DESC_BLDG_Toll_House
^
^
^To generate income, cities near well-trafficked trade routes often establish a Toll House to extract road taxes from
travelers. Though some traders detour to avoid such tolls, it is worth the price to most to avoid the added trip time
caused by trying to avoid these roads, and simply pay the money. Most of the income from this establishment goes to the city, but
some is diverted into maintaining the road on which the tolls are collected. In this way, the local ruler gains a
reputation as one who gives a valuable service in return for the fees collected. Origionally all roads were funded in this manner, although tolls were only charged on the busyest or roads, which were called tollroads as a consequence of this.



#BLDG_Town_Clock
^
^The [Town Clock] increases the city's $LINK<shield production=GCON_Shields> by 25%.

#DESC_BLDG_Town_Clock
^
^
^After clockwork has been invented, clocks became common sights in many town centres. Depending upon the region, these could be found upon the town's main church or uon the town hall (or possibly both). With a more accurate ability to keep track of time lives would be come more organised - orders can be placed at an accurate time, rather than in relation to a particular day. 




#BLDG_Wind_Farm
^
^A [Wind Farm] increases the city's $LINK<shield production=GCON_Shields> by 50%, and causes one content citizen to
become $LINK<unhappy=GCON_Moods>.
^
^
^{Requires}: To build a wind farm, the city must already have a $LINK<Wind Mill=BLDG_Wind_Mill>.

#DESC_BLDG_Wind_Farm
^
^
^Wind Energy, energy contained in the force of the winds blowing across the earths surface. When harnessed, wind
energy can be converted into mechanical energy for performing work such as pumping water, grinding grain, and milling
lumber. By connecting a spinning rotor (an assembly of blades attached to a hub) to an electric generator, modern wind
turbines convert wind energy, which turns the rotor, into electrical energy. During the 1930s, interest in powering
electric lighting and appliances on homesteads across the Great Plains led to the development of small,
battery-charging wind turbines. These so-called windchargers were early forerunners of the small two- and three-bladed
wind turbines used today to provide electricity for remote residences, and to provide electricity to villages in
developing countries. The oil crisis of the 1970s spurred efforts into developing wind energy as an alternative source
of electrical power. Many countries launched programs to develop modern wind turbines. While many of these programs
failed, Denmark was successful in developing modern wind turbines. Countries such as the United States have adopted
this technology to develop wind energy resources. The modern wind turbine is the result of design and material advances
made during the 1980s and 1990s, which have enabled wind turbines to become increasingly efficient. Today, wind
turbines the same size as the traditional European windmill can generate 250 to 300 kilowatts of power-a nearly tenfold
increase in efficiency. Wind turbines can be installed in single units, in clusters of two to ten turbines, and in
large arrays, called wind power plants or wind farms. Wind power plants can contain large numbers of wind turbines.
California's Tehachapi Pass contains several wind power plants, each with more than 1000 wind turbines. Wind turbines
aggregated into wind power plants are thought to generate electricity more economically than single turbines or those
in clusters. It can be more cost-effective to operate and maintain large arrays of wind turbines; however,
concentrating wind turbines can reduce individual turbine production when turbines upwind disrupt the airflow of
turbines downwind. The arrangement of wind turbines in a wind power plant is often determined by local geography. Wind
power plants on flat terrain are often assembled in long parallel rows. One of the world's most visually pleasing wind
power plants is Denmarks Tndpibe-Velling Mrsk, a geometric array assembled in marching-band formation on the
countrys Jutland Peninsula. In hilly or mountainous terrain running perpendicular to prevailing winds, designers often
line the ridgetops with long rows of wind turbines. This formation is used in several wind power plants in California's
Altamont Pass. Wind turbines may also be placed in long single rows along other windy, exposed land features.
Throughout the Netherlands, linear arrays are placed parallel to many of the country's dikes and drainage canals. Long
rows of wind turbines are also located along harbour breakwaters at Ebeltoft in Denmark, Zeebrugge in Belgium, and Blyth
harbour in England. Like conventional power plants, wind farms are an assembly of multiple independent generators-in
this case, wind turbines. Although each wind turbine in a wind power plant operates independently, the turbines are
typically connected to a central monitoring system. Whether power is produced from two turbines or from two thousand
turbines, the power is aggregated and delivered to an electric utility network. California is home to some of the
largest arrays of wind turbines in the world. Wind power plants in the Altamont Pass contain a total of 6000 wind
turbines, and wind farms in the Tehachapi Pass comprise nearly 5000 wind turbines. Wind farms near Palm Springs include
some 3000 wind turbines.




#BLDG_Wind_Mill
^
^The [Wind Mill] increases the city's $LINK<shield production=GCON_Shields> by 25%.

#DESC_BLDG_Wind_Mill
^
^
^Windmill, apparatus that harnesses wind power for a variety of uses, e.g., pumping water, grinding corn, driving
small sawmills, and driving electrical generators. Windmills were probably not known in Europe before the 12th cent.,
but thereafter they became familiar landmarks in Holland, England, France and Germany. The typical Dutch windmill,
also called the tower type, has a huge tower of stone, brick, or wood, in contrast to the German, or post, mill, the
distinctive feature of which is that the whole building revolves on a central post. At the top of either type there is
a revolving apparatus to which four to six arms are attached. The arms, usually 20 to 40 ft (6-12 m) long, bear sails
constructed of light wood, or of canvas attached to a frame. A small fan serves as a rudder to keep the wheel facing
the wind. Most American windmills have high towers of light steel girders; at the top is a wheel with many sheet-metal
concave and warped vanes (sails) about 4 ft (1.2 m) long. The wheel is kept automatically facing the wind by a broad
tail geared to a shaft. They were once widely used for pumping water in rural parts of the United States. Such a
windmill could also be used to generate about one kilowatt of elecricity. Larger windmills, such as the modern
propellerlike wind turbines, often joined together, can serve as a significant source of electric energy in coastal and
plains areas. Denmark is undertaking to generate 50% of its electricty using wind power by 2030. As many as 2,000 small
wind turbines are used in Inner Mongolia to provide local electric power to nomadic people.





#BLDG_Civil_Liberties
^
^[Civil Liberties] produce one $LINK<content face=GCON_Moods>, making one unhappy citizen content, and increases the
city's $LINK<shield production=GCON_Shields> by 25%.
^
^
^{Requires}: The [Civil Liberties] improvement can not be built, but is granted by the $LINK<Civil Rights
Movement=BLDG_Civil_Rights> wonder.



#BLDG_Genetic_Tailoring
^
^[Genetic Tailoring] increases the city's $LINK<shield production=GCON_Shields> by 25%.
^
^
^{Requires}: [Genetic Tailoring] is granted to the civilization that builds the $LINK<Human Genome Project=BLDG_HGP>
wonder.

#DESC_BLDG_Genetic_Tailoring
^
^
^All the organisms that are seen around us are the end result of millions of years of evolution my trial and error - they all function to a degree that enables them to compete successfully with the environment and the other organsims that are present. With genetic tailoring the abilities of the organisms to do a set task can be enhanced to a much higher degree than is achieved with nature alone. From manufacture of synthetic drugs to bioengineering sophisticated electronics, genetic tailoring has the potential to greatly increase the productivity of society, although the ethical implications of this is a consideration that needs careful reviewing. 




#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.
^
^A [Palace] also allows production of $LINK<veteran=GCON_Experience> ground units without
$LINK<Barracks=BLDG_Barracks>, and provides defense against attacks from ground troops.
^
^Each civilization can have only one palace at a time. But each civilization can also build the $LINK<Forbidden
Palace=BLDG_Forbidden_Palace>, $LINK<Summer Palace=BLDG_Summer_Palace> and $LINK<Winter Palace=BLDG_Winter_Palace>

#DESC_BLDG_Palace
^
^
^When populations began to organize their communities into cities, their governments became more structured and
formalized. At an early stage, the ruler of the city established headquarters from which the business of running the
city was conducted. In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities,
these facilities often  expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a
source of civic pride, and helped  to reinforce the aura of power surrounding the ruler, which would in turn keep the citizens loyal to the ruler. A mixture of fear and awe is a very useful combination. 



#BLDG_Airport
^
^An [airport] is a link in the $LINK<trade network=GCON_Trade>, allowing luxuries and strategic resources to be traded
to other airports.
^
An [Airport] also allows the creation of $LINK<regular=GCON_Experience> air units, in addition to providing some
defense against airborne attackers. It also heals air units completely in one turn.
^
^It does produce a small amount of $LINK<pollution=GCON_Pollution>.

#DESC_BLDG_Airport
^
^
^Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the 
world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and 
ticketing, as well as facilities for refueling and repairing the aircraft that land there. Beginning in the 1940s, the
growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 of
these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of 
the military.



#BLDG_Aqueduct
^
^A city with an [Aqueduct] can grow beyond population seven.
^
^Note that a city adjacent to fresh water never requires an aqueduct.

#DESC_BLDG_Aqueduct
^
^
^A major obstacle to population growth and expansion in early cities was the scarcity of clean water. In many cases, the
solution to this problem  was an aqueduct. Aqueducts were large, elevated stone "canals" through which water from
nearby hills and mountains was channeled into the city. Aqueducts allowed cities to grow much larger by significantly
increasing the amount of available water. At the same time aqueducts  reduced the chance of contracting water-borne
diseases, by reducing the dependence on stagnant ponds and wells as water sources. Aqueducts also allowed cities to be
built in normally inhospitable environments, such as deserts, by providing an outside water source. Modern day Los 
Angeles, for example, obtains its water supply from the Colorado River, through a system of aqueducts over 200 miles
long.



#BLDG_Bank
^
^A [bank] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50%, in addition to any $LINK<marketplace
benefit=BLDG_Marketplace>.
^
^{Requires:} You must already have a $LINK<Marketplace=BLDG_Marketplace> in the city where you want to build a [bank].

#DESC_BLDG_Bank
^
^
^A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to
individuals or groups, providing capital for industrial and real estate development. Banks also contribute to the
economic growth of a city or region by stimulating  the development of production facilities. Individual citizens can
also benefit by investing their own surplus money in the bank and earning interest on it.
^Goverments can also attempt to alter the economy by altering the rate at which interest is earnt. If too prices are increasing too quicky in shops (the economy is undergoing inflationary pressures) the goverment can increase the intrest rates, and encourage the citizens to save money. If too little money is being spent in the shops, the goverment can reduce the rate of interest, which will in turn encourage citizens to spend more money, thus buoying up the economy. 



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

#DESC_BLDG_Barracks
^
^
^Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world
today. Although war is not always considered a desirable state of affairs, it is important that even the most peaceful of societies be prepared for the possibility of war. The 1930's was a period that pacifism took hold in most countries in Europe and America, but unfortunately pacifism only encourages those that are not of that ersuasion to be beliggerent, as there is less chance that they will be stopped by the other countries. To achieve peace, one must prepare for war.
^When warring nations are closely matched in technology and manpower, the army with the
best training usually wins battles. Military schools and academies exist all over the world, established for the
purpose of training military personnel in the latest methods, tactics, and technology. Men and women who graduate from
such facilities possess higher than average command and military and technological skills, making them more effective
in combat situations.



#BLDG_Cathedral
^
^[The Cathedral] produces two $LINK<content faces=GCON_Happy_Faces>, making two unhappy citizens content.
^
^
^{Requires}: To build a [Cathedral], the city must already have a $LINK<Temple=BLDG_Temple>. The city must also have access to $LINK<incense=GOOD_Incense>.

#DESC_BLDG_Cathedral
^
^
^Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian Church was a major influence in
the revival of European civilization. In recognition of the expanding influence of the church, great cathedrals were
built in the largest towns and cities, to act as centers of religious study and worship. In addition to their
religious significance, cathedrals acted as the center of social and cultural activity in the town. They brought great
pride, stability, and tradition to the citizens of the community, and were often used as a place of sanctuary when stability was not present. 



#BLDG_Coal_Plant
^
^The [Coal Plant] increases $LINK<factory=BLDG_Factory> output by 50% and replaces any other power plant in the city.
^
^It does produce some $LINK<pollution=GCON_Pollution>, and makes two $LINK<content=GCON_Moods> citizens unhappy.
^
^
^{Requires:} A city must have $LINK<Coal=GOOD_Coal> within it's $LINK<Strategic Resource=GCON_ResourcesS> box as well
as a factory to be able to build a [Coal Plant].

#DESC_BLDG_Coal_Plant
^
^
^Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that produce
electrical power. When electricity became widely and cheaply available, it meant that industries could convert from
steam to electrical power to run their machinery. One central power plant could supply the electrical needs of a
relatively large geographic area. However, increasing demands for electricity, by both consumer and commercial
customers, led to a rise in the number of power plants. This, in turn, led to problems with air pollution. As more
plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily  on
electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands. However, political and commercial reasons has meant that there is still a large reliance on fossil fuels. 


#BLDG_Coastal_Fortress
^
^A [Coastal Fortress] gives the city defense against naval bombardment and a 50% defensive bonus against naval
attacks.
^
^The fortress automatically bombards passing enemy ships.
^
^
^{Requires:} A coastal city must have $LINK<Iron=GOOD_Iron> and $LINK<Saltpeter=GOOD_Saltpeter> in it's
$LINK<Strategic Resource=GCON_ResourcesS> box to build a [Coastal Fortress].

#DESC_BLDG_Coastal_Fortress
^
^
^The construction of defensive structures such as city walls and fortified castles dates back to ancient times.  City
walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately  in
such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city wall
left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of the
city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses, 
built at the mouth of the city's harbour or on barrier islands, would hold enemy vessels at bay, turning away or
thinning out the attacking force and minimising damage to the city's port. A determined attack would still most likely succeed, but at least this would discourage the oppourtunist raider from attempting to damage the port. 



#BLDG_Colosseum
^
^The [Colosseum] produces two $LINK<content citizens,=GCON_Happy_Faces> making two unhappy citizens content. It also contributes a small amount of culture.

#DESC_BLDG_Colosseum
^
^
^The original colosseum provided entertainment for the common people of Roman society by presenting them with
spectacles and events as a temporary escape from day-to-day life. It was said that the way to keep control of the Roman Empire was ["panem et circundas"] bread and circuses - keep the populace happy and fed, and they will accept most other restrictions on thier lives. In the colloseum, the spectacles that were performed varied trumendously depending on the period of Roman history, but the killing of Christians, wild animals, prisoners was considered fairly usual. More exceptional events were depicting enture armies or sea battles where the colleseum was flooded and real size ships used. 
^This concept has been revived in the 20th Century.
Modern-day stadiums and civic centers provide an  arena for entertainment ranging from concerts to professional
sporting events. Although the violent spectacle of gladiatorial combat is a  thing of the past, today's colosseums
still provide entertainment and diversion for the masses, although some of the "no rules" sports that are gaining favour in America are approaching the levels of barbarism that the Romans achieved. 



#BLDG_Courthouse
^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> and makes the city more resistant to propaganda.

#DESC_BLDG_Courthouse
^
^
^As kingdoms and empires expanded, it became increasingly difficult for the rulers to maintain control over the more
distant regions  of their realm. To ensure that the far-flung cities of the empire contributed their expected share of
duties and taxes to the government,  local magistrates and courts were established. In the courthouse, the ruler's
representatives listened to the grievances of the people and  defined and enforced the laws that governed social
interaction. This reduced crime, and thereby kept the local population productive. As laws can include breach of the peace, this helps limit the effect of people that are protesting against measures that are unpopular in sections of the community. 



#BLDG_Factory
^
^A [Factory] increases $LINK<shield production=GCON_Shields> in its city by 50%. Building a power plant in the same
city increases this bonus. 
^
^Note that facories produce $LINK<pollution=GCON_Pollution>, and also makes two $LINK<content=GCON_Moods> citizen
unhappy.
^
^
^{Requires}: A city must have $LINK<Iron=GOOD_Iron> within it's $LINK<Strategic Resource=GCON_ResourcesS> box to be
able to build the [electricity] improvement.

#DESC_BLDG_Factory
^
^
^Early examples of factory-like production, where a number of individuals work cooperatively to produce goods for sale
or trade, can be  found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of
specialized labour, where each worker  performed a single step in the overall production of an item. This specialization
allows factories to increase the speed and efficiency of  the manufacturing process, far surpassing earlier means of
production. The development of the factory system as a means of production played  a key role in the Industrial
Revolution. One of the best known examples of this mass production was Mr T Ford when producing the first cars "you can have any colour as long as its black"


#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. This stored food will be used if the city suffers a [shortage] of food

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



#BLDG_Harbor
^
^Cities with a [harbour] produce one extra $LINK<food=GCON_Food> in coastal and sea squares. It also allows the city to trade with other cities that have built a harbor.
^
^[harbours] may only be built in coastal cities.

#DESC_BLDG_Harbor
^
^
^Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship.  In
order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a  harbour. A
harbour is a protected body of water that opens into an ocean or lake that shelters ships from waves and  high winds.
Although some coastal cities are established in areas where a natural harbour exists, most seaports  are forced either
to improve the existing natural harbour, or to build a man-made harbour to shelter ships and provide  channels deep
enough to accommodate large vessels.
^
^
^Seagoing vessels have been used for both commercial transport and military purposes for thousands of years. Cities
built on rivers and on the coasts of seas and oceans built facilities to receive cargo and to house military vessels
stationed in the area. Many of the larger cities built large port facilities that included shipyards for the
construction of new vessels, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels.
Heavily damaged ships can be repaired much more quickly when such facilities are available, and can be essential in times of war to be able to repair ships as fast as possible, as was the case in World War 2 before the battle of Midway. 


#BLDG_Hospital
^
^The [Hospital] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content,
^
^It also increases $LINK<shield production=GCON_Shields> in the city by 25%, and contributes a small amount of culture.

#DESC_BLDG_Hospital
^
^
^Hospitals are institutions that focus on the diagnosis and treatment of disease and trauma. With technological innovation in medicine, hospitals have increasingly become community hubs,  expanding their role to include teaching and research. Throughout history a hospital's role has shifted from a place to secure the ill or insane, to one of hope and health. As this change has taken place, public views have altered from viewing hospitals as a vital resource that should be treasured to something that will always be able to correct all of life's ills. This has also led to an increasing intollerance towards the inevitable failings of Doctors, who are only human after all. 




#BLDG_Hydro_Plant
^
^The [Hydro Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^
^It produces [no] $LINK<pollution=GCON_Pollution>.
^It replaces [any] other power plant in the city.
^
^
^{Requires:} A city must have a river within its $LINK<radius=GCON_Radius> to build a Hydro Plant.

#DESC_BLDG_Hydro_Plant
^
^
^One alternative to power generation utilizing coal or petroleum fuels is the hydroelectric power plant. This facility
 utilizes the energy of rapidly moving water to turn the turbines of its generators and produce electricity. In
locations  where a source of moving water is available, hydro plants offer a clean, safe alternative to coal,
petroleum, and nuclear  power generation. Hydro plants have their own set of  environmental dangers, however. The
disruption of a river's normal  flow and the massive flooding of the land behind the facility's dam can destroy the
habitat of the wildlife inhabiting the  river basin. Which is considered more important can vary upon both the extent of the damage that would be done as well as the need for cheap power. 



#BLDG_Library
^
^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one. It also contributes a small amount of culture.

#DESC_BLDG_Library
^
^
^The development of writing meant that the accumulated knowledge of a society could be written down and stored rather
than memorized  and passed along by word of mouth. The accumulated written material was stored in a library. The
libraries of the ancient world,  especially those at Alexandria and Pergamum, became leading centers of science and
scholarship. The librarians actively collected  the books of the world, accelerating the spread of knowledge.



#BLDG_Manufacturing_Plant
^
^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its city by 50%. 
^
^Note that  manufacturing plants produce $LINK<pollution=GCON_Pollution>. It also makes two $LINK<content=GCON_Moods> citizens [unhappy].
^
^
^{Requires:} To build a [Manufacturing Plant], the city must already have a $LINK<Factory=BLDG_Factory>.

#DESC_BLDG_Manufacturing_Plant
^
^
^Manufacturing plants are large industrial complexes that produce goods of all types, although they are generally used
to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant is a large, sophisticated
factory that employs specialization of labour, complex machinery, and assembly lines to gain efficiency and economies of
scale. This combination of manpower and automation increases productivity and reduces production costs.




#BLDG_MarketPlace
^
^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% and it also increases revenue from luxuries by 50%, 
^
^It also increases revenue from luxuries by 50%, and the number of happy faces gained by luxuries are increased based on the following scale:
^
^{1st and 2nd luxury}= 1 happy face
^{3rd and 4th luxury}= 2 happy faces
^{5th and 6th luxury}= 3 happy faces
^{7th and 8th luxury}= 4 happy faces

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



#BLDG_Mass_Transit_System
^
^The [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by population.
^
^
^{Requires:} The city must have access to $LINK<Rubber=GOOD_Rubber>.

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



#BLDG_Nuclear_Plant
^
^The [Nuclear Plant] increases $LINK<factory=BLDG_Factory> output by 100%. 
^
^Nuclear Plants can [meltdown], causing all hell to break loose... In addition it makes three
$LINK<content=GCON_Moods> citizens [unhappy.]

^It replaces [any] other power plant in the city.
^
^{Requires:} The civilization must have access to $LINK<Uranium=GOOD_Uranium>, and the city must have fresh water
within its $LINK<radius=GCON_Radius> to build a Nuclear Plant. 

#DESC_BLDG_Nuclear_Plant
^
^
^Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and steam 
needed to run electrical generators and produce electricity. Because nuclear power doesn't cause the air pollution
associated  with the burning of coal or petroleum products, this means of generating power is considered a viable
alternative energy source.  However, the toxic nature of the byproducts produced by the fission process creates serious
problems of its own. No method of  safely disposing of this toxic waste has been found, and the volatile nature of the
fission reaction can lead to a meltdown of  the reactor core if the reaction is not properly controlled. Because of
these problems, the future of nuclear power is uncertain.



#BLDG_Offshore_Platform
^
^An [Offshore Platform] causes all worked coastal, sea, and ocean squares to produce one $LINK<shield=GCON_Shields>.
^
It does produce $LINK<pollution=GCON_Pollution>, and makes two $LINK<content=GCON_Moods> citizens unhappy.
^
^Offshore Platforms may only be built in coastal cities.

#DESC_BLDG_Offshore_Platform
^
^
^Mankind's dependence on wood and coal as a main source of fuel ended when the first commercial oil well went into 
production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replaced wood 
and coal in many parts of the world. The growing dependence on oil caused the petroleum industry to grow rapidly and 
wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found 
that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms
supported  by pylons resting on the seabed proved very successful. Today, large floating platforms can drill for oil at
water depths  of more than 3300 feet.



#BLDG_Police_Station
^
^The [Police Station] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in the city where it is built.

#DESC_BLDG_Police_Station
^
^
^The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient 
Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and to arrest 
and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 
1829, this organization became the model for law enforcement organizations in the United States and many other 
industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to 
control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens
safe, and can also prevent demonstraters from expressing views that are unpalettable to the country's leaders. 




#BLDG_Recycling_Center
^
^The [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by city improvements.

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




#BLDG_Lab
^
^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%.
^
^The Research Lab also produces a small amount of $LINK<pollution=GCON_Pollution>.
^
^
^{Requires:} To build a [Research Lab], the city must already have a $LINK<University=BLDG_University>.

#DESC_BLDG_Lab
^
^
^Historically, libraries and universities have acted as the primary centers of research for new ideas and
technologies. The growth  of private industry in the Modern Age has also given birth to hundreds of privately owned
research facilities. These private labouratories,  usually dedicated to research in a single field related to their
founding company, have made tremendous advances in many fields including  physics, biology, chemistry, and medicine.
The growth of privately-funded  research has vastly increased the speed at which mankind achieves  new advances in
science and technology.





#BLDG_SAM_Missile_Battery
^
^[SAM batteries] attack enemy air units that attempt to attack the SAM site's city.
^
^
^{Requires:} The civilization must have access to $LINK<Aluminum=GOOD_Aluminum>.

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




#BLDG_Solar_Plant
^
^The [Solar Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution> or unhappiness, and replaces [any] other power plant in the city.

#DESC_BLDG_Solar_Plant
^
^
^One of the greatest natural sources of energy available on Earth is the sun. Solar energy can be converted directly 
into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively,
 large solar collectors known as heliostats can be used to focus solar energy into a water boiler, generating steam to 
run conventional electrical turbines. Unfortunately, at our current level of technology, both of these systems are 
prohibitively expensive to construct. However, because of  the dwindling supply of fossil fuels and increasing concern 
over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way
 to harness the clean and endless supply of energy provided by our sun. So far there are only viable inm certain places in the world where the sun is bright enough for a long enough period of the day. 




#BLDG_Temple
^
^The [Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content, and contributes a small amount of culture.
^
^
^{Requires}: The city must have access to $LINK<Incense=GOOD_Incense>.

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




#BLDG_University
^
^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%. This is in addition to
any $LINK<academy=BLDG_Academy> benefits already in place. It also contributes a substantial amount of culture.
^
^{Requires}: To build a [University], the city must already have an $LINK<academy=BLDG_academy>.

#DESC_BLDG_University
^
^
^Universities are institutions of higher learning. Early universities, established in the Middle Ages, were usually
built in cities that  had a large or important cathedral. Studies at these institutions focused on matters concerning
the church. The curricula quickly expanded  to include classical art, literature, and languages. Modern universities
provide the opportunity to study a wide array of subjects. They have  also become centers for research into many
fields, serving as the source of major advances in computers, medicine, physics, and a variety of  other subjects.





#BLDG_Walls
^
^[Walls] can be built only in town-size settlements and provide a land bombardment defense of eight, and a 50%
defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive
bonus, as by this point the dwelling has increased to a size where walls are untenable. 

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



#BLDG_Wealth
^
^[Wealth] causes shields to be converted to gold at a ratio of {five to one}.
^
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to {2.5 to one}.

#DESC_BLDG_Wealth
^
^
^Manufactured goods can provide an excellent source of income. Cities throughout time have become manufacturing
centers of  one sort or another, trading the goods and services generated within by its artisans and craftsmen. Modern
manufacturing operations currently employ all sorts of workers, from labourers to managers to executives, and are the
primary driving forces of many cities' and nations' economies.






#BLDG_SS_Thrusters
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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




#BLDG_SS_Cockpit
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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


#BLDG_SS_Landing_Docking_Bay
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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


#BLDG_SS_Engine
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.
^
^

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


#BLDG_SS_Fuel_Cells
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Uranium=GOOD_Uranium> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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


#BLDG_SS_Life_Support_System
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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


#BLDG_SS_Stasis_Chamber
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^Requires: The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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


#BLDG_SS_Storage_Supply
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires}: The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

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



#SS_Planetary_Party_Lounge
^ One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> in it's $LINK<strategic resources=GCON_ResourcesS> box.

#DESC_SS_Planetary_Party_Lounge
^
^
^Described as the most expensive discotheque and museum gallery ever made, the Planetary Party Lounge is the ultimate
in terrestrial entertainment. With a full copy of the Library of the National Archives, including all human data able
to be put on disk, the Planetary Party Lounge computers allow the colonists to read books, play video games,
holographically  browse art museums, and sample every existing bit of human culture from the most sublime to the least
savory. Holographic instructional videos exist on all manners of craft and skill, from woodcarving to belly dancing,
to help keep cultural traditions alive and archived for future generations of colonists. The finest entertainers from
around the world have been recruited to accompany the colonists and keep them happy in their journey to the next star
system, and professional masseuses and physical therapists are on hand to see to the pleasures of the body. But the
center of social life on board the Space  Ship is bound to be the 13 tiered central lounge, boasting a quaint rural
pub, a bustling casino, a hip disco, an auditorium and concert hall, a full featured gymnasium with hot tub and
swimming pool, and a number of restaurants, both large and small. 


#SS_Exterior_Casing
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
^
^{Requires:} The city must have $LINK<Aluminum=GOOD_Aluminum> and $LINK<Rubber=GOOD_Rubber> in it's $LINK<strategic
resources=GCON_ResourcesS> box.

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




#BLDG_Arc_De_Triomphe
^
^The [Arc de Triomphe] provides a $LINK<Garrison=BLDG_Garrison> in all cities on the continent.
^
^
^It may trigger a $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#DESC_BLDG_Arc_De_Triomphe
^
^Arc de Triomphe de l'toile, the imposing triumphal arch in Paris standing on an elevation at the end of the Avenue
des Champs lyses and in the center of the Place de l'toile, which is formed by the intersection of 12 radiating
avenues. It commemorates the victories of Napoleon I, under whose decree it was built. Construction was begun in 1806
by J. F. Chalgrin from his own designs and was carried on after his death by L. Goust, J. N. Huyot, and G. A. Blouet
successively, who brought the arch to completion in 1836. It is 164 ft. (50 m) high, 148 ft. (45 m.) wide, and 72 ft.
(22 m.) deep, with colossal symbolic groups flanking the arch. The principal sculpture, La Marseillaise, was executed
by Franois Rude. In 1920 the body of an unknown French soldier of World War I was interred beneath the arch, and a
perpetual flame was lighted.
^From something that was started to celebrate war, it has become a poignant reminder to the immense costs that war has. 




#BLDG_Big_Ben
^
^[Big Ben] grants a $LINK<Town Clock=BLDG_Town_Clock> in all friendly cities on the same continent.

#DESC_BLDG_Big_Ben
^Big Ben is one of London's best-known landmarks, and looks most spectacular at night when the clock faces are
illuminated. The four dials of the clock are 23 feet square, the minute hand is 14 feet long and the figures are 2 feet
high. Minutely regulated with a stack of coins placed on the huge pendulum, Big Ben is an excellent timekeeper, which
has rarely stopped. The name Big Ben actually refers not to the clock-tower itself, but to the thirteen ton bell hung
within. the hour bell of the Great Clock of Westminster - known worldwide as "Big Ben" The bells of the Great Clock of
Westmister rang across London for the first time on 31st May 1859.
^
^




#BLDG_Chichen_Itza
^
^The [Chichen Itza] grants a $LINK<Courthouse=BLDG_Courthouse> in every city on the same continent.
^
^{Obsolete: }The [Chichen Itza] becomes obsolete with the discovery of $LINK<Juris Prudence=TECH_Juris_Prudence>.
^
^{Requires}: A city must have $LINK<natives=GOOD_Natives>  within its $LINK<strategic resources box=GCON_ResourcesS>
to build the [Chichen Itza]

^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Chichen_Itza
^
^
^Chichen Itza, the "Mouth of the Wells of Itza," was a city with a pyramid founded in the 6th century A.D., but was
abandoned  by 670. Three hundred years later, the Itsa rebuilt the city surrounding this site, which soon became the
center of Mayan culture. Although archeologists once speculated that the Mayans were a peaceful people, by the late
20th century, a new picture had emerged. This picture included the sacrifice of virgins, hearts cut beating from their
chests. This depiction of the firm hand of goverment is the main reason how this structure limits the corruption that is present in the empire. 



#BLDG_Circus_Maximus
^
^Doubles $LINK<happiness effect=GCON_Moods> of all $LINK<Colosseums=BLDG_Colosseum>.
^
^
^{Requires:} A $LINK<Colosseum=BLDF_Colosseum> in the city where you wish to build the Circus Maximus and a total of
three active coliseums within the builder's empire.

#DESC_BLDG_Circus_Maximus
^
^
^The Circus Maximus was another public entertainment center, and was just a single, specific facility in Rome. This
oval basin, 2,000 by 600 feet (610 by 190 meters) long was made in the time of the Etruscan kings (presumably Tarquinio
Prisco). Augustus adorned the brick structure with an imperial stage, which was rebuilt by Trajan, enlarged by
Caracalla and restored by Constantine. During the reign of Constantine, the Circus could hold more than 250,000
spectators! It is the largest of the Roman hippodromes and one of the largest sports arenas ever built. A U-shaped
structure with seats on three sides and a low wall running down the middle of the arena around which the chariots
raced.  The chariot races were the most popular event held in the Circus. Competing teams with brightly decorated
horses attracted fierce loyalty from the crowds much as modern sports teams do today. Up to a dozen four-horse
chariots crowded together through the dangerous turns, lap after lap. Successful charioteers became so wealthy that
even emperors envied their riches.  Unsuccessful charioteers often didnt leave the Circus alive. There were other
circuses in ancient Rome but none to match the grandeur of the Circus Maximus. 




#BLDG_Civil_Rights
^
^[The Civil Rights Movement] grants a $LINK<Civil Liberties=BLDG_Civil_Liberties> improvement in all friendly cities.
^
^It also produces two $LINK<content faces=GCON_Moods> making unhappy citizens [content] in the city where it is built.

#DESC_BLDG_Civil_Rights
^
^
^Civil rights, rights that a nation's inhabitants enjoy by law. The term is broader than political rights, which
refer only to rights devolving from the franchise and are held usually only by a citizen, and unlike natural rights,
civil rights have a legal as well as a philosophical basis. 
^In the United States civil rights are usually thought of in
terms of the specific rights guaranteed in the Constitution: freedom of religion, of speech, and of the press, and the
rights to due process of law and to equal protection under the law. Since the Civil War, much of the concern over civil
rights in the United States has focused on efforts to extend these rights fully to Black Americans. The first
legislative attempts to assure Black Americans an equal political and legal status were the Civil Rights Acts of
1866, 1870, 1871, and 1875. Those acts bestowed upon African Americans such freedoms as the right to sue and be sued,
to give evidence, and to hold real and personal property. The 1866 act was of dubious constitutionality and was
reenacted in 1870 only after the passage of the Fourteenth Amendment. The fourth Civil Rights Act attempted to
guarantee to the Black Americans those social rights that were still withheld. It penalized innkeepers, proprietors
of public establishments, and owners of public conveyances for discriminating against Black Americans in
accommodations, but was invalidated by the Supreme Court in 1883 on the ground that these were not properly civil
rights and hence not a field for federal legislation. After the Civil Rights Act of 1875 there was no more federal
legislation in this field until the Civil Rights Acts of 1957 and 1960, although several states passed their own
civil-rights laws. The 20th-century struggle to expand civil rights for African Americans has involved the National
Association for the Advancement of coloured People, the Congress of Racial Equality, the Urban League, the Southern
Christian Leadership Conference, and others. The civil-rights movement, led especially by Martin Luther King, Jr., in
the late 1950's and 60's, and the executive leadership provided by President Lyndon B. Johnson, encouraged the passage
of the most comprehensive civil-rights legislation to date, the Civil Rights Act of 1964; it prohibited discrimination
for reason of colour, race, religion, or national origin in places of public accommodation covered by interstate
commerce, i.e., restaurants, hotels, motels, and theaters. Besides dealing with the desegregation of public schools,
the act, in Title VII, forbade discrimination in employment. Title VII also prohibited discrimination on the basis of
sex. In 1965 the Voting Rights Act was passed, which placed federal observers at polls to ensure equal voting rights.
The Civil Rights Act of 1968 dealt with housing and real estate discrimination. In addition to congressional action on
civil rights, there has been action by other branches of the government. The most notable of these were the Supreme
Court decisions in 1954 and 1955 declaring racial segregation in public schools unconstitutional, and the court's
rulings in 1955 banning segregation in publicly financed parks, playgrounds, and golf courses. In the 1960's women
began to organize around the issue of their civil rights. By the early 1970s over 40 states had passed equal pay laws.
In 1972 the Senate passed an Equal Rights Amendment (ERA) intended to prohibit all discrimination based on sex, but
after failing to win ratification in a sufficient number of states, the ERA was abandoned. Since the 1970's a number of
gay-rights groups have worked, mainly on the local and state levels, for legislation that prevents discrimination in
housing and employment. In a further extension of civil-rights protection, the Americans with Disabilities Act (1990)
barred discrimination against disabled persons in employment and provided for improved access to public facilities.



#BLDG_Clausewitz
^
^
^[Clausewitz's On War] allows the creator to upgrade units at half cost.


#BLDG_Disneyland
^
^The [Wonderland] theme park makes 10 $LINK<unhappy citizens=GCON_Moods> content in it's city and one unhappy citizen content in all other friendly cities.



#BLDG_East_India_Company
^
^Provides +1 to ship movement, and gives a +50% bonus in both $LINK<tax=GCON_Treasury> and
$LINK<luxury=GCON_ResourcesL> allocation to the city that possess it.
^
^{Requires: }A $LINK<Port =BLDG_Port>must already exist in the city that is building it.
^

#DESC_BLDG_East_India_Company
^
^
^With the advent of Ocean Faring, the first worldwide communications began. Leading this new exchange were the East
India Companies, monopolies formed under the flags of many of the European nations. Perhaps the most famous, the Dutch
East India Company, opened trading in 1602 with a monopoly grant from the cape of Good Hope west to the Straight of
Magellan. In the 18th century power passed to the British East India Company. In 1784, with the British India Act, the
company gained governmental powers over the Indian subcontinent, foreshadowing the coming age of multinational
corporate power.
^Due to the inability of the Company to keep control of the region, the lands that India controlled were later handed back to the British throne, and remained in British hands until 1947 when the Indian parliment voted themselves an independent state. 



#BLDG_Edisons_Workshop
^
^[Edison's Workshop] doubles $LINK<research=GCON_Research> in the city where it is built, and grants two free advances to the creator.
^
^May trigger a $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Edisons_Workshop
^
^
^Thomas Edison at the age of 21 in 1868 earned his first patent for the Electrical Vote Recorder. Famous for inventing
the lightbulb and the phonograph, he would accrue 1,093 patents before his death. Beyond being an inventor, Edison
initiated the modern research institute. Centered in Menlo Park, New Jersey, Edison's laboratories churned out
prototypes for Edison's ideas, earning Edison the nickname "Wizard of Menlo Park." Beginning a long tradition in the
corporate world, the invention  of all Edison's employees belonged to his company.


#BLDG_Eiffel_Tower
^
^The [Eiffel Tower] produces one $LINK<content face=GCON_Moods> in all friendly cities making one unhappy citizen
[content].
^
^In the city where [The Eiffel Tower] is built two additional $LINK<unhappy citizens=GCON_Moods> are made content and 
resistance to propaganda is increased.
^
^May trigger a $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.

#DESC_BLDG_Eiffel_Tower
^
^
^The Eiffel Tower is one of the world's most famous landmarks. Built for the Universal Exposition of 1889, the tower
rises 984 feet above Paris' Champ de Mars, near the Seine River. Structural engineer Alexandre Gustave Eiffel built the
tower at a cost of more than $1 million to demonstrate how steel and iron could be utilised in the construction of
extremely tall buildings. The tallest building in the world when it was originally built, the Eiffel Tower drew crowds
of awestruck observers from around the world. Today, it remains one of Paris' leading tourist attractions.
^As the tower was constructed for the Exhibition it was intended to be removed after the Exposition was over, but proved to be so popular that it is still evident today, and still draws over a million tourists per year. 



#BLDG_Einstein
^
^[Einstein's Lab] doubles research output in the city where it is built.
^
^
^The city must already have a University to build Einstein's Lab.
^
^
^It may trigger a Golden Age for Scientific civilizations.


#BLDG_Emancipation_Proclamation
^
^The [Emancipation Proclamation] makes two $LINK<unhappy citizens=GCON_Moods> content in all friendly cities.
^

#DESC_BLDG_Emancipation_Proclamation
^
^
^The Emancipation Proclamation was the culmination of the Abolitionist movement dating back to the Age of Reason in
the 18th century. The Proclamation, issued by Abraham Lincoln on the first of January 1863, furthered military and
political purposes as much as any Abolitionist agenda. The Proclamation explicitly freed all slaves in rebelling
states; states within the Union were unaffected. 
^This carefully drafted piece of paper was aimed at Europe, where especially Britain was by this time very anti slavery, The southern States where it was hoped that slaves would defect to the north thus disrupting the southern economy, but also at the States in the middle of America - those that were still loyal but relied heavily on slaves. To free all slaves would have lost the support of these regions; by assuring these states that their slaves were safe, it ensured that the states stayed loyal to the Union. 



#BLDG_Empire_State_Building
^
^The [Empire State Building] produces one extra $LINK<trade=GCON_Trade> in each square already producing at least one
in the city where it is built.
^
^It increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%, in the city where it is built.
^
^{Requires: }To build the [Empire State Building] the city must already have a $LINK<skyscraper=BLDG_Skyscraper> and
there must be a total of at least [five] skyscrapers throughout the empire.

#DESC_BLDG_Empire_State_Building
^
^One of New York city's most famous landmarks, construction of the Empire State Building began in March of 1930. It
was completed 14 months later in May of 1931, and was the tallest building in the world (102 stories; 1472 feet (448
meters) until the completion of the first tower of the World Trade Center in 1972.
^


#BLDG_Encyclopedia
^
^
^The creator of the Encyclopedia automatically gains any tech already discovered by two other known civilizations.
^
^
^It is rendered obsolete with the discovery of $LINK<Quantum Physics=TECH_Quantum_Physics>
^
^It may trigger a Golden Age for Scientific civilizations.



#BLDG_Energy_Grid
^
^The [Energy Grid] grants $LINK<Electricity Improvement=BLDG_Electricity> and makes one $LINK<unhappy=GCON_Moods>
citizen [content] in all friendly cities.
^
^
^{Requires:} The civilization must have access to $LINK<Copper=GOOD_Copper> and a minimum of five active
$LINK<Electricity=BLDG_Factory> improvements within the empire. One of these must be in the city where the Energy Grid is to be built.
^
^May trigger a $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.

#DESC_BLDG_Energy_Grid
^
^The energy grid in all major countries links all cities, towns and villages to a supply of electricity, regardless of where they are. The energy that is supplied can vary between coal natrul gas and oil power stations to Nuclear, solar and Hydroelectric power stations.
^Although not all areas of the country will be producing electricity, the Energy Grid allows all areas to receive all the electricity that they require. 




#BLDG_Great_Buddha
^
^Doubles the effect of $LINK<Temples=BLDG_Temple>, making two unhappy citizens content, instead of one.

#DESC_BLDG_Great_Buddha
^
^
^Usual title given to the founder of Buddhism. He is also called the Tathagata [he who has come thus], Bhagavat [the
Lord], and Sugata [well-gone]. He probably lived from 563 to 483 B.C. The story of his life is overlaid with legend,
the earliest written accounts dating 200 years after his death. His given name was Siddhartha and his family name
Gautama (or Gotama). He was born the son of a king of the Sakya clan of the Kshatriya, or warrior, caste (hence his
later epithet Sakyamuni, "the sage of the Sakyas") in the Himalayan foothills in what is now S. Nepal. It was predicted
at his birth that he would become either a world ruler or a world teacher; therefore his father, King Suddhodana, who
wished Siddhartha to succeed him as ruler, took great pains to shelter him from all misery and anything that might
influence him toward the religious life. Siddhartha spent his youth in great luxury, married, and fathered a son. The
scriptures relate that at the age of 29, wishing to see more of the world, he left the palace grounds in his chariot.
He saw on successive excursions an old man, a sick man, a corpse, and a mendicant monk. From the first three of these
sights he learned the inescapability of suffering and death, and in the serenity of the monk he saw his destiny.
Forsaking his wife, Yashodhara, and his son, Rahula, he secretly left the palace and became a wandering ascetic.
Siddhartha first studied yogic meditation under the teachers Alara Kalama and Udraka Ramaputra, and after mastering
their techniques, decided that these did not lead to the highest realization. He then undertook fasting and extreme
austerities, but after six years gave these up fearing that they might cause his death before he attained illumination.
Taking moderate food, he seated himself under a pipal tree at Bodh Gaya and swore not to stir until he had attained the
supreme enlightenment. On the night of the full moon, after overcoming the attacks and temptations of Mara, "the evil
one," he reached enlightenment, becoming a Buddha at the age of 35. Leaving what was now the Bodhi Tree, or Tree of
Enlightenment, he proceeded to the Deer Park at Sarnath, where he preached his first sermon to
five ascetics who had been with him when he practiced austerities. The first sermon,
known as "the setting into motion of the wheel of the dharma," contained the basic doctrines of the "four noble truths"
and the "eightfold path." For the remainder of his life he traveled and taught in the Gangetic plain, instructing
disciples and giving his teaching to all who came to him, regardless of caste or religion. He spent much of his time in
monasteries donated to the sangha, or community of monks, by wealthy lay devotees. Tradition says that he died at the
age of 80.



#BLDG_Great_Opera_House
^
^The [Great Opera House] makes four $LINK<unhappy citizens=GCON_Moods> content in the city where it is built and one
unhappy citizen content in all other friendly cities. It also contributes a great amount of culture.
^
^
^To build it, the civilization must already have 3 $LINK<Performing Arts Centres=BLDG_PAC>, one of which must be located where you wish to build the [Great Opera House]

#DESC_BLDG_Great_Opera_House
^
^
^The Sydney Opera House is the busiest performing arts center in the world. Since its opening in 1973, it has brought
countless hours of entertainment to millions of people and has continued to attract the best in world class talent year
after year.  Even today, many visitors are surprised to find that the Sydney Opera House is really a complex of
theatres and halls all linked together beneath its famous shells.
^
^In an average year, the Sydney Opera House presents theatre, musicals, opera, contemporary dance, ballet, every form
of music from symphony concerts to jazz as well as exhibitions and films. It averages around 3,000 events each year
with audiences totaling up to two million. In addition, approximately 200,000 people take a guided tour of the complex
each year. The Opera House operates 24 hours a day, every day of the year except Christmas Day and Good Friday. 
^The site for the building, Bennelong Point, was named after the first Aborigine to speak English, who was born on the
site.  Until this time, it was used as wharfing area and had a rather unsightly tram storage barn prominently occupying
much of the site.  An international competition was organised for the design of a performing arts complex, and although
this was well known, the misnomer "Opera House" caught on.  The competition called for a structure that contained two
theatres within it - a large hall for opera, ballet, and large scale symphony concerts capable of seating 3,000-3,500
people, and a smaller hall for drama, chamber music and recitals, capable of seating approx. 1,200 people.  Design
entrants were told that they were free to choose any approach that they wished, and that there were no limits to what
the potential cost of the structure could be.  233 different design entries were submitted from all over the world. 
^The winner of the competition, announced in January 1957, was the Danish architect Jorn Utzon (born in 1918).  It was
originally envisaged that it would take four years to build the Opera House; in actual fact, it wasn't completed until
mid 1973.
^Construction of the building commenced in March 1959 and proceeded in slow stages over the next fourteen years. At least as much a problem as starting the construction prior to completing the revolutionary design, was the fact
that the government itself changed the requirements for the building after construction had started.  The original
design called for two theatres.  The government changed its mind and required the building to be altered and that four
theatres now be incorporated into the design.  Recently, some internal changes to the structure have enabled a fifth
theatre to be created. The first performance in the complex, in the Opera Theatre on 28 September 1973, was the Australian Opera's
production of War and Peace by Prokofiev. The Sydney Opera House was officially opened by Her Majesty Queen Elizabeth
II on 20 October 1973. 




#BLDG_Bible
^
^The [Gutenberg Bible] increases the scientific $LINK<research=GCON_Research> in its city by 50%, and also makes one
$LINK<unhappy citizen=GCON_Moods> content in all friendly cities.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Religious civilizations.

#DESC_BLDG_Bible
^
^
^Considered to be one of the defining inventions of the Renaissance, the Gutenberg Bible marked an evolutionary change
in the accessibility of books and learning. The printing press featured the first movable metal type and oil-based
ink; previously, bookmakers used hand-cut wooden blocks and water-based inck or copied manuscripts by hand. Published
in 1455, the Gutenberg Bible has come to represent the subsequent popularization and accessibility of affordable books
which revolutionized and helped spur the democratization of the world.




#BLDG_Hollywood
^
^[Hollywood] grants a $LINK<Movie Palace=BLDG_Movie_Palace> improvement in all friendly cities.
^
^It also makes two unhappy citizens content in the city that builds it.
^
^
^{Requires:} To build [Hollywood] there must already be 3 Movie Palaces within the empire, one of them placed in the city where you wish to build the wonder.

#DESC_BLDG_Hollywood
^
^
^Following Edison's development of the motion picture camera in 1889, the Edison Company dominated early film
production even as it merged with other companies to form the Motion Picture Patents Company. In 1911 a movie producer,
David Horsely, moved to the West Coast to escape the MPPC's influence. By the 1930's the Hollywood studio system had
established complete domination over American film. The influence of film grew steadily unitl after the 20th century,
even surviving the rise  of television. 




#BLDG_HGP
^
^The [Human Genome Project] grants the benefits of $LINK<Genetic Tailoring=BLDG_Genetic_Tailoring> to all cities
within the empire.
^
^{Requirements:} City must have built a $LINK<Research Lab=BLDG_Lab>.

#DESC_BLDG_HGP
^
^
^The Genome Project opened in 1990 with one of the most ambitious scientific goals ever concieved: the complete
mapping of the human DNA sequences. Accomplishing this goal heralded the Genetic Age. Each human has about 100,000
genes spread across 23 chromosomes. These genes consist of DNA sequences, a compound molecule composed of two or four
molecules that are paired together in a linear sequence. Having mapped these sequences, scientists' understanding of
human physiology grew,  enabling them to separate genetic and environmental diseases and opening the door to powerful
genetic therapies.



#BLDG_Vegas
^
^[Las Vegas] causes the city where it is built to produce one extra $LINK<Commerce=GCON_Commerce> in every square that already produces at least one.
^
^It increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% and revenue from
$LINK<luxuries=GCON_ResourcesL> also by 50%.
^
^[Las Vegas] also makes two $LINK<unhappy citizens=GCON_Moods> content in the city where it is built, and one unhappy
citizen content in all other friendly cities.
^
^{Requires:} To build [Las Vegas], a civilization must already have a four active $LINK<Casinos=BLDG_Casino>, one of
which must be in the city where Las Vegas will be built.

#DESC_BLDG_Vegas
^
^
^The city of Las Vegas, (1990 pop. 258,295), the seat of Clark County in southern Nevada. was incorporated in 1911. It
is the largest city in Nevada and the center of one of the fastest-growing urban areas in the United States. The city
population increased by more than 56% between 1980 and 1990. Revenue from hotels, gambling, entertainment, theme parks,
resorts and other tourist-oriented industries forms the backbone of Las Vegas's economy. It's nightclubs, casinos, and
championship boxing matches are world famous, and entertainment enterprises have led to an increasing array of music,
sports, gambling, and amusement centers up and down the main strip of Las Vegas, as the city succeeded in the 1990s
as redefining itself as a family resort from the sleazy Mafia run image of the 1970's. It's 1,149-ft. (350-m) Stratosphere Tower is the country's tallest observation
tower. The city is also the commercial hub of a ranching and mining area.  In the 19th century, Las Vegas was a
watering place for travelers bound for southern California. In 1855-57 the Mormons maintained a fort there, and in
1864, Fort Baker was built by the U.S. army. In 1867 Las Vegas was detached from the Arizona Territory and joined to
Nevada. It's main growth began with the completion of a railroad in 1905. A branch of the University of Nevada is
there. Nellis Air Force Base lies to the north of the city, and the Hoover Dam is nearby.



#BLDG_Sphinx
^
^[The Sphinx] gives the benefit of a free Barracks, throughout the entire empire.
^
^The sphinx is made obsolete by $LINK<Social Darwinism=TECH_Social_Darwinism>, making the Barracks disappear.
^
^May trigger a $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.
^
 

#DESC_BLDG_Sphinx
    The Great Sphinx of Giza, over 60 feet tall and 172 feet long, bears an expression of blood thirsty expectation which led early Arabic visitors to call it "The Father of Terrors." Legend has it that the Pharaoh Thutmosis IV at around 1400 B.C. received a divine message telling him to dig in the sand, whereupon the Sphinx was unearthed after thousands of years. The age of the Sphinx came under considerable debate in the 1990's. Conventional Egyptology has credited the Pharaoh Chephen with the building of the Sphinx in 4500 B.C. However, based on the weathering, some scientists have speculated that the Sphinx may be twice as old.



#BLDG_St_Louis
^
^[Spirit of St. Louis] makes one unhappy citizen content in all friendly cities.
^
^[The Spirit of St.Louis] causes it's city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already  produces at least one. It also gives a +1 movement to all ships.
^
^
^May trigger a $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_St_Louis
^
^"The Spirit of St. Louis" was the name of the plane that made the first nonstop solo transatlantic flight, on May 21,
1927. Piloted by Charles A. Lindbergh, the "Spirit" flew 3,610 miles (5810 km) from Long Island, NY, USA to Paris,
France in 33 hours, 30 minutes.   
^
^The aftermath of the flight was the "Lindbergh boom" in aviation: aircraft industry stocks rose in value and interest
in flying skyrocketed. Lindbergh's subsequent U.S. tour in the "Spirit of St. Louis" demonstrated the potential of the
airplane as a safe, reliable mode of transportation. Following the U.S. tour, Lindbergh took the aircraft on a goodwill
flight to Central and South America, where flags of the countries he visited were painted on the cowling. 
^



#BLDG_Statue_of_Liberty
^
^The [Statue of Liberty] grants the effect of free $LINK<Granaries=BLDG_Granary> in all cities.
^
^
^
^
^May trigger a $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.

#DESC_BLDG_Statue_of_Liberty
^
^
^The Statue of Liberty is one of the largest statues in the world. Measuring over 300 feet tall from the base of her
pedestal, the statue was originally constructed of copper plating over an iron framework and weighs over 250 metric
tons. Designed by French sculptor Frederic Bartholdi, the statue with her upraised torch and the broken chains of
tyranny at her feet, was presented to the United States by the French government in 1886 to commemorate 100 years of
American independence. The statue itself, Liberty Island, and nearby Ellis Island became a national monument in 1924.
For more than a century, the Statue of Liberty has stood at the mouth of the New York harbour. Often the first sight
seen by immigrants arriving in America as well as those being deported from America, Lady Liberty symbolizes a view back to the old ideals of freedom upon which the United States was
founded.




#BLDG_Stonehenge
^
^[Stonehenge] grants a $LINK<Granary=BLDG_Granary> in every city throughout your empire.
^
^{Obsolete:} With the discovery of $LINK<Electricity=TECH_Electricity>

#DESC_BLDG_Stonehenge
^
^
^To a casual observer, the stars might seem fixed and immutable, but any student of astronomy knows that they move.
With the aid of many strategically placed standing stones and sighting posts, sages have managed to chart the courses
of the sun, the moon, and the important stars throughout their cycles. The establishment of the magnificent Henge of
Stones - a great system of standing stones, plane stones, holes for sighting posts, viewing pits, and reference
points - was a major leap forward in the study of the heavens and their influences on Midgard. Sages travel from the
four corners of the world to do research there, and they share their results with the mages of the land where the
Stonehenge stands.



#BLDG_Supreme_Court
^
^The [Supreme Court] reduces corruption as if it was a second capital.
^
^
^
^{Requires}: Three active $LINK<District Courthouses=BLDG_District_Courthouse> within the empire, one of which must be
in the city where the [Supreme Court] is to be built.

#DESC_BLDG_Supreme_Court
^
^
^Supreme Court is the highest court in the American nation and the chief authority in the judiciary. The Supreme Court hears
appeals from decisions of lower courts, and it resolves issues of constitutional law. It stands as the ultimate
authority in constitutional interpretation, and its decisions can be changed only by a constitutional amendment. The
Supreme Courts most important responsibility is to decide cases that raise questions of constitutional interpretation.
The Court decides if a law or government action violates the Constitution. This power, known as judicial review,
enables the Court to invalidate laws when they conflict with it's interpretation of the Constitution. Judicial review
thus puts the Supreme Court in a pivotal role in the American's political system, making it the referee in disputes among
various branches of government, and as the ultimate authority for many of the most important issues in the country.





#BLDG_Taj_Mahal
^
^The [Taj Mahal] makes two $LINK<unhappy citizens=GCON_Moods> content in its city and one unhappy citizen content in
all other friendly cities.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Taj_Mahal
^
^
^The Taj Mahal is a mausoleum located in Agra of the Uttar Pradesh state of Northern India, on the Yamuna River. It is
considered one of the most beautiful buildings in the world and the finest example of the late style of Indian Islamic
architecture. The Mughal emperor Shah Jahan ordered it built after the death (1629) of his favorite wife, Mumtaz Mahal.
The building, which was completed between 1632 and 1638, was designed by the local Muslim architect Ustad Ahmad Lahori;
set in it's carefully laid out grounds, it is a reflection of the gardens of Paradise to which the faithful ascend. The
entire complex, with gardens, gateway structures, and mosque, was completed in 1643. The Taj Mahal mausoleum stands at
one end of the garden adorned with fountains and marble pavements. The garden contains four water channels to echo the
four rivers of the Islamic Paradise. It rises from a platform 313 ft. (95 m) on a side, bearing a white marble minaret
at each corner; the enclosure, 186 ft. (57 m) on a side, has truncated corners and a high portal on each side. The
white marble exterior is inlaid with semiprecious stones arranged in Arabic inscriptions (designed by a local artist
Amanat Khan, who was Shah Jahan's calligrapher), floral designs, and arabesques, and the salient features of the
interior are accented with agate, jasper, and coloured marbles. The roofing dome, on the inside, is 80 ft. (24.4m) high
and 50 ft. (15.2 m) in diameter; outside it forms a bulb, which tapers to a spire topped by a crescent. The tomb
chamber, with its two sarcophagi, is an octagonal room in the center of the edifice (the royal couple, however, are
buried in an underground vault). The chamber is softly illuminated by the light that passes through double screens of
intricately carved marble set high in the walls.



#BLDG_Zeus
^
^
^Doubles the effect of all $LINK<Temples=BLDG_Temple>.
^
^
^{Requires:} The city must have access to Incense.



#BLDG_World_News_Net
^
^The [World News Network] grants a $LINK<Newspaper=BLDG_Newspaper> improvement in all cities.
^
^It also increases resistance to propaganda in the city where it is built.
^
^{Requires:} The civilization must have at least five $LINK<Television Stations=BLDG_Television_Station> in cities it
controls, one of which must be in the city where the [World News Network] is to be built.

#DESC_BLDG_World_News_Net
^On June 1, 1980, the first 24-hour cable news network went into operation. Called "Cable News Network" (CNN), it
continues to enjoy dominance in the Cable News market and has expanded into numerous countries, providing nearly
instantaneous knowledge of newsworthy events all over the globe, albeit the news that is produced is heavily biased to both the American continent and the American perspective on world events, which is often far from unbiased. 
^
^

#BLDG_World_Wide_Web
^
^The creator of the [World Wide Web] automatically gets any Civilization Advance already discovered by two other known
civilizations for free.
^
^{Requires:} The [World Wide Web] requires that the civilization has already built the $LINK<Internet=BLDG_Internet>
wonder.

#DESC_BLDG_World_Wide_Web
^
^
^World Wide Web (WWW or W3), collection of globally distributed text and multimedia documents and files and other
network services linked in such a way as to create an immense electronic library from which information can be
retrieved quickly by intuitive searches. The Web represents the application of hypertext technology and a graphical
interface to the Internet to retrieve information that is contained in specially formatted documents that may reside in
the same computer or be distributed across many computers around the world. It consists of three main elements. The
Hypertext Markup Language (HTML) comprises the programming codes, or tags, that define fonts, layouts, embedded
graphics, and links (hyperlinks) to other documents accessible via the Web. The HyperText Transfer Protocol (HTTP)
defines a set of standards for transmitting Web pages across the Internet. The result is called the Web because it is made up of many sites, all linked together, with users traveling from one site to the next. 
^Typically, a home television receiver and a telephone line are connected through a small appliance that accesses the Internet through the
telephone line and converts the downloaded Web pages into a form that can be displayed on the receiver. A remote
control interface allows the user to navigate through the Web and select the information to be displayed. Ted Nelson,
an American computer consultant, had promoted the idea of linking documents via hypertext during the 1960s, but the
technology required was not to be available for another 20 years. Marc Andreessen, an undergraduate student
working at the National Center for Supercomputing Applications (NCSA), developed a graphical browser for the Web, Versions for the Windows and Macintosh operating systems followed in 1994, and
acceptance of the WWW blossomed quickly. In the late 1990s the development of improved browsers with greater
multimedia functionality, security, and privacy, as well as more powerful search engines capable of indexing the ever
greater information on the Web, led to the commercialization of the Internet.



#BLDG_Colossus
^
^[The Colossus] causes it's city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that already
produces at least one.
^
^{Obsolete:} [The Colossus] is made obsolete with the discovery of $LINK<Flight=TECH_Flight>.
^
^{Requires:} The Colossus may be built only in a coastal city, and the city must have $LINK<copper=GOOD_Copper> within
it's $LINK<strategic resources=GCON_ResourcesS> box to build [The Colossus].
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Religious or Commercial civilizations.

#DESC_BLDG_Colossus
^
^
^The Colossus of Rhodes was a bronze statue of Helios, the Greek God of the Sun, erected near the mouth of the city
harbour. It stood over 100 feet  high, about two-thirds the height of the Statue of Liberty. Unfortunately, an
earthquake toppled it only 56 years after its construction. Taking the counsel of an oracle, the city elected to leave
the statue where it lay. For over 900 years, people from all over the ancient world came to Rhodes to  see the
Colossus. It remained where it was until 654 A.D. when the Muslims who plundered the city sold the statue for scrap.




#BLDG_Solar_System
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^{Requires}: The city wishing to build [Copernicus Observatory] must already have a $LINK<library=BLDG_Library>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist and Scientific civilizations.

#DESC_BLDG_Solar_System
^
^
^Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the
planets revolve around it. This  knowledge was lost during the Dark Ages, but was re-introduced in the early 16th
Century by Nicholas Copernicus. Copernicus' research and theories form the foundation for modern astronomy. Copernicus
collected his data from his observatory, a small room in the spire of an East Prussian cathedral. His research methods
and observations also marked the rebirth of the scientific method, and were an important step in the advance of
knowledge.



#BLDG_Cure_for_Cancer
^
^[Cure for Cancer] provides the benefits of a $LINK<sewer system=BLDG_Sewage_Treatment> in all cities. In addition, it makes two unhappy citizens content in this city.
^
^{Requires:} To build [Cure for Cancer], there must be 10 active $LINK<Research Labs=BLDG_Lab> within the empire.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Cure_for_Cancer
^
^
^Despite the huge outlays of cash for research and study, cancer still looms as a terrifying and deadly plague on the
human race. Although scientists and doctors have discovered many different forms of cancer, and have identified some of
the factors that can trigger the disease, a true cure still eludes modern medical science. A cure for cancer would put
an end to the source of much suffering and anguish, and allow millions of people, who  would otherwise be doomed, to
lead happy and productive lives.



#BLDG_Great_Library
^
^The civilization that builds the [Great Library] gets any Civilization Advance already discovered by two other known
civilizations for free.
^
^{Obsolete: }The Great Library is rendered obsolete with the discovery of $LINK<Education=$TECH_Education>.
^
^{Requires}: To build the [Great Library] a city must already have a $LINK<library=BLDG_Library>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Great_Library
^
^
^The Great Library of Alexandria was one of the two most important libraries of the ancient world. Ptolemy I founded
it around 300 B.C., and was enhanced and expanded by his successors. The library attempted to obtain copies of all
scrolls of any consequence, and eventually contained over 700,000 volumes. Religious fanatics destroyed the library in
391 A.D., after nearly 700 years of operation. During this period, Alexandria served as the cultural center of the
Hellenistic world. Today, only part of the catalog remains, providing us with a mere hint of what treasures the
library contained.



#BLDG_Lighthouse
^
^Early naval vessels can move safely in and out of $LINK<sea=TERR_Sea> squares, and all naval unit movement
rates are increased by one.
^
^
^{Obsolete:} It is rendered obsolete with the discovery of $LINK<Shipbuilding=TECH_Ship_Building>.
^
^{Requires:} The [Great Lighthouse] may only be built in a city with a $LINK<harbour=BLDG_Harbor>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.

#DESC_BLDG_Lighthouse
^
^
^The Pharos was a marble watchtower and lighthouse built in 280 B.C. on an island in the harbour of Alexandria, Egypt.
Estimated to have been 300 feet high, the primary function of the lighthouse was to guide approaching ships to the
harbour on an otherwise unmarked coast. Historians debate whether fires were burned on the top of the tower, or whether
mirrors were used to reflect sunlight. Since ships rarely sailed along coasts at night, there was probably little need
for the lighthouse after dark. The Pharos was destroyed in the 14th century, after having been damaged by several 
earthquakes.



#BLDG_Great_Wall
^
^
^[The Great Wall] gives the owner free double-strength $LINK<walls=BLDG_Walls> in every city within the empire.
^It also doubles unit combat values versus $LINK<Barbarians=GCON_Barbarians>. 
^
^
^The Great Wall is rendered obsolete with the discovery of $LINK<Military Tradition=TECH_Military_Tradition>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.

#DESC_BLDG_Great_Wall
^
^
^The Great Wall of China, a huge stone structure stretching from the Yellow Sea to the Asian deserts, was built over a
period of approximately 1,800 years. The wall is 25 feet high and 12 feet thick, and runs nearly 1,500 miles across
northern China. The purpose of the Great Wall was to make it difficult for raiders to escape with their booty, and
thereby discourage invasion. Although this wall would have been militarily useless in keeping foreign powers out of China due to the difficulty in garassoning the entire wall in a manner that would have been sufficient to do so, it was intended to keep invaders out. It has been a reocurring theme in Chinesse history that weak Emperors would try to keep the barbarians out of China by defensive means, whereas a strong Emperor would utilise their strong armies to achieve this. 
^Soon after the Great Wall was built, China was overrun by the Mongul Horde, which considered the wall a direct challenge to them. In this war, the wall proved to be an obstacle that was easily overcome. 

#BLDG_Hanging_Gardens
^
^[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in it's city and one unhappy citizen
content in all other friendly cities on the same continent.
^
^{Obsolete:} Upon the discovery of Steam Power.
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.

#DESC_BLDG_Hanging_Gardens
^
^
^The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people,
and were often described in accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600
B.C., the gardens are believed to have been a remarkable feat of engineering: an ascending series of tiered gardens
containing all manner of trees, shrubs, and vines. The gardens were said to have looked like a large green mountain
constructed of mud bricks, rising from the center of the city.



#BLDG_Hoover_Dam
^
^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all cities on the same continent.
^
^
^{Requires:} To build the Hoover Dam a city must have a river within its $LINK<radius=GCON_Radius>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.

#DESC_BLDG_Hoover_Dam
^
^
^For centuries, mankind has been harnessing the power of rivers to move waterwheels for various purposes. With the
advent of electrical power, it was found the rivers were also very useful for generating electricity. Hydroelectric
power plants derive power from rivers by constructing dams to  ensure a dependable supply of water. Water is
then released through special chambers at a steady rate where the moving water turns giant turbines, generating electricity. When
planned and engineered properly, this system provides an excellent power source with very limited environmental impact.
The Hoover Dam, constructed on the Colorado River near Las Vegas, was one of the earliest hydroelectric power plants. If placed badly, much damage can be done to the environment, both due to the immediate flooding of land that can displace many people, but if the river is carrying a large amount of silt, this is deposited in the resevior as the water slows, and will need to be dredged if the dam is to continue to function (such as in the case of the Aswan Dam in Egypt).



#BLDG_Grand_Cathedral
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city. In addition, it creates
2 content citizens in the city which builds it.
^
^
^{Requirement:} City must have access to $LINK<Incense=GOOD_Incense> in it's $LINK<strategic
resources=GCON_ResourcesS> box.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Grand_Cathedral
^
^
^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the most well known member of a gifted
family of German musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote
numerous choral and orchestral pieces. During his  lifetime, he was renowned as an organist and music director of St.
Thomas' Church in Leipzig, and many of his compositions were religious in nature.  After his death, Bach's music gained
worldwide appreciation.



#BLDG_Inventor's_Workshop
^
^Grants 2 free advances when it is built, and doubles research output in the city that builds it.
^
^This wonder is made obselete by Atomic theory.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#DESC_BLDG_Inventor's_Workshop
^
^
^Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. His most famous works include
the "Mona Lisa" and "The  Last Supper". Although best known for his art, da Vinci was also an accomplished observer and
designer. Preserved in his sketchbooks are ideas for dozens of inventions, many of them centuries ahead of their time.
These include designs for such devices as drawbridges, construction equipment, parachutes and even helicopters. His
scientific and technical drawings became the basis for the development of many of these modern devices.



#BLDG_Longevity
^
^All cities get a population increase of two instead of one when the $LINK<Food Storage=GCON_Food> box is full.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Longevity
^
^
^As the lifespan of a human being has slowly increased over the centuries, a shift in medical focus began to take
place. Infectious diseases, once the leading cause of death, began to be tamed by modern vaccinations. This can now be seen that the deeloped world suffers very rarely from major outbreaks of infections, especially when compared to the third world. 
^This has led to more money by first world goverments and pharmaceutical industries to put far more effort into treating the effects of old age and combating those ailments associated with advanced aging, such as cancer, osteoporosis, diabetes and heart disease.
^This trend shows no signs of slowing, but rather accelerating. Modern technology permits sophisticated diagnosis and
treatment of illness, while at the same time identifying their genetic roots.





#BLDG_Circumnavigation
^
^The movement rate of all naval units is increased by one.
^
^
^{Requires:} [Magellan's Voyage] may be built only in a city with a $LINK<port=BLDG_Port>, and only if the city also
has $LINK<Flax=GOOD_Flax> in it's $LINK<strategic resources=GCON_ResourcesS> box.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.

#DESC_BLDG_Circumnavigation
^
^
^In 1519, Ferdinand Magellan sailed from Spain with the intention of reaching the spice-rich Malouccas Islands of
Indonesia by sailing west, instead of east. Although natives in the Philippines killed Magellan, his expedition went
on to prove conclusively that the world was round. More importantly, it proved that the Americas were indeed a New
World. Magellan's expedition was one of the great sea voyages of history, and it inspired further expeditions by other
explorers. The discoveries made along the way reduced the dangers to all the sea expeditions that followed.



#BLDG_Manhattan_Project
^
^Allows the construction of nuclear weapons, but only by the civilization that builds it.
^
^
^{Requires:} The civilization must have access to $LINK<Uranium=GOOD_Uranium>. 
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.

#DESC_BLDG_Manhattan_Project
^
^
^The Manhattan Project was the code name for an intensive and costly research effort during World War II that resulted
in the development of atomic weapons. The first two such weapons, the bombs dropped on Nagasaki and Hiroshima in 1945,
brought an end to the Second World War. For a short time, the United States held a monopoly on atomic weapons.
However, by 1949 the Soviet Union had also developed similar technology, based in part on Manhattan Project
information obtained through espionage. The nuclear standoff that has resulted from this balance of power may be
largely responsible for the absence of major wars since World War II, although this has not prevented many smaller wars being fought so that the major powers can exert influence in other regions of the world. 




#BLDG_Great_University
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^{Requirement:} To built [Newton's University], the city must have already built a $LINK<University=BLDG_University>.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Great_University
^
^
^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He
is credited with many important discoveries including the laws of gravity, the colour spectrum of light, calculus,
fluid dynamics, and an understanding of ocean tides. He also built the  world's first reflecting telescope. For 32
years, he held an important teaching post at Cambridge University, where he continued his own research while
instructing a generation of students.
^Recently is has also been said that Newton was also one of the last of the Alchemists, as he amongst his other interests was also interested in obtaining the Philosepher's stone.



#BLDG_Oracle
^
^Gives the effect of a shrine to every city in your empire.
^
^ The Oracle becomes obsolete with the discovery of $LINK<Theology=TECH_Theology>. When the Oracle becomes obselete, the shrine also dissapear. 
^
^{Requires}: To build [The Oracle] a city must already have a $LINK<Shrine=BLDG_Shrine>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Oracle
^
^
^In ancient Greek religion, an oracle was a priest or priestess through whom the gods spoke in response to questions.
The oracle interpreted dreams, the actions of entranced persons, and physical signs found in the entrails of sacrificed
animals. The most famous oracle resided in the  shrine of Apollo at Delphi, located on the slopes of Mount Parnassus. This female oracle communicated the gods via visions; her most famous one is where she tolda petitioner that he would kill his father and marry his mother
Greeks, Romans, and others consulted this oracle for centuries about  public policy and private matters. A priestess
called the Pythia would - for a fee - make public predictions for the future. These ecstatic pronouncements became infamous for their ambiguity.
^More recently it has been found that low weight hydrocarbons (such as methane, ethane and propane) escape from fissures in the rocks in the location where the Delphic oracle was. It has been concluded from this that the pristess was probably experiencing hallucinations in a smimilar manner to a modern day individual abusing solvents. 




#BLDG_Pyramids
^
^The [Pyramids] grant an $LINK<Obelisk=BLDG_Obelisk> in all friendly cities.
^
^
^{Requires}: To build the Pyramids the city must have $LINK<Natives=GOOD_Natives> in it's $LINK<strategic
resources=GCON_ResourcesS> box.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Religious civilizations.

#DESC_BLDG_Pyramids
^
^
^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural
achievement under the direction og Rhamases II. Constructed on the Giza plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens of thousands of slave workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remains in existence today, bein in too remote and to large to be destroyed by future civilisations. 


#BLDG_SETI_program
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^{Requirement:} The City that builds the SETI Program must have already built a $LINK<Research Lab=BLDG_Lab>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.

#DESC_BLDG_SETI_program
^
^
^The Search for Extraterrestrial Intelligence (SETI) was officially initiated by the United States in the latter half
of the 20th Century. The purpose of  the program was to find some sort of conclusive evidence that intelligent life
existed beyond the confines of our planet. Employing banks of radio telescopes and other detection equipment, SETI
scans the skies hoping to find proof of extraterrestrial life in the form of radio transmissions and other activity.
Although the program has yet to find such proof, the effort has produced many useful benefits to astronomy,
telecommunications, and  other high-tech fields.




#BLDG_Great_Playhouse
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. Shakespeare's Playhouse also contributes a great amount of culture.

#DESC_BLDG_Great_Playhouse
^
^
^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theatre during the
1600's. Theaters offered people a diversion from their everyday lives by allowing them to enjoy comedies, tragedies,
and triumphs acted out on stage. Similar theaters, such as the  Comedie Francaise in Paris, and La Scala in Milan,
fulfilled similar roles by offering entertainment to the citizens of their cities. Although the original Globe Theatre
burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters
throughout the world.




#BLDG_Sistine_Chapel
^
^Doubles the effects of all $LINK<Cathedrals=BLDG_Cathedral> in your cities. 
^
^{Requirement:} The City must have access to $LINK<Incense=GOOD_Incense> in it's $LINK<strategic
resource=GCON_ResourcesS> box.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Sistine_Chapel
^
^
^The beauty of Rome's Sistine Chapel has long served as a testament to the mixture of strong religious beliefs and the
love of art shared by the people of Renaissance Europe. Michelangelo devoted four years to painting the mural that
adorns the ceiling, a work depicting events in the book of Genesis and other Biblical stories. Few visitors to the
Sistine Chapel have failed to be moved by the artist's dedication to his subject, or his feeling for the nature of
human struggle, suffering, and spiritual triumph.




#BLDG_Trading_Company
^
^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improvements.
^
^{Requirement:} The City that builds Smith's Trading Company must have already built a $LINK<Bazaar=BLDG_Bazaar>.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.

#DESC_BLDG_Trading_Company
^
^
^Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed
the economic processes of  supply and demand, and discussed how free trade and individual ambition would lead to both
economic and social growth. Smith favored a political  environment where the government would only become involved in
business and trade to preserve justice and order. Smith's ideas of economics and the lack of government involvement
form the basis of modern economic liberalism, of which capitalist societies are those that have reached closest to this model, although the state still does play a role in moderating trade in all modern countries. 



#BLDG_Art_of_War
^
^[Sun Tzu's Art of War] halves the cost to upgrade obsolete units.
^
^{Requirement:} City must have already built a Barracks.
^
^{Obsolete}: Sun Tzu's Art of war is made obselete upon the discovery of Leadership. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.


#DESC_BLDG_Art_of_War
^
^
^One of the earliest pieces of military literature is "The Art of War", written by Chinese general Sun Tzu in the 6th
century BC. This book contained  a detailed explanation and analysis of the Chinese military, from weapons and strategy
to rank and discipline. Sun Tzu also stressed the importance  of intelligence operatives and espionage to the war
effort. Because Sun Tzu has long been considered to be one of history's finest military tacticians and analysts, his
teachings and strategies formed the basis of advanced military training for centuries to come. This was also helped that for many hundreds of years the basis troop types that were used remained the same, although the most basic principles remain true regardless of the types of armies that are used. 




#BLDG_Theory_of_Evolution
^
^Grants two Civilization Advances as soon as completed.
^
^
^{Requires}: The [Theory of Evolution] can only be discovered in a city with a $LINK<University=BLDG_University>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

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




#BLDG_United_Nations
^
^Initiates the possibility of a $LINK<Diplomatic Victory=GCON_Victory>.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.

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




#BLDG_Universal_Suffrage
^
^Reduces $LINK<war weariness=GCON_War_Weariness> in all cities.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#DESC_BLDG_Universal_Suffrage
^
^
^After decades of struggle, women in the United States won the right to vote in 1920 with the passage of the 19th
Amendment to the U.S. Constitution. The achievement of women's suffrage was accelerated by the excellent record of
women working in jobs traditionally held by men during World War I. Full voting rights were granted to women in Great
Britain in 1928. Since that time, women have gained the right to vote in most countries in the developed world.



#BLDG_Leif_Eriksson
^
^All naval units have their movement rate increased by one.
^
^
^{Obsolete:} With the discovery of $LINK<Magnetism=TECH_Magnetism>

#BLDG_Summer_Palace
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it, including the ability to reduce corruption in nearby cities,
produce $LINK<veteran=GCON_Experience> ground units without $LINK<barracks=BLDG_Barracks> and provides defense against attacks from ground troops.
^
^
^{Requires:} The civilization must have at least eight cities (on a standard size map) under its control.

#DESC_BLDG_Summer_Palace
^
^
^After the end of the Sengoku Period, which was characterized by many wars between local lords, castles began to have
an added function that of serving as the center of government. Defense was not the sole function. The construction of
castles began to flourish, and numerous castles were built throughout Japan. During this castle building period, the
present looking Himeji Castle was built. It was one of the castles of primary importance to the Shogun, hence Himeji
Castle was intended to show to the independent lords of Western Japan the power and influence of the lord of Himeji
Castle. In its use as the center of government, as a fortress, and as an exhibition of power, Himeji Castle is one of
the best examples. Of all the castles built during the time that Himeji Castle was built, Himeji Castle is the only one
that has retained the atmosphere of the original castle.



#BLDG_Winter_Palace
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it, including the ability to reduce corruption in nearby cities,
produce $LINK<veteran=GCON_Experience> ground units without $LINK<barracks=BLDG_Barracks> and provide defense against attacks from ground troops.
^
^
^{Requires:} The civilization must have at least eight cities (on a standard size map) under its control.

#DESC_BLDG_Winter_Palace
^
^
^As a civilisation grows, it can become increasingly impossible to govern the entire empire from one place. One way to alleviate this problem is to designate a residence the "winter palace" - the residence of the ruler in the winter months. The prestiege that this lands to the building (as well as the fact that the head of state will be close by for half the year) leads to a decrease in the corruption that occurs in the surrounding area.




#BLDG_Atomic_Weapons_Test
^
^Allows the construction of Nuclear Weapons by {all} civilizations.
^
^
^{Requires:} The civilization must have access to $LINK<Uranium=GOOD_Uranium> and must already have built the $LINK<Manhattan Project=BLDG_Manhattan_Project>.

#DESC_BLDG_Atomic_Weapons_Test
^
^Before atomic weapons can be reliably built, testing of prototypes must first be undertaken, not just upon the proof of design, but also to see the amount of damage that will be done - without this the target might remain viable, or at the other extreme friendly troops might be inadvenrantly caught in the blast. 
^As the testing of a nuclear weapon requires a vast amount of space, and will probably cause damage to the area that will not repair for many years, it is best to test the weapon in a sparcely populated area - preferably in another country. 
^The effects of the atom bomb were at first not known 



#BLDG_Central_Bank
^
^The [Central Bank] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% in the city where it
is built
^
^In addition the $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per
turn.
^
^
^{Requires:} The civilization must have at least five banks in cities it controls, one of which must be in the city
where the [Central Bank] is to be built.

#DESC_BLDG_Central_Bank
^The foremost monetary institution in a market economy is the central bank. These are usually government-owned
institutions, but even in countries where they are owned by the nation's banks (such as the United States and Italy),
the responsibility of the central bank is to the national interest. Most central banks perform the following functions:
They serve as the government's banker, act as the banker of the banking system, regulate the monetary system for both
domestic and international policy goals, and issue the nation's currency. As banker to the government, the central bank
collects and disburses government income and receipts, manages the issue and redemption of government debt, advises the
government on all matters pertaining to financial activities, and makes loans to the government. As banker to the
nation's banks, the central bank holds and transfers banks' deposits, supervises their operations, acts as a lender of
last resort, and provides technical and advisory services. Monetary policy for both domestic and foreign purposes is
implemented and, in many countries, decided by the national banking authorities, using a variety of direct and indirect
controls over the financial institutions. Coins and notes that circulate as the national currency are usually the
liability of the central bank. The ability of the central bank to control the money supply and thus the pace of
economic growth is responsible for a major economic-policy debate. Some economists believe that monetary control is
extremely effective in the short run and can be used to influence economic activity. Nevertheless, some hold that
discretionary monetary policy should not be used because, in the long run, central banks have been unable to control
the economy effectively. Another group of economists believes that the short-run impact of monetary control is less
powerful, but that the central banking authorities can play a useful role in mitigating the excesses of inflation and
depression. A newer school of economists claims that monetary policy cannot affect systematically the pace of national
economic activity. All agree that problems related to the supply side of the economy, such as fuel shortages, cannot be
resolved by central-bank action.



#BLDG_E_Bank
^
^With the [E-Bank] your city receives a +50% tax bonus to tax output.
^
^It also makes 1 citizen $LINK<content=GCON_Moods> in every city throughout the empire.

#DESC_BLDG_E_Bank
^
^
^The advent of the Internet and the World Wide Web opened the door to a new commercial opportunity: electronic
currency.  Based on an evolving encryption algorithm, the E-Bank's sole purpose is to provide a stable, protected
transaction environment - in return for a small fee. The freedom that this offers companies and individuals greatly increases the amount of trade that is undertaken



#BLDG_Holy_City
^
^The [Holy City] makes two $LINK<unhappy citizens=GCON_Moods> content and also reduces corruption in the city where it
is built.
^
^
^
^
^{Requires:} In the city where you want to build the [Holy City] you must have a $LINK<Temple=BLDG_Temple> and 
$LINK<Incense=GOOD_Incense> within the $LINK<city radius=GCON_Radius>.

#DESC_BLDG_Holy_City
^
^
^Different religions have different holy cities. Examples of these include Mecca for the Islamic faith and Jerusalem for Jews and Christians. 



#BLDG_Internet
^
^The [Internet] makes one unhappy citizen content in all friendly cities.
^
^In the city where it is built it increases the scientific $LINK<research=GCON_Research>, output by 50%.
^
^
^
^{Requires:} The civilization must have at least five $LINK<Computer Network=BLDG_Computer_Network> improvements in
cities it controls, one of which must be in the city where the [Internet] is to be built. 

#DESC_BLDG_Internet
^
^
^Internet, the international computer network linking together thousands of individual networks at military and
government agencies, educational institutions, nonprofit organizations, industrial and financial corporations of all
sizes, and commercial enterprises (called gateways or service providers) that enable individuals to access the network.
The most popular features of the Internet include electronic mail (e-mail), discussion groups (called newsgroups or
bulletin boards, where users can post messages and look for responses on a system called Usenet), on-line conversations
(called chats), adventure and role-playing games, information retrieval, and electronic commerce. The public
information stored in the multitude of computer networks connected to the Internet forms a huge electronic library, but
the enormous quantity of data and number of linked computer networks also make it difficult to find where the desired
information resides and then to retrieve it. A number of progressively easier-to-use interfaces and tools have been
developed to facilitate searching. Among these are search engines, such as Archie, Gopher, and WAIS (Wide Area
Information Server), and a number of commercial indexes, which are programs that use a proprietary algorithm to search
a large collection of documents for keywords and return a list of documents containing one or more of the keywords.
Telnet is a program that allows users of one computer to connect with another, distant computer in a different network.
The File Transfer Protocol (FTP) is used to transfer information between computers in different networks. The greatest
impetus to the popularization of the Internet came with the introduction of the World Wide Web (WWW), a hypertext
system that makes browsing the Internet both fast and intuitive. Most e-commerce occurs over the Web. The Internet
evolved from a secret feasibility study conceived by the U.S. Dept. of Defense in 1969 to test methods of enabling
computer networks to survive military attacks, by means of the dynamic rerouting of messages. As the ARPAnet (Advanced
Research Projects Agency network), it began by connecting three networks in California with one in Utah-these
communicated with one another by a set of rules called the Internet Protocol (IP). By 1972, when the ARPAnet was
revealed to the public, it had grown to include about 50 universities and research organizations with defense
contracts, and a year later the first international connections were established with networks in England and Norway. A
decade later, the Internet Protocol was enhanced with a set of communication protocols, the Transmission Control
Program/Internet Protocol (TCP/IP), that supported both local and wide area networks. Shortly thereafter, the National
Science Foundation created the NSFnet to link five supercomputer centers, and this, coupled with TCP/IP, soon
supplanted the ARPAnet as the backbone of the Internet. In 1995, however, the NSF decommissioned the NSFnet, and
responsibility for the Internet was assumed by the private sector. Fueled by the increasing popularity of personal
computers and the World Wide Web, which was introduced in 1991 and saw explosive growth beginning in 1993, the Internet
became a significant factor in the stock market and commerce during the second half of the decade. In 1999 it was
estimated that the number of adults using the Internet exceeeded 100 million in the United States alone.



#BLDG_National_Constitution
^
^The [National Constitution] reduces $LINK<corruption=GCON_Corruption> as if it was a second capital.

#DESC_BLDG_National_Constitution
^
^
^Constitution, fundamental principles of government in a nation, either implied in its laws, institutions, and
customs, or embodied in one fundamental document or in several. In the first category-customary and unwritten
constitutions-is the British constitution, which is contained implicitly in the whole body of common and statutory law
of the realm, and in the practices and traditions of the government. Because it can be modified by an ordinary act of
Parliament, the British constitution is often termed flexible. This enables Britain to react quickly to any
constitutional emergency, but it affords no fundamental protections of civil or personal liberty, or any areas in which
parliamentary legislation is expressly forbidden. The theory of the social contract, developed in the 17th cent. by
Thomas Hobbes and John Locke, was fundamental to the development of the modern constitution. The Constitution of the
United States, written in 1787 and ratified in 1789, was the first important written constitution, and a model for a
vast number of subsequent constitutional documents. Though to a large extent based on the principles and practices of
the British constitution, the Constitution of the United States has superior sanction to the ordinary laws of the land,
interpreted through a process of judicial review that passes judgment on the constitutionality of subsequent
legislation, and that is subject to a specially prescribed process of amendment. The rigidity of its written format has
been counterbalanced by growth and usage: in particular, statutory elaboration and judicial construction have kept the
written document abreast of the times. But a written constitution, without a commitment to its principles and civil
justice, has often proved to be a temporary or rapidly reversed gesture. In the 18th, 19th, and 20th cent., many
countries, having made sharp political and economic departures from the past, had little legal custom to rely upon and
therefore set forth their organic laws in written constitutions-some of which are judicially enforced. Adolf Hitler
never formally abolished the constitution of the Weimar Republic, and the protections of personal liberties contained
in the Soviet constitution of 1936 proved to be empty promises. Since the 1960s, many of the newly independent
countries of Asia and Africa have adopted written constitutions, often on the model of the American, British, or French
constitutions.



#BLDG_Gallery
^
^One $LINK<unhappy citizen=GCON_Moods> is made content in all cities within the empire, and additionally 2 citizens in the city that builds the [National Gallery] are also made content.
^
^The [National Gallery] also increases Research output by 50%

#DESC_BLDG_Gallery
^
^
^National Gallery, London, one of the permanent national art collections of Great Britain. Its building, in Greek
style, stands in Trafalgar Square. It was designed and erected (1832-38) by William Wilkins and was shared for 30 years
with the Royal Academy of Arts. In 1876 a new wing was added, designed by E. M. Barry. The nucleus of the collection
was formed in 1824 with 38 pictures from J. J. Angerstein's collection. The gallery is rich in Italian paintings of the
15th and 16th cent. and has fine collections of French, Flemish, and Dutch masters. The National Portrait Gallery,
whose collection dates from 1858, has adjoined the National Gallery since 1896. The Sainsbury Wing, designed by
American architect Robert Venturi, opened in 1991. Originally controlled by the National Gallery, the Tate Gallery
attained complete independence in 1955 by an act of Parliament. An extension designed by Robert Venturi was completed
in the early 1990s.



#BLDG_Health_Care
^
^[National Health Care] makes two $LINK<unhappy citizens=GCON_Moods> content in its city and two unhappy citizen
content in all friendly cities.
^
^
^{Requires:} The civilization must have at least six $LINK<Hospitals=BLDG_Hospital> in cities it controls, one of
which must be in the city where the [National Health Care] is to be built.

#DESC_BLDG_Health_Care
^
^
^Although healthcare has never managed to prevent a single death (everybody still dies), health care does decrease the morbidity that is associated with illness. People that are no longer in pain tend to be happier people (if only that they know that things could be worse). 



#BLDG_NHM
^
^The [National History Museum] increases $LINK<research=GCON_Research> by 50% and makes two $LINK<unhappy=GCON_Moods>
citizens [content] in the city where it is built.
^
^
^{Requires}: The civilization must have at least three $LINK<local History Museums=BLDG_LHM> in cities it controls,
one of which must be in the city where the [National History Museum] is to be built.





#BLDG_National_Library
^The [National Library] also increases the scientific $LINK<research=GCON_Research> in its city by 50%.
^
^
^{Requires:} The civilization must have at least five $LINK<Universities=BLDG_University> in cities it controls, one
of which must be in the city where the [National Library] is to be built.

#DESC_BLDG_National_Library
^
^
^Library of Congress, national library of the United States, Washington, D.C., est. 1800. Thomas Jefferson while Vice
President was a prime mover in the creation of the library, and he supported it strongly during his presidency. In
1814, when much of the collection was destroyed by fire, Jefferson offered his own fine library to the Congress. This
formed the basis of the collection until 1851, when fire destroyed some 35,000 volumes. The growth of the library
progressed slowly thereafter until the passage of the Copyright Act of 1870, which required the deposit in the library
of all copyright material. The acquisition in 1866 of the Smithsonian Institution's collection of 44,000 volumes and
the purchase of the Peter Force collection of Americana (60,000 volumes; 1867) and the Joseph M. Toner American and
Medical Library (24,000 volumes; 1892) made it one of the world's great libraries.  Intended primarily to serve the
legislative branch of the government, it is now open to the public as a reference library and sends out many books
through an interlibrary loan system. It has African and Middle Eastern, Asian, European, and Hispanic divisions; a law
library; and excellent collections of manuscripts, incunabula, geography and maps, rare books, prints and photographs,
motion pictures, music, and science and technology. As of 1999, the Library of Congress contained some 115 million
items, including about 17 million books, 4 million maps, and 50 million manuscripts. The library sells duplicate
catalog entries on magnetic tape to smaller libraries for the books it adds to its collections. It provides other vital
services to libraries through its many bibliographic functions (among them maintaining the National Union Catalog of
the holdings of 700 large libraries in the United States and running the National Library Service for the Blind and
Physically Handicapped) and its Copyright Office. Mainly supported by congressional appropriations, the library also
the income from gifts by foundations and individuals, administered by the Library of Congress Trust Fund Board.


#BLDG_History_Society
^
^
^Increases Research output by 50%.
^
^Is only available when you have built the $LINK<National History Museum=BLDG_NHM> wonder.



#BLDG_Monument
^
^
^Makes 2 $LINK<unhappy citizens=GCON_Moods> content in the city it is built, reduces war weariness and increases tax
output in this city by +50%.



#BLDG_Sports
^
^The [National Sports League] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content in all
friendly cities.
^
^It also reduces $LINK<war weariness=GCON_War_Weariness> in the city where it is built.
^
^
^{Requires}: The civilization must have at least five $LINK<Coliseums=BLDG_Colosseum> in cities it controls, one of
which must be in the city where the [National Sports League] is to be formed.

#DESC_BLDG_Sports
^
^
^




#BLDG_Memorial
^
^Reduces War Weariness in all cities.
^
^
^{Requires}: The civilization must have had a victorious $LINK<army=GCON_Armies>.

#DESC_BLDG_Memorial
^
^
^The United States Marine Memorial, commonly referred to as "the Iwo Jima Memorial," depicts one of the most famous
incidents of World War II.



#BLDG_Forbidden_Palace
^ Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it, including the ability
to reduce corruption in nearby cities, produce $LINK<veteran=GCON_Experience> ground units without $LINK<barracks=BLDG_Barracks> and provides defense against attacks from ground troops.
^
^
^{Requires:} The civilization must have at least eight cities (on a standard size map) under its control.

#DESC_BLDG_Forbidden_Palace
^
^
^A collection of imperial structures in Beijing, it stands as a testament to the Chinese architectural ingenuity and
aesthetic. Ornamental gardens,  terraces and fountains surround the magnificent structure, which became the capital of
China in 1421.




#BLDG_Apollo_Project
^
^Completion of the [Apollo Program] enables the civilization to begin construction of the Alpha Centauri
$LINK<Spaceship=GCON_Spaceship>.
^
^
^{Requires}: The civilization must have access to $LINK<Aluminum=GOOD_Aluminum>.

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



#BLDG_Battlefield_Medicine
^
^Allows military units to heal in enemy territory.
^
^
^{Requires}: The civilization must have at least three $LINK<Hospitals=BLDG_Hospital> in cities it controls, one of
which must be in the city where [Battlefield Medicine] is to be developed.

#DESC_BLDG_Battlefield_Medicine
^
^
^While fundamentally in conflict with the destructive goals of war, physicians must still proffer aid to those in
need. The practice of repairing the  personal damage of war, sometimes actually during the fight itself, has a number
of benefits beyond the obvious. A paramount one is that of morale,  since the soldiers of an army that contains
surgeons are assured care if they fall in battle.


#BLDG_Brokerage
^
^
^Increases Tax output in the city where it is built by 50% in addition to any other benefits.
^
^
^The Brokerage firm is only available when you have built the $LINK<Wall Street=BLDG_Wall_Street> wonder.


#BLDG_Epic
^
^Increases the chance of appearance of $LINK<leaders=GCON_Leaders> from victorious combat.

#DESC_BLDG_Epic
^
^
^The Epic of Gilgamesh documents the adventures of this Middle Eastern hero. Of special interest to biblical scholars,
the document was found  among the ruins of Nineveh. More than 3000 lines, scribed across 12 tablets, this tale was
written around 2000 BC. Gilgamesh was a king of Uruk, which now lies within the borders of Iraq.



#BLDG_Intelligence_Center
^
^The intelligence agency allows the player to undertake $LINK<Espionage missions=GCON_Espionage>.

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




#BLDG_Great_Ironworks
^
^$LINK<Production=GCON_Shields> increased by 100% in the city where it's built.
^
^
^The [Iron Works] causes some pollution.
^
^
^
^{Requires:} The city that builds it must have Iron and Coal in its $LINK<city radius=GCON_Radius>.

#DESC_BLDG_Great_Ironworks
^
^
^As mankinds dependence on metals increased through the ages, it became very important to cheaply and effectively
separate the base metal from  impurities. The process of smelting, through the use of a structure called a blast
furnace, achieved just that. Using carbon dioxide created from  oxidized coke to absorb the oxygen from the molten
iron, it leaves the metal slag to sink to the bottom of the furnace. This separation allows for  a pure iron to be
derived, which is then used for numerous purposes, including the creation of steel.





#BLDG_Military_Academy
^
^ The city with the [Military Academy] can build $LINK<armies=GCON_Armies> without the benefit of a
$LINK<leader=GCON_Leaders>.
^
^
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.

#DESC_BLDG_Military_Academy
^
^
^Methods of passing down the tactics and arts of war from generation to generation vary based on culture and era. The
United States solution, which up to that had point relied on foreign instructors, lay in creating the United States
Military Academy, located at West Point, New York. Established on the site of a 18th century fortress in 1802, West
Point went on to craft most of the nations military leaders. Cadets are selected for training via a diverse number of
methods, including competitive and non-competitive methods. Graduates earn the commission as Second Lieutenants and
receive  a Bachelor of Science degree. One paramount function of this institution is to stay current in the practice of
warfare, typically by having officers from previous conflicts become instructors.
^Relying on the officors from previous wars, although still used extensively throughout the world is becoming less useful to the rapidity that tactics alter. Evidence of battles and wars being fought by generals who were not familiar with the latest weapons can readily be seen in the two World Wars - especially world War 1. Generals who were trained in a world where machine guns for example were not used were unsuited to direct battles where the usage of machine guns was integral to both sides. Not realising the devastating power that these weapons can unleash enabled death tolls to reach 50,000 casualties per week in the Battle of the Somme. 


#BLDG_Archives
^
^Increases research output by 50% in the city that builds it.



#BLDG_Pentagon
^
^[The Pentagon] increases the unit capacity of all the civilization's armies from three to four.
^
^
^{Requires}: The civilization must have at least three $LINK<armies=GCON_Armies> in the field.

#DESC_BLDG_Pentagon
^
^
^The Pentagon is the largest office building in existence. The structure was completed on January 15, 1943, during the
height of the Second World War, after a crash building effort of only  16 months. The 83 million dollar facility covers
more than six million square feet, roughly three times that of the Chicagos Sears Tower (the second largest office
building). Originally an US Army facility, it soon became the nerve center for all military branches of the United
States.



#BLDG_SDI
^
^Offers a 75% chance of intercepting enemy ICBMs.
^
^
^{Requires}: The civilization must have at least five $LINK<SAM Batteries=BLDG_SAM_Missile_Battery> in cities it
controls, one of which must be in the city where the [Strategic Missile Defense] is to be placed.

#DESC_BLDG_SDI
^
^
^Historically, research in the area of warfare has seen the development of powerful new weapons closely followed by
the development of defenses to  counteract the weapons' destructive power. The development of nuclear weapons seemed to
be the exception to this rule: for the first time, mankind  had created a weapon to which there was apparently no
effective defense. SDI (Strategic Defense Initiative), however, could be the answer to this  problem. Using
laser-equipped orbital satellites or ground-launched ABMs (Anti-ballistic Missiles) to intercept and destroy enemy
nuclear missiles  in mid-air, the SDI Defense offers the first hope of negating the threat posed by nuclear missiles. Although this idea was first conceived in the 1980's by then President Reagan (the star wars Programme), nothing concrete came of this project. Now more than 20 years later the first steps towards an SDI are being undertaken by the USA, although there is a long way until the system is finished, and fully testing the system is impossible. The longer term effects of this are still being felt around the world, with Russia and China both unhappy about the system being implemented. 




#BLDG_Wall_Street
^
^Provides +50% tax, luxury and science output in the city that builds Wall Street.
^
^
^{Requires:} The civilization must have at least three $LINK<stock exchanges=BLDG_Stock_Market> in cities it controls,
one of which must be in the city where the [Wall Street] wonder is to be built.

#DESC_BLDG_Wall_Street
^
^
^The location of the New York Stock Exchange, Wall Street has become the epitome of the modern financial district. A
narrow street running from Broadway to the East River, it houses some of the world's most prestigious and powerful
banks and commodity exchanges. In 1653 Dutch colonists erected a barricade along this route to ward off the British
and unfriendly natives in what was then New Amsterdam. 


#BLDG_Civil_Defense
^
^
^[Civil Defense] can be built in any size settlements and provide a 50% defensive bonus to units defending in the town.
^
^The city must already have a $LINK<garrison=BLDG_Garrison> before it can build [Civil Defense].



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


#BLDG_Commercial_Dock
^
^
^[Commercial Docks] provide +1 trade for each water tile that resides in the city's radius. It also produces a small amount of pollution.
^
^To build a [Commercial Dock] the city must already have a $LINK<harbor=BLDG_Harbor>.

#DESC_BLDG_Commercial_Dock. 
^
^
^Free-market freighters carry a variety of cargoes between numerous ports. In many instances, the services of these ships are matched with 
cargoes of brokers who meet on a trading floor in an environment analogous to a stock exchange or a commodities exchange.  In times of low 
freight rates, a broker representing cargo interests may charter a ship for a future date, while having no cargo in prospect but expecting 
to resell the contract when the rates rise.  Most of the world's chartering business is carried out in the Baltic Mercantile and Shipping 
Exchange, commonly known as the "Baltic Exchange", located in London.  Other exchanges, especially for special cargoes are in operation as 
well.  A large part of the immense world oil transportation business, for example, is chartered by brokers who are based in many different ports.


#BLDG_Bell
^
^
^Bell's lab gives your civilization {2 free advances} and doubles $LINK<research=GCON_Research> output in the city where it is built.
^
^
^$LINK<Scientific=GCON_Strengths> civilizations may achieve a $LINK<Golden Age=GCON_Golden_Age> when building [Bell's Lab].


#DESC_TECH_Advanced_Flight
^
^
^During World War II and in the years that followed, great leaps were made in the field of aviation. The military
demands of the war  necessitated the development of aircraft designed for long-range bombing, and for the
transportation of troops and equipment. Although  advances in aviation were made all over the world during this time,
the Germans were particularly adept in the development of advanced  flight technologies, mainly in the fields of rocket propulsion, as this was the one area where the treaties of Versilles did not forbid military growth. In 1944, they developed the
V-2, the first truly guided missile, capable of delivering 2000 pounds of  explosives to targets nearly 200 miles away.
The Germans also developed the Me 262, the first jet fighter plane, which was first used in  1945. Although both the
V-2 and the Me 262 came too late to affect the outcome of World War II, both of these advances paved the way for the
advanced flight technologies of today, as the technology was avidly retrieved by the victorious powers after the war, regardless of any immoral acts that the individuals concerned might have committed. 


#DESC_TECH_Advanced_Tactics
^
^The lessons of the U.S. Civil War were little noticed in Europe, where strategy and tactics continued to be thought
of in terms of mid-19th-century practice. European theorists also ignored the extensive and effective use of machine
guns, artillery, and rifles in the colonial wars of the 19th cent. As a result, the bloody stalemate of World War I
came as a surprise to most generals. It was characterized by trench warfare and by bloody frontal attacks, which were
usually stopped at great cost to the attackers by massed small arms and artillery fire. In an effort to break the
stalemate, both sides turned to new technical devices, such as the tank, the airplane, the submarine, and poison gas.
The importance of the tank was stressed in theories of mechanized warfare formulated in the 1920s and 30s in the
writings of B. H. Liddell Hart, Charles de Gaulle, and J. F. C. Fuller; they proved prophetic when the Nazi blitzkrieg
marked World War II as a war of mobility, characterized by vast movements of mechanized armies.
^The introduction of aircraft in World War I gave rise to theories of airpower that have dominated strategic and
tactical thinking ever since. The basis of airpower was set down by such men as Giulio Douhet, H. M. Trenchard, and
William Mitchell, who believed that future wars would be won by air forces. Their theory of strategic bombing called
for aerial attacks on the enemy's population and industrial centers to destroy the enemy's will and ability to continue
fighting. In World War II that strategy was carried out in massive form by British and U.S. air forces in attacks on
Germany and Japan. It was found, however, that aerial bombardment did not cut off industrial production and, in fact,
strengthened the enemy's will to continue. In order to win the war the Allies had to conduct a number of campaigns with
ground forces and, in the case of Germany, occupy the enemy's homeland.





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

#DESC_TECH_Alphabet
^
^
^The ancestors of modern alphabets were the iconographic and ideographic symbols developed by ancient man, such as
cuneiform and hieroglyphics. Determining when a picture becomes a hieroglyph is not an easy task. Paintings have been found on cave walls that date back over 10,000 years, and these have been written to record things that have been previously achieved. Perhaps the best argument is to say that a true pictographic language appears when a gramatical syntax in enforced, so that specific information is transferred.
^alphabets appeared independently of each other in different parts of the world, mainly in those areas that were first settled permanently, such as on the banks of the Nile in what is now Egypt, on the great Rivers the Tigris and the Eurphrates which are found in present day Iraw and Iran, the Indus in India and the Yellow river in China. 
^Examples of this early writing were the sumerians who wrote using a pictorial language in c.3100BC, and around this peroid the Egyptians start to use picure writing whuch is called hieroglyphics. 
^The Roman alphabet, used by all the [languages] of Western Europe including English, was derived from the Greek  alphabet sometime after 500 BC. The Roman alphabet became one of the most widespread due to the extensive use of the Latin language during the reign of the Roman Empire. The development of alphabets was significant in the development of advanced civilizations because it allowed history and
ideas to be written down, rather than memorized and passed along orally. Ideaas that are written down can be disseminated and improved on by a far greater number of people compared to what is possible with oral retelling. 


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


#TECH_Aristocracy
^
^
^{New Resource:} $LINK<Tea=GOOD_Tea> is now visible on the map.

#DESC_TECH_Aristocracy
^
^Aristocracy [Gr.,=rule by the best], in political science, government by a social elite. In the West the political
concept of aristocracy derives from Plato's formulation in the Republic. The criteria on which aristocracy is based may
vary greatly from society to society. Historically, aristocracies have usually rested on landed property, have invoked
heredity, and, despite frequent conflicts with the throne, have flourished chiefly within the framework of monarchy.
Aristocracy may be based on wealth as well as land, as in ancient Carthage and medieval Venice, or may be a theocracy
like the Brahman caste in India. Other criteria can be age, race, military prowess, or cultural attainment. The best
example of a modern landowning aristocracy that conducted government was in England from 1688 to 1832. A resurgence by
the French aristocracy in the 18th cent. was ended by the French Revolution, which abolished most of the privileges on
which it was based. Inflation, which cut into the fixed income of the aristocracy, the loss of the traditional military
role of the aristocracy, and the rise of industry and decline in the importance of landed property have all worked
against the aristocracy. Today the political power of traditional western aristocracy has all but disappeared.


#TECH_Astronomy
^
^
^{New Ability} $LINK<harbours=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<sea=TERR_Sea> squares.
^{New Ability} $LINK<Canoes=PRTO_Canoe>, $LINK<Galleys=PRTO_Galley> and $LINK<Triremes=PRTO_Trireme> can safely
traverse sea squares.

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


#TECH_Atomic_Theory
^
^
^{New Specialist Citizen:} You can now use the $LINK<Researcher=CTZN_Researcher> specialist who increase science output by 3.

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


#TECH_Banking
^
^
^{New Specialist Citizen:} You can now use the $LINK<Banker=CTZN_Banker> specialists who increase tax output by 2.

#DESC_TECH_Banking
^
^
^Many of the services performed by banks today can be traced back to medieval Europe. Certain families, such as the
Medicis of Italy, were  known for the banking duties they performed. These wealthy merchants pooled their surplus money
into a bank, then loaned cash (with  interest) to other commercial enterprises. The availability of this capital for
investment made many new businesses possible, accelerating  economic growth. 
^Historically, the ethnic people that most often became merchants and bankers were the Jews, as under the strict Christian code money lending was not allowed. this was also as the Jews were not permitted virtually any other career in Europe. Being very industrious as a rule, and remaining distinct from the rest of the populace the Jews quicky became envied and hated by the majority of the populace, as the rich often are. Evidence such as the play "The merchant of Venice" can be seen how pervasive this attitude was towards these early bankers, even though the success that they had was due to the constraints of society. 
^The first modern banks were established in
Europe during the late 1600s. The primary function of today's banking system is the granting of loans to consumers and
businesses. In addition to loaning money and safeguarding deposits, banks also invest in government and private
securities and bonds. Both the loan and investment functions of banks not only make profits for the bank itself, but
also stimulate the economy by providing funds for business growth and consumer purchases.
^Although banks are supposed to invest in a controlled manner, this does not always happen. Poor investment by the banks can often be the cause of not only booms in the economy, but also in the usual crash that follows, as once the monetry system becomes unbalanced disaster usually strikes modern societies. 



#DESC_TECH_Boat_Building
^
^A key to the early exploration of the world as the development of ships. By the middle of the second millenium, the
galley  appeared in the Mediterranean. Although this ship was ill suited for the highseas, the galley was perfect for
the calm  Mediterranean. The Greeks and Romans later improved the galley, adding extra decks and oars. However, the
ship remained  essentially an inland sea transport.



#TECH_Bronze_Working
^
^
^{New Resource:} $LINK<Gems=GOOD_Gems> are now visible on the map.

#DESC_TECH_Bronze_Working
^
^
^Evidence of the use of bronze, an alloy of copper and tin, dates back to Thailand in 4500 BC. Several hundred years
later, bronze working  was discovered in the Middle East. Artifacts from this period show that bronze was initially
used for decorative purposes only. This is  because tin was not readily available. It wasn't until approximately 2000
BC, when tin was regularly imported from neighboring regions, that  bronze replaced copper in the construction of
larger items. Bronze was harder and less brittle than copper, and it held a sharper edge. Tools,  weapons, and armour
made from bronze were also cheaper to produce and more durable. The period of time when bronze was the metal of  choice
for such items was known as the Bronze Age. The Bronze Age lasted until iron working became prevalent in approximately
1200 BC, after being first achieved by the Hittites from the area of Northern Turkey. 



#TECH_Ceremonial_Burial
^
^$LINK<Religious Civlizations=GCON_Strengths> start the game with [Ceremonial Burial].
^
^{New Resources:} $LINK<Incense=GOOD_Incense> and $LINK<Tobaccos=GOOD_Tobacco> are now visible on the map.

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



#DESC_TECH_Chemistry
^
^
^The earliest practical use of chemical processes was by metal smiths of the ancient world. These artisans learned how
to use heat to melt various naturally occurring metals together to form alloys such as bronze. Early manufacturers of
cloth also used primitive chemical processes to set dyes. The Chinese discovered such advanced chemical mixtures in the period of the Han dynasty (202BC - 9AD).
^In the following centuries, chemical processes were studied
through the pseudo-science of alchemy, which attempted to change  base metals into gold. Although alchemists were, of
course, unsuccessful, they did develop many valuable chemical processes as a result. The manuscripts produced by
alchemists were studied by succeeding generations, and an effective knowledge of chemistry had been accumulated  by the
late 13th century. In the 17th century, the ideas of alchemy finally died out as an increasing body of true chemical
knowledge was  gained through experimental analysis, leading to the modern science of chemistry.



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



#TECH_City_Planning
^
^
^{New Ability} Workers can now $LINK<Plant Forests=GCON_Worker_Jobs>.




#DESC_TECH_Civil_Liberties
^
^The freedom of a citizen to exercise customary rights, as of speech or assembly, without unwarranted or arbitrary
interference by the government. Such a right as guaranteed by the laws of a country, as in the U.S. by the Bill of
Rights.
^Natural rights, political theory that maintains that an individual enters into society with certain basic rights and
that no government can deny these rights. The modern idea of natural rights grew out of the ancient and medieval
doctrines of natural law, i.e., the belief that people, as creatures of nature and God, should live their lives and
organize their society on the basis of rules and precepts laid down by nature or God. With the growth of the idea of
individualism, especially in the 17th cent., natural law doctrines were modified to stress the fact that individuals,
because they are natural beings, have rights that cannot be violated by anyone or by any society. Perhaps the most
famous formulation of this doctrine is found in the writings of John Locke. Locke assumed that humans were by nature
rational and good, and that they carried into political society the same rights they had enjoyed in earlier stages of
society, foremost among them being freedom of worship, the right to a voice in their own government, and the right of
property. Jean Jacques Rousseau attempted to reconcile the natural rights of the individual with the need for social
unity and cooperation through the idea of the social contract. The most important elaboration of the idea of natural
rights came in the North American colonies, however, where the writings of Thomas Jefferson, Samuel Adams, and Thomas
Paine made of the natural rights theory a powerful justification for revolution. The classic expressions of natural
rights are the English Bill of Rights (1689), the American Declaration of Independence (1776), the French Declaration
of the Rights of Man and the Citizen (1789), the first 10 amendments to the Constitution of the United States (known as
the Bill of Rights, 1791), and the Universal Declaration of Human Rights of the United Nations (1948).




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



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



#DESC_TECH_Communism
^
^
^Communism is a conceptualized system of government in which resources and production facilities are the property of
the entire society  rather than individuals. In a communist society, labour is shared equally as well, and the benefits
of labour are distributed according to need "from each according to his ability, to each according to his needs".  Under such a system, all people would be equal, without class
stratification. Although the basic idea of communism has existed since the time of Plato, modern communism is
identified with the system of government described by Karl Marx and Fredrich Engels in the "Communist Manifesto". They
believed that capitalistic systems, in which the rich upper class prospered through the exploitation of the powerless
lower class, were bound to destroy themselves. As such, countries that were based on Communish should allow freedom of movement and free trade, as th Utopia that communism would form would mean that the Communist countries would out perform capitalsit countries. At this point, the poor would rebel against their former oppressors and form a classless society. 
^Although Communism was attempted in several countries starting with the Russians in 1917 under Lenin, the prophecy of a utopia has never come true, although many Left wing intelligencia still thought that the Communist countries were the way forward, and from 1917 to 1989, communism spread into many other countries, either due to plans delivered from the USSR, or independantly as was the case in Yugoslavia. 
^When finally the truth about what happened in the Utopias behind the Iron Curtain came to light after the fall of communism (in the 1930's alone, more than 10,000,000 were killed in the USSR), many can not come to terms with these horrors. 



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



#TECH_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_Crop_Rotation
^
^
^{New Ability:} Your workers can now $LINK<cultivate and irrigate=TFRM_Irrigation> your land.

#DESC_TECH_Crop_Rotation
^
^
^When crops are intensively produced from a section of land, the yield was often found to be highest in the first years, but then decreased year on year, even with the use of fertilisers. Thus the amount of food that an area of land can produce is quite limited, and that in turn limits the extent that the local population can grow to, as the population density is determined by the amount of food that can be produced by the land. 
^The first development to improve the land was to leave one field "fallow" i.e. not to grow anything on this patch of land for a year. This did increase the crops that could be grown in the following year or two, but a better system was found to grow crops such as slover on the fallow land. Not only could clover be used as feed for livestock, it also increased the produce of the land in future years. These measures allowed farmers to produce significant amounts of surplus that could then be sold on to people that were living in the towns. 


#TECH_Currency
^
^
^{New Specialist Citizen:} You can now use the $LINK<Tax Collector=CTZN_Tax_Collector> specialist citizens, who increases Tax Income by 1.

#DESC_TECH_Currency
^
^
^As cities grew, their internal economies became more complicated. People became specialists, some primarily producing
grain, some pottery, some bricks, etc. A system of barter developed, so that one individual's wares and services could
be exchanged for those of another. Gold and silver were widely used in such transactions, but the pieces needed to be
weighed and tested for purity each time they changed hands. In  600 BC, the Lydians found a way around this problem.
They began the practice of shaping electrum, an alloy of gold and silver, into pieces of predetermined weight and
purity, stamped with an official symbol. This idea caught on, and within 50 years all the important trading centers  of
the world had adopted similar practices. The widespread use of currency created universal standards of value, allowing
people from  various societies to conduct business almost anywhere without being forced to bring along bulky goods for
trade and barter.
^Problems did occur when people altered the coins, either by clipping small amounts of the valuble metal off each coin or by melting down the coins, adding a base metal such as lead, tin or copper and then recasing the coins. These problems were never fully rectified, although milling the edges of coins did help reduce the incidence of clipping. Of course severe penalties were instigated against those that would debase the currency, but that never prevented some from trying.
^Whilst debasing the currency by subjects or citizens was a major crime, this was often done by Royalty in the middle ages, something that was highly profitable for the state, if not individuals. King Henry VIII in particular increased the amount of copper in the gold and silver coins that circulated. As the silver and gold wares away faster than copper, he was nicknamed "copper nose", as the nose was the first part of the coin that was worn away. 


#DESC_TECH_Data_Encryption
^
^Data encryption, the process of scrambling stored or transmitted information so that it is unintelligible until it is
unscrambled by the intended recipient. Historically, data encryption has been used primarily to protect diplomatic and
military secrets from foreign governments. It is also now used increasingly by the financial industry to protect money
transfers, by merchants to protect credit-card information in electronic commerce, and by corporations to secure
sensitive communications of proprietary information. 
^All modern cryptography is based on the use of algorithms to scramble (encrypt) the original message, called
plaintext, into unintelligible babble, called ciphertext. The operation of the algorithm requires the use of a key.
Until 1976 the algorithms were symmetric, that is, the key used to encrypt the plaintext was the same as the key used
to decrypt the ciphertext. In 1977 the asymmetric or public key algorithm was introduced by the American mathematicians
W. Diffie and M. E. Hellman. This algorithm requires two keys, an unguarded public key used to encrypt the plaintext
and a guarded private key used for decryption of the ciphertext; the two keys are mathematically related but cannot be
deduced from one another. The advantages of asymmetric algorithms are that compromising one of the keys is not
sufficient for breaking the cipher and fewer unique keys must be generated.
^In 1977 the Data Encryption Standard (DES), a symmetric algorithm, was adopted in the United States as a federal
standard. DES and the International Data Encryption Algorithm (IDEA) are the two most commonly used symmetric
techniques. The most common asymmetric technique is the RSA algorithm, named after Ronald Rivest, Adi Shami, and Len
Adleman, who invented it while at the Massachusetts Institute of Technology in 1977. Other commonly used encryption
algorithms include Pretty Good Privacy (PGP), Secure Sockets Layer (SSL), and Secure Hypertext Transfer Protocol
(S-HTTP). The National Institute of Standards and Technology (NIST) is working with industry and the cryptographic
community to develop the Advanced Encryption Standard (AES), a mutually acceptable algorithm that will protect
sensitive government information and will be used by industry on a voluntary basis.



#DESC_TECH_Divine_Right
^
^
^Early rulers of lands ruled with no more authority than that they were the leader and any that challenged him would be killed - a crude but an effective technique. Stating that the monarch is upon the throne due to the will of the gods, it is therefore against the gods to disagree with them - a very powerful thing to be able to say in God fearing times. 
^In the Roman empire, the power with which the rulers ruled varied, from the senate, to the legions of Julius Caesar to the Preatorian guard of later emperors. Although many emperors liked to say that they were descended from the Gods, rule backed up by force was still the major tool that was employed.
^In Egypt, the Pharoh was said to be the earthy descendent of Ra, the god of the sun, and so was an early example of the absolute ruler ruling as he is the messenger of the gods themselves. 
^In Europe, Feudalism was an early example of the King being the god's chosen representative. All land was owned by the king, and this was devided to the the Barons and so forth. The idea that the monarch was the direct representative of God was eventually overturned in most countries - the last King to rule in such a fashon in England was King Charles I, who died for these beliefs. In France, this tradition went on for a longer period of time until the death of Louis IV in the French revolution, when then France was ruled by a man of the people. 
In the Holy Roman Empire (a collection of states that made up present day's Germany and Austria)



#DESC_TECH_Humanism
^
^
^Humanism has two distinct uses: 
^1) the intellectually liberating movements in Europe in the 15th and 16th Centuries, associated with new attitudes to ancient Greek and Latin literature. Humanism in this sense had its beginnings in Italy in the 14th century. In the previous 1,000 years Europe had been led by the Church, which had put Greek and Latin literatures to its own uses and had directed movements in thought and art through its authority over religious orders and universities. The humanists began to criticise and evaluate the Latin and Greek authors in to what they believed to be the Greek and Roman standards of civilisation. This led to the increase of scholarship in Latin and Greek, and in England the belief that a civilised man should be able to understand at least Latin. This teaching was then used further, ending up with views that the church in the form that it took was incorrect, and led to the Reformation and the foundation of Protestantism. 
^2) A modern movement for the advancement of humanity without reliance on supernatural religious beliefs. As such religion has been made redundant by science  all things are explainable, so the requirement for god is no longer required. Its central principle is that man is the measure of all things


#DESC_TECH_Naval_Cannon
^
^
^Although it is possible merely to use land based cannon upon ships, this while seeming at first to be a obvious thing to do has some significant problems that might only become apparent when facing those powers that have used specialist cannon. 
Land based cannon can effectively be of any length, the length of the barrel being determined by the distance that the projectile is to be fired. On a ship however, space is of far more of a premium, and if the cannon is too long the barrel can not be brought into the ship to be reloaded  instead the cannon must be reloaded outside the ship, which as well as being far more dangerous is far slower. 
The Spanish Armada that was launched against England had cannon that were basically land cannon placed on a ship, and indeed in battle did exhibit the problems that have been outlined above. The English cannons on the other hand had been specially made for ships (England not having a large standing army, so there were few cannons that could be used in any case). This meant that although the ships that the English had were under-gunned in comparison to the Spanish galleons, they were able to fire far more regularly, and hence in terms of damage that could be done in a unit time actually far outdid the Spanish. Incidents such as this soon made all powers that wanted a navy to manufacture the cannons especially for this purpose, as in the long term it was a far better.


#DESC_TECH_Flintlock
^
^
^Flintlocks were a significant advance over the earlier matchlocks. In terms of general construction they were better made as one would expect as time passes, but the one thing that was notable was the firing mechanism had been completely redesigned. Now instead of using a burning taper, a piece of flint striking a piece of metal was used. As well as being more reliable, this also meant that the rate of fire that the gun was capable of was significantly increased. 


#DESC_TECH_Advanced_Metallurgy
^
^
^Metallurgy has been performed for many thousands of years, with the result that such alloys as bronze and brass have been extensively used, as has steel, iron with small amounts of carbon added to it. 
^Although these metals have been put to many uses, in the modern age the number of alloys as well as the metals that were used in these alloys has been increased dramatically  now there are many types of Steel that are used with not only carbon added, but other elements to provide other desirable qualities, such as Chromium in stainless steel. Other elements have also been utilised such as Aluminium, Titanium, Magnesium as well as several others.
^Although some of the combinations that were created were achieved by accident (such as stainless steel which was discovered due to the fact that it was not rusting, having been found undesirable for another range of properties). Combining these together has allowed the manufacture of structures that are far lighter and more durable than if only steel had been used. Indeed, due to the fact that steel rusts, many constructions would have been impossible without the development of advanced metallurgy. 



#TECH_Domestication
^
^{New Resources:} $LINK<cattle=GOOD_Cattle> and $LINK<pigs=GOOD_Pigs> are now visible on the map. 

#DESC_TECH_Domestication
^
^[Domestication] is the aspect of agriculture concerned with the care and breeding of domestic animals such as cattle, goats, sheep, hogs,
and horses. Domestication of wild animal species was a crucial achievement in the prehistoric transition of human
civilization from hunting-and-gathering to agriculture. The first domesticated animal seems to have been the sheep,
which was tamed around 9000 B.C. in Northern Iraq. Around 6500 B.C., domestic goats were kept in the same region; about 6000
B.C. the pig was domesticated in Iraq; about 5500 B.C. there were domesticated cattle in SW Iran, and around 3000 B.C.
the horse was domesticated on the  Russian steppes. Nothing is known of the early development of husbandry; selective breeding for
the improvement of livestock was already practiced in Roman times. Continuing systematic development and improvement of
domestic livestock breeds, established in England following 1760 by Robert Bakewell and others, has been paralleled by
advances in animal nutrition and veterinary medicine.


#DESC_TECH_Automatic_Weapons
^
^
^Early guns required reloading after every bullet that was fired. Although the method that was employed to reload the gun was improved over the years, such as bolt action rifles, each round still required manual insertion into the chamber, requiring over a second to reload. Compared to modern automatic weapons that can fire in some cases several thousand bullets a minute, this is very slow. 
One of the first automatic weapons that was used was the Gatling gun, which was first used in the American Civil War. This early automatic weapon relied on the forceful recoil of each bullet to prime the next, and so on. This enabled the rate of fire to increase, but the gun itself was very unwieldy and not exceptionally accurate.
By World War I, the concept had been vastly improved in the shape of the Vickers machinegun, which was able to fire hundreds of bullets a minute. Similar versions were used by all the combatants of the war, and these machine guns enabled stalemate that was seen in the war, as well as the levels of casualties that were seen. These early guns also required water cooling of the barrel to prevent overheating. 
All these guns required the mechanical action to reload the next bullet in the chamber, which while a practical solution was not ideal. A better, if more sophisticated method was found and that utilised some of the gasses that were produced to load the chamber. This method required far less force to function, and hence allowed an increase in the level of accuracy. Although the accuracy and rounds per minute that modern automatic weapons can fire have altered throughout the years, the basic technology is the same. 



#DESC_TECH_Submarine_Warfare
^
^
^The development of submarines for warfare was undertaken at the start of the 20th century in earnest. The idea had been attempted before, but nothing that proved to be militarily viable had been created. The power that was the most advanced win submarine warfare at the outbreak of World War I was Germany. Germany was aware that for sheer tonnage it could not compete with the British Navy, so attempted to employ a stealthy weapon that would not be as susceptible to the British warships. Germany also realised that Britain required prodigious amounts of produce from its empire, as well as being able to ship troops to and from Europe if it was to participate in a land war. Being able to disrupt these supply lines would significantly reduce Britains ability to fight. This was seen as Germany attacked convoys that sent goods from the Empire and America to Britain, and did manage to cause much disruption on the seas. The much vaunted British battleships were unable to do anything against these submersible ships. Britain did have its own submarine ships, but as Germany was a continental power there were far less targets available. Britain attempted to design a ship that could sail on top of the water and submerge like a submarine (the K ships), but were found to be next to useless on the surface, and required such a long time to submerge that they were easily destroyed or captured. 
After World War I, most of the powers bar Germany forgot the role that submarines excelled at, as well as the tactics that are best used against them; these had to be painfully re-learnt in the next war. This led to the previous allies powers (France, America, Britain and Japan  an ally of Britain in World War I) viewing the submarine as a proper fleet ship that should be used to sink enemy battleships, whereas Germany used them again as raiders, where they excelled in Donitzs Wolf Packs. 


#DESC_TECH_Tank_Warfare
^
^
^Tanks were first used mainly to support infantry  widely dispersed along a front and travelling at the speed of the infantry. This thinking is that of commanders adding a new vehicle to their existing thinking, instead of analyzing the abilities of the vehicle, as Germany did before World War 2. Tanks are at their best in massed formations, smashing through the enemy front line and causing havoc by attacking the enemy from behind as the troops attack from the front. The Tanks can then disrupt supply lines, command posts and ammo dumps, reducing the effectiveness of the front line troops to the extent that they are easily overrun. 
This lesson was finally learnt by the Allies, as was proven by the two battles:  El Almein, and Krusk. In El Almein where the Desert Fox (Rommel) was finally defeated by the Desert Rat (Montgomery)  although the fact that Monty had more tanks, more troops and the enemy battle plan helped matters
At Krusk the Germans attacked the Russians exactly where the Russians thought that they would do, resulting in the largest tank battle in the Second World War where 600 tanks faced each other. The Russians also had anti tank guns and anti tank minefields in the area, and comprehensively defeated the Germans.


#DESC_TECH_Quantum_Physics
^
^
^In the world of Physics, to describe most events that are seen in the world, especially those to do with the movement of objects the oldest and still to most people the most useful is Newtonian mechanics, invented by Newton. At the start of the 20th Century, Einstein reviewed the laws as they stood and Einsteinian Mechanics was borne. Einstein also made the theories behind Quantum physics, which describes the very odd behaviour of matter at a subatomic level. Although the laws that are present can seem to be the stuff of science fiction, they have predicted accurately events that occur in the real world, and have helped in the production in modern computers and other miniature components.


#DESC_TECH_Vertical_Flight
^
^
^As in nature, horizontal flight has been achieved with far greater ease than vertical flight, although finally this was achieved in the 20th Century by both Britain and the USSR, with the British Harrier and the USSRs Yak fighter. Although the manufactures would be quick to point out that the vertical take off and landing features (VTOL) enable these planes to be used from ships that are far smaller than those that are required for more traditional planes, and that they are able to land in smaller areas as well, they are not the equal of planes of other modern planes, being slower and more expensive to build. They also can not take off with a full load of fuel and weapons, limiting the effectiveness of this ability. Nevertheless, they are used by both the British Navy and the United States Marines, who value their compact design over their shortcomings. 
The British Harrier uses a very simple method to achieve vertical take off: the exhaust thrusters of the jets swivel to face downwards to provide lift, thus only requiring one set of engines. The USSRs Yak has two sets of engines, one for vertical lift and one for horizontal flight, which considerably adds to the weight and the cost of manufacture. 





#DESC_TECH_Drama
^
^Theatre in ancient Greece developed from the ceremonial worship of the god Dionysus (in which the death and rebirth
of the god were celebrated) and was communal in nature. The focal point of the structure in which the ceremony took
place was a level, circular space at the foot of a hill. Around this space, called the orchEstra, an auditorium rose in
a large semicircle. Behind the orchEstra was the skEne, a building where the actors could change costume. Between the
skEne and the orchEstra was a space called the proskenion, which later developed into the stage.
^The original religious nature of Greek drama made audiences particularly receptive to the cosmic themes presented in
classical tragedy. Greek actors performed in masks and stylized. The chorus remained in the orchEstra throughout the
play, performing intricate dances and chants while commenting on the dramatic action taking place on the proskenion.
The date at which the proskenion became a raised stage is uncertain, but it had definitely achieved this status by the
Hellenistic period (3d-1st cent. B.C.).
^The years from the decline of classical Greece through the Hellenistic period to the Roman era saw the erosion of
serious drama and a corresponding increase in the architectural grandeur of theaters. As the religious and thus the
choral element diminished, the skEne became an elaborate structure and the orchEstra was increasingly reduced in size.
^
^The Western dramatic tradition has its origins in ancient Greece. The precise evolution of its main
divisions-tragedy, comedy, and satire-is not definitely known. According to Aristotle, Greek drama, or, more
explicitly, Greek tragedy, originated in the dithyramb. This was a choral hymn to the god Dionysus and involved
exchanges between a lead singer and the chorus. It is thought that the dithyramb was sung at the Dionysia, an annual
festival honoring Dionysus.
^Greek comedy is divided by scholars into Old Comedy (5th cent. B.C.), Middle Comedy (c.404-c.321 B.C.), and New
Comedy (c.320-c.264 B.C.). The sole literary remains of Old Comedy are the plays of Aristophanes, characterized by
obscenity, political satire, fantasy, and strong moral overtones. While there are no extant examples of Middle Comedy,
it is conjectured that the satire, obscenity, and fantasy of the earlier plays were much mitigated during this
transitional period. Most extant examples of New Comedy are from the works of Menander; these comedies are realistic
and elegantly written, often revolving around a love-interest.


#DESC_TECH_Ecology
^
^
^For centuries, human society has taken the gifts of nature for granted. As civilizations grew, humans spread out
across the face of the planet, taking what they needed from the land and producing more and more waste materials with
little regard for the future. In the late 1960s, a  growing number of people became concerned about the growing
problems of pollution and the destruction of natural habitats. This movement led to the formation of groups like the
Environmental Protection Agency (EPA). The EPA's aim is to reduce all types of pollution. To this end, the agency has
imposed strict laws and guidelines concerning the disposal of hazardous materials, set clean water standards, and
studied more effective techniques of solid waste disposal. The primary goal of the environmental movement as a whole
is to make sure that the environment is safe and intact for future generations to enjoy. Without the diversity in species, the environment is less able to adapt to altering conditions.



#DESC_TECH_E_Commerce
^
^E-commerce, commerce conducted over the Internet, most often via the World Wide Web. E-commerce can apply to
purchases made through the Web or to business-to-business activities such as inventory transfers. A customer can order
items from a vendor's Web site, paying with a credit card (the customer enters account information via the computer) or
with a previously established "cybercash" account. The transaction information is transmitted (usually by modem) to a
financial institution for payment clearance and to the vendor for order fulfillment. Personal and account information
is kept confidential through the use of "secured transactions" that use encryption technology. 
^Once consumers' worries eased about on-line credit card purchases, e-commerce grew rapidly in the late 1990s. In 1998
on-line retail (e-tail) sales were $7.2 billion, double the amount in 1997. On-line retail ordering represented 15%
of nonstore sales (which included catalogs, television sales, and direct sales) in 1998, but this constituted only 1%
of total retail revenues that year. Books are the most popular on-line product order-with over half of Web shoppers
ordering books (one on-line bookseller, Amazon.com, which started in 1995, had revenues of $610 million in
1998)-followed by software, audio compact discs, and personal computers. Other on-line commerce includes trading of
stocks, purchases of airline tickets and groceries, and participation in auctions.




#TECH_Economics
^
^
^With the discovery of [Economics] the $LINK<Wealth=BLDG_Wealth> improvement becomes twice as effective.

#DESC_TECH_Economics
^
^
^The ideas of supply and demand, and philosophies concerning trade and the production and consumption of goods and
services, are concepts that have existed since the dawn of mankind. As societies became more complex, however, people
began to study these abstract concepts in a more formal way, and try to understand the machanics behine them. The first recorded study of economics as a science,
rather than a philosophical or political concept, was the  book "The Wealth of Nations" by Scottish economist Adam
Smith. This book represents the first attempt to fully analyze sources of income  and the distribution of wealth.
Smith's analysis of economics served as a guide by which many of the governmental economic policies of the present day
were formed.
^Although many can try to instigate policies based upon economics, the number ov variables that need to be take into account renders the day to day application very hard to instigate. 




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




#DESC_TECH_Electricity
^
^
^Humans have witnessed the phenomenon of electricity in the forms of lightning, static electricity, and magnetism
since the dawn of time.  Electricity was not seriously studied however, until the 17th century. Early electrical
pioneers studied various electrical phenomena, and built  devices both to generate and to measure electrical charges.
In 1892 Hendrik Antoon Lorentz, a Dutch physicist, advanced the electron  theory. This theory, which explains
electricity as a reaction between positively and negatively charged electrons, formed the basis for modern  electrical
theory. Based on Lorentz's work, early engineers such as Thomas Edison pioneered methods allowing the widespread use of
 electricity as a power source.



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



#DESC_TECH_Elephant_Training
^
^Elephants are regarded as among the most intelligent of mammals and can be trained to work and to perform. Indian
elephants are extensively used as beasts of burden, especially in teak forests, where they carry logs with their
trunks. They are not considered truly domesticated, as they do not breed well in captivity; young animals are captured
from the wild. Training and handling take skill, as elephants have complex emotions and vary individually in
temperament. African elephants are often said to be less tractable, but they too were formerly used for work, as well
as for warfare. Hannibal's army crossed the Alps using 37 African elephants, which were at that time probably found in the
Atlas Mts. Elephants seen in zoos and circuses are usually of the Indian species, although the famous Jumbo, who toured
the United States in the late 19th century giving rides to children, was an African elephant. In Thailand and Myanmar
(Burma), albino elephants have long been held sacred. Elephants have been extensively hunted for food and for ivory,
and their numbers are now greatly reduced; however, they are now afforded protection in certain areas which is helping to prevent the destruction of their numbers. 




#DESC_TECH_Emancipation
^
^The growth of humanitarian feeling during the Age of Enlightenment in the 18th cent., the spread of the ideas of Jean
Jacques Rousseau and others, and the increase of democratic sentiment led to a growing attack on the slave trade. The
French Revolution had a great effect not only in the spread of agitation for human rights but more directly in the
uprisings in Saint-Domingue and the establishment of Haitian independence. The movement for the abolition of slavery
progressed slowly in the United States during the 18th and the first half of the 19th cent. Each of the Northern states
gradually abolished the practice, but the prohibition of foreign slave trade promised in the Constitution (ratified in
1789) was not realized until 1808.
^In Great Britain
^British humanitarians who had incorporated the abolition of slavery into their conception of Christianity laboured
successfully to outlaw (1807) the British slave trade. These same men, especially William Wilberforce, Thomas Clarkson,
Zachary Macaulay, and Lord Brougham (Henry Peter Brougham), continued to work for the abolition of slavery throughout
the British Empire, which was finally effected with the Abolition Act of 1833. However, according to some writers, the
British, in abolishing slavery, were primarily motivated by economic, not humanitarian, interests. These critics argued
that, while the institution produced great wealth under the mercantilist system, it became unprofitable with the rise
of industrial capitalism, which displaced mercantilism early in the 19th cent. At any rate, the abolition legislation
of 1833 was followed by the gradual abolition of slavery in all lands under British control, principally by the device
of invalidating the legality of slavery and removing its legal safeguards, usually by recompensing the owners.
^In the United States
^Slavery proved unprofitable in the Northern states and by the early 19th cent. had disappeared. Its abolition had
been hastened by the work of the Quakers, who, as in Great Britain, were staunchly opposed to slavery. In the South,
however, slavery came to be an integral part of the plantation system (especially after the introduction of the cotton
gin in 1793). 





#TECH_Engineering
^
^{New Ability} Worker type units can now build $LINK<Mines=TFRM_Mine>


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




#TECH_Espionage
^
^
^{New Ability}  Build an $LINK<Intelligence Agency=BLDG_Intelligence_Center> and you can conduct $LINK<Espionage
Missions=GCON_Espionage>.

#DESC_TECH_Espionage
^
^
^As far back as 500 BC, the Chinese military strategist Sun Tzu stressed the importance of the gathering of covert
information about one's  enemy. Although every world government has strict laws and penalties to deal with spies,
covert intelligence is an important political,  technological, and military commodity. During times of war, covert
operatives provide important information about enemy troop movements  and weapons technology. Spies may also be called
upon to perform acts of sabotage in order to delay or divert the enemy. In peacetime, organizations such as the CIA and MI6
use operatives to keep track of potential political situations abroad. Spying is not limited to politics and war; 
industrial spies are often used to gain information about rival companies, although of course this is officially frowned upon. 



#TECH_Explosives
^
^
^{New Ability:} You can now construct $LINK<railroads=TFRM_Railroad> if your civilization has access to $LINK<iron=GOOD_Iron> and $LINK<coal=GOOD_Coal>.

#DESC_TECH_Explosives
^
^An explosive is a chemical compound or mixture that undergoes rapid combustion and produces heat, gas, and pressure
effects. The earliest explosive compound known was gunpowder, which was first used in Europe in the 13th century, and was the only
explosive known for hundreds of years. The first modern explosive, a compound known as nitroglycerin, was discovered in
1846. Compounds similar to nitroglycerin are the most commonly used explosives today. Explosives vary in brisance, or
shattering effect, and in their stability under various environmental conditions. Aside from their obvious use in
weaponry, explosives are also used in such peaceful applications as rocket propellants and for mining and demolition
work.
^From gunpowder to the modern forms of nitroglycerine and nitrocellulose, the energy that is released comes from the conversion of nitrogen  containing compounds to nitrogen gas. In gunpowder, this present in the [potassium nitrate] that is used, and in nitroglycerine this is present in [nitroso] groups that are present. Although these compounds release a large maount of energy, to start the reaction, often an initiator is required, something that is far more unstable, but by itself does not contain enough energy in a small enough space. One example of a compund that is sometimes used is [Potassium Iodate]. 




#TECH_Farming
^
^
^{New Resources:} $LINK<Coffee=GOOD_Coffee>, $LINK<Corn=GOOD_Corn>, $LINK<Olive Oil=GOOD_Olive_Oil>, $LINK<Spices=GOOD_Spices>, and $LINK<Wheat=GOOD_Wheat> are now visible on the map.

#DESC_TECH_Farming
^
^Early people depended for their survival on hunting, fishing, and food gathering. To this day, some groups still
pursue this simple way of life, and others have continued as roving herders. However, as various groups of people
undertook deliberate cultivation of wild plants and domestication of wild animals, agriculture came into being.
Cultivation of crops-notably grains such as wheat, rice, corn, rye, barley, and millet-encouraged settlement of stable
farm communities, some of which grew to be towns and city-states in various parts of the world. Early agricultural
implements-the digging stick, the hoe, the scythe, and the plow-developed slowly over the centuries, each innovation
(e.g., the introduction of iron) causing profound changes in human life. From early times, too, people created
ingenious systems of irrigation to control water supply, especially in semiarid areas and regions of periodic rainfall,
e.g., the Middle East, the American Southwest and Mexico, the Nile Valley, and S Asia.
^Farming was intimately associated with landholding and therefore with political organization. Growth of large estates
involved the use of slaves and bound or semi-free labour. In the Western Middle Ages the manorial system was the typical
organization of more or less isolated units and determined the nature of the agricultural village. In Asia large
holdings by the nobles, partly arising from feudalism (especially in China and Japan), produced a similar pattern.




#DESC_TECH_Fascism
^
^Fascism, the totalitarian philosophy of government that glorifies the state and nation and assigns to the state control
over every aspect of national life. The name was first used by the party started by Benito Mussolini, who ruled Italy
from 1922 until the Italian defeat in World War II. However, it has also been applied to similar ideologies in other
countries, e.g., to National Socialism in Germany and to the regime of Francisco Franco in Spain. The term is derived
from the Latin fasces, a bundle of sticks with an axe in the cerntre that denoted the authority of the bearer in the Roman society. 
^Fascism, especially in its early stages, is obliged to be antitheoretical and frankly opportunistic in order to
appeal to many diverse groups. Nevertheless, a few key concepts are basic to it. First and most important is the
glorification of the state and the total subordination of the individual to it. The state is defined as an organic
whole into which individuals must be absorbed for their own and the state's benefit. This total state is absolute in
its methods and unlimited by law in its control and direction of its citizens.
^A second ruling concept of fascism is embodied in the theory of social Darwinism. The doctrine of survival of the
fittest and the necessity of struggle for life is applied by fascists to the life of a nation-state. Peaceful,
complacent nations are seen as doomed to fall before more dynamic ones, making struggle and aggressive militarism a
leading characteristic of the fascist state. Imperialism is the logical outcome of this dogma.
^Another element of fascism is its elitism. Salvation from rule by the mob and the destruction of the existing social
order can be effected only by an authoritarian leader who embodies the highest ideals of the nation. This concept of
the leader as hero or superman, borrowed in part from the romanticism of Friedrich Nietzsche, Thomas Carlyle, and
Richard Wagner, is closely linked with fascism's rejection of reason and intelligence and its emphasis on vision,
creativeness, and the will.
^Fascism has found adherents in all countries. Its essentially vague and emotional nature facilitates the development
of unique national varieties, whose leaders often deny indignantly that they are fascists at all. In its dictatorial
methods and in its use of brutal intimidation of the opposition by the militia and the secret police, fascism does not
greatly distinguish itself from other despotic and totalitarian regimes. 



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



#TECH_Fission
^
^
^{New Resource} $LINK<Uranium=GOOD_Uranium> appears on the map.

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


#TECH_Flight
^
^
^{New Ability:} Your workers can now construct $LINK<Airfields=TFRM_Airfield>.

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



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



#DESC_TECH_Fundamentalism
^
^
^In Protestantism, religious movement that arose among conservative members of various Protestant denominations early
in the 20th cent., with the object of maintaining traditional interpretations of the Bible and of the doctrines of the
Christian faith in the face of Darwinian evolution, secularism, and the emergence of liberal theology. 
^A group protesting modernist tendencies in the churches circulated a 12-volume publication called The Fundamentals
(1909-12), in which five points of doctrine were set forth as fundamental: the Virgin birth, the physical resurrection
of Christ, the infallibility of the Scriptures, the substitutional atonement, and the physical second coming of Christ.
The debate between fundamentalists and modernists was most acute among the Baptists and the Presbyterians but also
arose within other denominations. In a highly publicized case, the so-called Monkey Trial (1925), the fundamentalist
leader William Jennings Bryan won Tennessee's case against J. T. Scopes, for teaching evolution in the public schools.
Other attempts, however, by fundamentalists in the 1920s to rid the churches of modernism and the schools of evolution
failed.
^By the 1930s many fundamentalists began to withdraw into independent churches and splinter denominations, and
fundamentalism became identified in the public mind with anti-intellectualism and extremism. Many fundamentalists
rejected this image, and a movement was begun in the late 1940s to present their position in both a more scholarly and
popular way. This movement, known as neoevangelicalism (or, more simply, evangelicalism), sought a wider following from
the major denominations through its various schools, youth programs, publications, and radio broadcasts. The
separatists saw these efforts as compromising fundamentalist views and sought to disassociate themselves from these
religious institutions and such well-known evangelical fundamentalists as Billy Graham.




#DESC_TECH_Game_Theory
^Games Theory is a mathematical theory that deals with strategies for maximizing gains and minimizing losses within
prescribed constraints, as the rules of a card game: widely applied in the solution of various decision-making
problems, as those of military strategy and business policy. Also called theory of games.
^Games, theory of, group of mathematical theories first developed by John Von Neumann and Oskar Morgenstern. A game
consists of a set of rules governing a competitive situation in which from two to n individuals or groups of
individuals choose strategies designed to maximize their own winnings or to minimise their opponent's winnings; the
rules specify the possible actions for each player, the amount of information received by each as play progresses, and
the amounts won or lost in various situations. Von Neumann and Morgenstern restricted their attention to zero-sum
games, that is, to games in which no player can gain except at another's expense. 
^This restriction was overcome by the work of John F. Nash during the early 1950s. Nash mathematically clarified the
distinction between cooperative and noncooperative games. In noncooperative games, unlike cooperative ones, no outside
authority assures that players stick to the same predetermined rules, and binding agreements are not feasible. Further,
he recognized that in noncooperative games there exist sets of optimal strategies (so-called Nash equilibria) used by
the players in a game such that no player can benefit by unilaterally changing his or her strategy if the strategies of
the other players remain unchanged. Because noncooperative games are common in the real world, the discovery
revolutionized game theory. Nash also recognized that such an equilibrium solution would also be optimal in cooperative
games. He suggested approaching the study of cooperative games via their reduction to noncooperative form and proposed
a methodology, called the Nash program, for doing so. Nash also introduced the concept of bargaining, in which two or
more players collude to produce a situation where failure to collude would make each of them worse off.
^The theory of games applies statistical logic to the choice of strategies. It is applicable to many fields, including
military problems and economics; the 1994 Nobel Memorial Prize in Economic Science was awarded to Nash, John Harsanyi,
and Reinhard Selten for their work in applying game theory to economics.	



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



#DESC_TECH_Guerrilla_Warfare
^
^Guerrilla warfare [Span.,=little war], fighting by groups of irregular troops (guerrillas) within areas occupied by
the enemy. When guerrillas obey the laws of conventional warfare they are entitled, if captured, to be treated as
ordinary prisoners of war; however, they are often executed by their captors. The tactics of guerrilla warfare stress
deception and ambush, as opposed to mass confrontation, and succeed best in an irregular, rugged, terrain and with a
sympathetic populace, whom guerrillas often seek to win over by propaganda, reform, and terrorism. Guerrilla warfare
has played a significant role in modern history, especially when waged by Communist liberation movements in Southeast
Asia and elsewhere, as well as during WW2, where the Germans were constantly beset with losses by fighters behind their lines. 
^
^In extreme situations, usually spawned by an oppressive or militaristic system of government, small groups of
citizens have been known to form armed factions. In many cases, these splinter groups lack the numbers, finances and
armament to start a full-scale revolution. Instead, they adopt a practice of undermining governmental authority through
covert military operations. These operations usually take the form of hit-and-run raids, where rebel soldiers launch a
surprise attack on an enemy target, then disappear into hiding, only to strike again at some other time and place. Such
tactics, known as guerrilla warfare, seldom have any lasting effect individually. However, over many years, guerrilla
factions can become a serious threat to governmental authority if the rebels cannot be caught and suppressed. Tactics
of this sort were used to great effect by the partisan forces in Nazi-occupied Europe during World War II, and due to their radio links to Great Britain were able to orchestrate the damage that was done. 



#DESC_TECH_Guilds
^
^Guilds or gilds, economic and social associations of persons engaging in the same business or craft, typical of
Western Europe in the Middle Ages. Membership was by profession or craft, and the primary function was to establish
local control over that profession or craft by setting standards of workmanship and price, by protecting the business
from competition, and by establishing status in society for members of the guild. In the Western world today the term
guild is used for certain associations that have little connection with the medieval institution. Some of the great
professional associations (e.g., in medicine and law) fulfill some of the functions of the old guilds but are rarely
given that name.
^By the 11th cent. in Europe, associations of merchants had begun to form for the protection of commerce against the
feudal governments. Those merchant guilds became extremely powerful as trade in the Mediterranean and across Europe
increased. Some of the Italian merchant guilds, such as those in Genoa and Florence, became dominant in local
government. In England and in Germany the merchant guilds also exercised enormous power in the growing towns. Commerce
was becoming less and less a local affair, and the guilds in some cases developed into inter-city leagues for the
promotion and protection of trade. The most striking example was the Hanseatic League of N Europe, which established
and controlled some of its own trading cities. The merchant guilds had vast influence in the development of commerce
during that period.
^No less important were the craft guilds, the associations of artisans of a particular industry, e.g., the weavers
guild. These grew with great rapidity as towns developed in the 12th cent. and tended to share power with the merchants
or even, in some cases, to supplant them in power. Generally the members were divided into masters, apprentices, and
journeymen. The masters were the owners of the shops and instructors of the apprentices. The apprentices were bound to
the masters; they were accepted for a stipulated sum paid to the masters for training and were given a subsistence wage
for a number of years; the amount paid and the length of time varied from one craft to another and one place to
another. The apprentices were strictly under the control of the masters, but the conditions of control were set by
guild regulation. The journeymen were men who had finished their training as apprentices but could not attain the
status of masters, the number of masters being limited.



#TECH_Gunpowder
^
^
^{New Resource:} $LINK<saltpeter=GOOD_Saltpeter> deposits appear on map.

#DESC_TECH_Gunpowder
^
^
^Gunpowder is a chemical mixture of saltpeter, sulphur, and charcoal. When ignited, it burns rapidly and explodes if
contained to any degree.  Gunpowder is believed to have been developed by the Chinese, who used it in fireworks as
early as the 9th century, but it did not reach  Europe until the 14th century. Europeans immediately saw the potential
of this substance, and manufactured it for use in weapons as early as  1334. The discovery of gunpowder led to the
invention of firearms, such as the musket, which led to the replacement of archers in most  armies of the world by the
late 1500s. Gunpowder marked one of the major technological turning points in military history; significantly  changing
the way wars were fought. The name "firearms" denotes their first use of gunpowder as mainly a incendry device, only later used to propel bullets. 




#DESC_TECH_Horseback_Riding
^
^
^Tribesmen on the Asian steppes first domesticated the horse for transportation and warfare. These tribesmen used
their superior mobility and  speed to overwhelm the proto-civilizations just rising in southeast Europe and the Middle
East. In approximately 2000 BC, domestic horses  were introduced into Babylonia. Within the next several centuries,
horses had spread throughout much of Europe and northern Africa. It was  not long before nearly every civilization had
put horses to work as field animals and as a means of transportation. Horses also went on to play  an important role in
the military conflicts of nearly every civilization in the world, both as mounts for horsemen and cavalry, and as draft
 animals for pulling war chariots and heavy weapons into battle. The use of the horse in warfare continued until WW1, where both sides relied heavily on horses to pull both supplies and guns to the front line.




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




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




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





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



#DESC_TECH_Juris_prudence
^
^Jurisprudence, study of the nature and the origin and development of law. It is variously regarded as a branch of
ethics or of sociology. Many of the major systematic philosophers (e.g., Aristotle, St. Thomas Aquinas, and Kant) have
expounded jurisprudential theories. Before the 19th cent. most jurisprudents adhered to natural law, which maintained
that sound legal doctrine was derivable only from a supposed law of nature established by divine ordinance. The
natural-law school did not deny that the details of legal regulation depended upon the will of the sovereign. However,
the positivist, or analytical, school, which first became important in the late 18th cent., insisted that law was
entirely a matter of sovereign decree, distinct from morality and theology. Among important 19th-century trends was the
view, represented by Savigny, that a people's legal system expressed the national spirit. In the mid-19th cent. many
jurisprudents attempted to avoid what they felt were theoretical preconceptions and to demonstrate a uniform evolution
from primitive times to modern industrialized society. Other thinkers were skeptical of evolutionary explanations and
sought the basic principles underlying all systems of law in various fields, including economics and psychology. Among
the more important legal thinkers in the United States have been Learned Hand, Oliver Wendell Holmes, and Roscoe Pound.
^Civil law, as used in this article, a modern legal system based upon Roman law, as distinguished from common law.
Civil law is based on written legal codes, a hallmark of the Roman legal system, in which disputes were settled by
reference to a written legal code arrived at through legislation, edicts, and the like; common law is based on the
precedents created by judicial decisions over time. The tendency in civil law is to create a unified legal system by
working out with maximum precision the conclusions to be drawn from basic principles. The civil law judge is bound by
the provisions of the written law. The traditional civil law decision states the applicable provision from the code or
from a relevant statute, and the judgment is based upon that provision. 




#DESC_TECH_Leadership
^
^
^Through the Middle Ages, military forces were only assembled as needed, and continued to serve until the current
conflict had ended. Though certain leaders had proven to be adept and occasionally brilliant in their methods, the
short periods for which they served made their fame short-lived. As regular armies became more prevalent, military
leaders had the opportunity to distinguish themselves through the formulation of brilliant military tactics. The
tactics of leaders such as these would be studied by successive generations, and modified to fit new situations up to
and including the present day.




#DESC_TECH_Legalized_Gambling
^
^Gambling or gaming, betting of money or valuables on, and often participation in, games of chance (some involving
degrees of skill). In England and in the United States, gambling was not a common-law crime if conducted privately.
Even in colonial America, however, gambling was liable to rankle public opinion because it was often associated with
rowdy activities and could produce debtors who would burden society. 
^In the United States, state laws govern gambling. Some states prohibit public wagers or betting by minors, while
others allow wagering up to a certain amount. In some states pari-mutuel betting on horse races at the tracks is legal;
several states permit pari-mutuel betting on dog races and jai alai games, and most states operate or participate in
daily and weekly lotteries. Though all of these state-sanctioned forms may conflict with public opinion on the moral
and economic worth of gambling, all provide state and local governments with large revenues. The first legalized
off-track betting system (OTB) in the United States opened in New York City in 1971.
^Nevada was the first state to sanction many types of gambling, with casinos operating slot machines, card games, and
various games of chance. For many years, Nevada (joined in 1978 by Atlantic City, N.J.) was the only place in the
United States where casinos were legal; by the late 1990s, 27 states allowed them. Some states, however, particularly
those along the Mississippi River, restrict casino gambling to riverboats. Following the federal Indian Gaming
Regulatory Act of 1988, states were required to permit on reservations any type of gambling that was permitted
off-reservation. Since that time, tribes throughout the country have opened legal gambling establishments, often
greatly enhancing their economy and that of the area where they live, but reservation gambling still produces only a
small percentage of all gambling revenues in the country. In the late 1990s, concerns over compulsive gambling (said to
affect up to 3% of adult Americans) and the social effects of the mushrooming gambling economy-which had grown by
1,600% since the mid-1970s, with revenues of some $50 billion-brought increased government attention.



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




#DESC_TECH_Machine_Tools
^
^One of the most important steps in the move toward industrialization was the ability to precisely shape or "machine"
solid metal into a desired form. Through mechanical, chemical, and other means, machine tools mold and shape raw
materials into precision parts for complex machinery. The first machine tool, a horizontal boring device, was produced
in the late 1700's. The development of measuring devices accurate to within a millionth of an inch allowed for the mass
production of items with interchangeable parts. The technology of the 20th century has produced computer-controlled
machine tools that can be adapted to a wide variety of applications. The speed and accuracy of these machines allows
for the economical mass production of extremely complex products.



#TECH_Magnetism
^
^
^{New Ability} $LINK<harbours=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} $LINK<Caravels=PRTO_Caravel> can safely traverse ocean squares.


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


#TECH_Map_Making
^
^
^{New Resource:} $LINK<Whales=GOOD_Whales> are now visible on the map.

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




#DESC_TECH_Marxism
^
^Marxism, economic and political philosophy named for Karl Marx. It is also known as scientific (as opposed to
utopian) socialism. Marxism has had a profound impact on contemporary culture; modern communism is based on it, and
most modern socialist theories derive from. It has also had tremendous effect on academia, influencing disciplines from
economics to philosophy and literary history. 
^Although no one treatise by Marx and his coworker Friedrich Engels covers all aspects of Marxism, the Communist
Manifesto suggests many of its premises, and the monumental Das Kapital develops many of them most rigorously. Many
elements of the Marxist system were drawn from earlier economic and historical thought, notably that of Georg Wilhelm
Friedrich Hegel, the comte de Saint-Simon, J. C. L. de Sismondi, David Ricardo, Charles Fourier, and Louis Blanc; but
Marxist analysis as fully developed by Marx and Engels was unquestionably original.
^The Marxist philosophical method is dialectical materialism, a reversal of the dialectical idealism of Hegel.
Dialectical materialism presumes the primacy of economic determinants in history. Through dialectical materialism was
developed the fundamental Marxist premise that the history of society is the inexorable history of class struggle.
According to this premise, a specific class could rule only so long as it best represented the economically productive
forces of society; when it became outmoded it would be destroyed and replaced. From this continuing dynamic process a
classless society would eventually emerge. In modern capitalist society, the bourgeois (capitalist) class had destroyed
and replaced the unproductive feudal nobility and had performed the economically creative task of establishing the new
industrial order. The stage was thus set for the final struggle between the bourgeoisie, which had completed its
historic role, and the proletariat, composed of the industrial workers, or makers of goods, which had become the true
productive class.


#TECH_Masonry
^
^
^{New Ability:} Your $LINK<workers=GCON_Worker_Types> can now build $LINK<Outposts=TFRM_Outpost>.

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




#TECH_Mass_Production
^
^
^{New Ability:}  Your workers now work twice as fast.

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




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




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




#DESC_TECH_Mercantilism
^
^
^Mercantilism, economic system of the major trading nations during the 16th, 17th, and 18th cent., based on the
premise that national wealth and power were best served by increasing exports and collecting precious metals in return.
It superseded the medieval feudal organization in Western Europe, especially in Holland, France, and England. The
period 1500-1800 was one of religious and commercial wars, and large revenues were needed to maintain armies and pay
the growing costs of civil government. Mercantilist nations were impressed by the fact that the precious metals,
especially gold, were in universal demand as the ready means of obtaining other commodities; hence they tended to
identify money with wealth. As the best means of acquiring bullion, foreign trade was favored above domestic trade, and
manufacturing or processing, which provided the goods for foreign trade, was favored at the expense of the extractive
industries (e.g., agriculture). State action, an essential feature of the mercantile system, was used to accomplish its
purposes. Under a mercantilist policy a nation sought to sell more than it bought so as to accumulate bullion. Besides
bullion, raw materials for domestic manufacturers were also sought, and duties were levied on the importation of such
goods in order to provide revenue for the government. The state exercised much control over economic life, chiefly
through corporations and trading companies. Production was carefully regulated with the object of securing goods of
high quality and low cost, thus enabling the nation to hold its place in foreign markets. Treaties were made to obtain
exclusive trading privileges, and the commerce of colonies was exploited for the benefit of the mother country. In
England mercantilist policies were effective in creating a skilled industrial population and a large shipping industry.
Through a series of Navigation Acts England finally destroyed the commerce of Holland, its chief rival. As the
classical economists were later to point out, however, even a successful mercantilist policy was not likely to be
beneficial, because it produced an oversupply of money and, with it, serious inflation. Mercantilist ideas did not
decline until the coming of the Industrial Revolution and of laissez-faire. Henry VIII, Elizabeth I, and Oliver
Cromwell conformed their policies to mercantilism. In France its chief exponent was Jean Baptiste Colbert.




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




#DESC_TECH_Military_Tradition
^
^
^With the fall of the feudal system in Europe and the creation of standing armies, a new military tradition was born. 
Organizing soldiers based on their skill, experience, and understanding of tactics rather than their position of birth,
 the armies of post feudal Europe were markedly different from their predecessors. This change in the position of
warfare  also necessitated a change in the definition of the soldier, and with this transformation also came a strict
code of conduct  based on the old ideals of chivalry. The life of a professional soldier came to appeal to many who saw
it as a career filled  with opportunity for advancement, and now ordinary citizens were able to distinguish themselves
in any number of specialized  positions in military conflict. The European military tradition arguably reached its
highest point during the reign of  Napoleon Boneparte in France when through military might France gained control of
the majority of European soil, although finally beaten by an allicance between Prussia and Great Britain.
^As the requrement for soldiers increased in major conflicts the methods to auqire soldiers became more unpleasant, with soldiers being sworn into the army when drunk.




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




#TECH_Mining
^
^{New resource:} $LINK<Iron=GOOD_Iron> deposits now appear on the map
^{New resource:} $LINK<Copper=GOOD_Copper> deposits now appear on the map
^{New resource:} $LINK<Silver=GOOD_Silver> deposits now appear on the map
^{New resource:} $LINK<Gold=GOOD_Gold> deposits now appear on the map

#DESC_TECH_Mining
^
^The use of metals from the ground delineates the stone age from the later ages (the first being the bronze age, although strictly speaking copper was used by itself until larger quantities of tin were discovered). Mining provided the bare materials for many late advances, such as currency (based around the exchange of units of money, rather than equivalents of goods), copper working and later Iron working. Although the ore bauxite would have been present in the ground at this point, no use would have been made of it, due to the difficulty of extracting Aluminium from the ore. 






#DESC_TECH_modern_Legal_System
^
^Modern legal systems are based upon Roman law, as distinguished from common law.  A modern legal system is made up of
both civil law and criminal law.
^Civil law is based on written legal codes, a hallmark of the Roman legal system, in which disputes were settled by
reference to a written legal code arrived at through legislation, edicts, and the like; common law is based on the
precedents created by judicial decisions over time. The tendency in civil law is to create a unified legal system by
working out with maximum precision the conclusions to be drawn from basic principles. The civil law judge is bound by
the provisions of the written law. The traditional civil law decision states the applicable provision from the code or
from a relevant statute, and the judgment is based upon that provision. 
^With a few exceptions, the countries on the continent of Europe, the countries that were former colonies of such
continental powers (e.g., the Latin American countries), and other countries that have recently adopted Western legal
systems (e.g., Japan) follow civil law. It is also the foundation for the law of Quebec prov. and of Louisiana. Modern
countries that do not adhere to the civil law (this includes Great Britain and all the United States except Louisiana)
for the most part were colonized by England and apply the system of common law prevailing there.
^In general usage, civil law also means the rules that govern private legal affairs; in this sense it contrasts with
criminal law and, to a lesser degree, public law.
^Criminal law, on the other hand, is the branch of law that defines crimes, treats of their nature, and provides for
their punishment. A tort is a civil wrong committed against an individual; a crime, on the other hand, is regarded as
an offense committed against the public, even though only one individual may have been wronged. The real distinction
lies in the way a remedy for the wrong is pursued. A tort is a wrong for which the remedy is pursued by, and at the
discretion of, the injured individual or his or her representative, while a crime is a wrong for which the wrongdoer is
prosecuted by the state for the purpose of punishment. However, the fact that a particular act has been or may be
prosecuted as a crime does not necessarily preclude an injured party from seeking recovery from the offender in a civil
action.




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




#DESC_TECH_Motion_Pictures
^
^Motion pictures, movie-making as an art and an industry, including its production techniques, its creative artists,
and the distribution and exhibition of its products.
^Experiments in photographing movement had been made in both the United States and Europe during the latter half of
the 19th cent. with, at first, no exploitation of its technical and commercial possibilities. Serial photographs of
racehorses, intended to prove that all four hooves do leave the ground simultaneously, were obtained (c.1867) in
California by Eadweard Muybridge and J. D. Isaacs by setting up a row of cameras with shutters tripped by wires. The
first motion pictures made with a single camera were by E. J. Marey, a French physician, in the 1880s, in the course of
his study of motion.
^In 1889 Thomas Edison and his staff developed the kinetograph, a camera using rolls of coated celluloid film, and the
Kinetoscope, a device for peep-show viewing using photographs that flipped in sequence. Marketed in 1893, the
Kinetoscope gained popularity in penny arcades, and experimentation turned to ways in which moving images might be
shown to more than one person at a time. In France the Lumire brothers created the first projection device, the
Cinmatographe (1895). In the United States, similar machines, notably the Pantopticon and the Vitascope, were
developed and first used in New York City in 1896.
^At first the screenings formed part of vaudeville shows and arcades, but in 1902 a Los Angeles shop that showed only
moving pictures had great success; soon movie houses (converted shoprooms) sprang up all over the country. The first
movie theater, complete with luxurious accessories and a piano, was built in Pittsburgh in 1905. A nickel was charged
for admission, and the theater was called the nickelodeon. An industry developed to produce new material and the
medium's potential for expressive ends began to assert itself.
^As business increased, the demand for product was met by many new companies incorporated to create the supply.
Cooperation among the early filmmakers yielded to the demands of the marketplace, and each company tried to secure
continued success through innovations meant to distinguish its product. Out of these efforts developed the star system,
the establishment of physical plants (studios) where the films would be made, and the organization of the filmmaking
process into interlocking crafts. The crafts people include actors, producers, cinematographers, writers, editors, and
film laboratory technicians who work interdependently in a production effort overseen and coordinated by the director.





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





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




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




#TECH_Nationalism
^
^{New Diplomatic Agreements}  Can now negotiate mutual protection pact.

#DESC_TECH_Nationalism
^
^
^[Nationalism] is the belief that the affairs of the nation are the primary concern of its citizens. A recent political
phenomenon (the first  major application taking place after the French Revolution), it has nonetheless become the
overriding paradigm for modern world politics. Its  important to know that nationalism can come in a variety of forms,
some permutations bearing little resemblance to each other. Many early  nationalistic leaders preached the superiority
of their country over all others. While this type isnt extinct today (as evidenced by the  ethnocentric nationalism in
the former Yugoslavia), most promote national determinism. Sanctioned by the United Nations, this is the belief that
each  nation should be responsible for its own growth and independence. 




#TECH_Navigation
^
^
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy. Generally the amount of map that is new to the other power will determine the amount that the other power is willing to offer for the map.

#DESC_TECH_Navigation
^
^
^In the early days of seafaring, sailors operated solely through a process known as "piloting", in which the position
and course of the ship was  determined by referring to geographical landmarks. The need to stay in view of the shore
severely limited the extent of sea voyages. Through  experience, sailors learned to apply the science of astronomy to
their profession, noting the positions and movement of particular stars. They  realized that even when the shore was
out of sight, they could steer by certain reliable stars. This crude, yet practical application of astronomy  allowed
the adventurous to sail into the unknown with a reasonable chance of finding their way. As a result, ship building
technology quickly improved, producing larger, more stable ships designed for longer voyages.




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




#DESC_TECH_Pesticides
^Pesticide, biological, physical, or chemical agent used to kill plants or animals that are harmful to people; in
practice, the term pesticide is often applied only to chemical agents. Various pesticides are known as insecticides,
nematicides, fungicides, herbicides, and rodenticides, i.e., agents primarily effective against insects, nematodes (or
roundworms), fungi, weeds and rodents, respectively. 
^Pesticides can be derived from plants (e.g., pyrethrin, neem) or minerals, or they can be chemically manufactured
(e.g., DDT, 2,4-D). Natural predators and other biological methods are also used. Among the biological agents,
parasites and predators feed on pests, pathogens sicken them, and pheromones interfere with insect mating. There are
also genetically engineered pesticides, such as the toxin-producing Bacillus thuringiensis strain used against moth
larvae.
^Chemical pesticides are usually contact, stomach, or fumigant poisons. Contact poisons may have immediate or delayed
effects after physical contact with a pest. Fumigants, which may initially have the form of a solid, liquid, or gas,
kill pests while in a gaseous state.
^Some insecticides and fungicides are systemic, i.e., they are translocated by a plant from the area of application to
other plant parts, where they affect only pests that feed on the crop. Nonselective pesticides can affect both the
targeted pest and other organisms; selective pesticides affect only the target pest. Persistent pesticides are those
that remain in the environment for a long time.
^Since the publication of Rachel Carson's Silent Spring in the 1960s, there has been concern regarding the effects of
chemical pesticides on humans and on the environment. In the environment, the biological concentration of chemical
pesticides (the amount retained in an organism through direct contact or consumption of affected plants or animals)
tends to increase the higher the animal is in the food chain. DDT, for example, severely reduced the rate of
reproduction in many fish and birds.
^Chemical pesticides now undergo exhaustive and expensive trials prior to government registration and release. The
carcinogenicity of some pesticide components, however, is a vigorously debated topic. Government testing often uses
massive amounts of such substances on laboratory animals, creating what some critics feel is an exaggerated assessment
of their danger. Humans are heavily exposed to pesticides usually as a result of acute exposure, such as accidental
inhalation, on the job.



#DESC_TECH_Pharmaceuticals
^
^
^Pharmacy, art of compounding and dispensing drugs and medication. The term is also applied to an establishment used
for such purposes. Until modern times medication was prepared and dispensed by the physician himself. In the 18th cent.
the practice of pharmacy began to be separated from that of medicine. The Philadelphia College of Pharmacy and Science
was founded in 1821, the first school of its kind in the United States. The American Pharmaceutical Association was
formed in 1851. The progress of medicine, and therefore the expansion of pharmacy, has necessitated more stringent
requirements in the training of pharmacists; it is of vital interest that medications be formulated accurately
according to the physician's prescription. Schools of pharmacy are now associated with universities, and a degree in
pharmacy follows a four-year course of instruction. Examination and licensing by the state is mandatory.


#TECH_Philosophy
^
^
^{New Specialist Citizen:} You can now use the $LINK<Philosopher=CTZN_Philosopher> specialist citizen, who increase research output by 1.

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




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





#DESC_TECH_Plastics
^
^Plastic, any organic material with the ability to flow into a desired shape when heat and pressure are applied to it
and to retain the shape when they are withdrawn. The first important plastic, celluloid, was discovered (c.1869) by the
American inventor John W. Hyatt and manufactured by him in 1872; it is a mixture of cellulose nitrate, camphor, and
alcohol and is thermoplastic. However, plastics did not come into modern industrial use until after the production
(1909) of Bakelite by the American chemist L. H. Baekeland. Bakelite, made by the polymerization of biphenol and
urea, is thermosetting. New uses for plastics are continually being discovered. Following World War II optical
lenses, artificial eyes, and dentures of acrylic plastics, splints that X rays may pierce, nylon fibers, machine gears,
fabric coatings, wall surfacing and plastic lamination were developed. More recently a hydrophilic, or
water-attracting, plastic suitable for use in non-irritating contact lenses has been developed. Among the trade names
by which many plastic products are widely known are Plexiglas, Lucite, Polaroid, Cellophane, Vinylite, and Koroseal.
Plastics reinforced with fiberglass are used for boats, automobile bodies, furniture, and building panels.
^A plastic is made up principally of a binder together with plasticizers, fillers, pigments, and other additives. The
binder gives a plastic its main characteristics and usually its name. Thus, polyvinyl chloride is both the name of a
binder and the name of a plastic into which it is made. Binders may be natural materials, e.g., cellulose derivatives,
casein, or milk protein, but are more commonly synthetic resins. In either case, the binder materials consist of very
long chainlike molecules called polymers. Cellulose derivatives are made from cellulose, a naturally occurring polymer;
casein is also a naturally occurring polymer. Synthetic resins are polymerized, or built up, from small simple
molecules called monomers. Plasticizers are added to a binder to increase flexibility and toughness. Fillers are added
to improve particular properties, e.g., hardness or resistance to shock. Pigments are used to impart various colours.
Virtually any desired colour or shape and many combinations of the properties of hardness, durability, elasticity, and
resistance to heat, cold, and acid can be obtained in a plastic.


#DESC_TECH_Architecture
^
^
^As structures became more and more complex, it was no longer possible merely to attempt to start construction without some overall plan, as else the structure was liable to collapse, either during construction or due to storms and other natural phenomenon. 
Architecture enabled the geometry of structures to be analysed, and where the stresses and strains on materials would lie - having walls that were supporting the greatest amount of weight would need to be made thicker for example is something that is useful before structures have been constructed above it. 
Architecture was not [discovered] by one single civilisation - evidence is present around the world, notably in the Mayan constructions as well as those built by the Babylonians, Greeks, Romans, Chinese and Japanese, as well as many others. Without a sound grasp of architectural techniques, such structures as the Coliseum and the Colossus of Rhodes would not have been possible.


#TECH_Bridge_Building
^
^
^{New Ability} Roads now bridge rivers.

#DESC_TECH_Bridge_Building
^
^
^As the requirement to span greater distances of water, more primitive techniques of bridge building (laying a slab of stone or wood) would no longer have been sufficient. Similarly, as the tonnage that was required to go over bridges and the width of the bridges was required to increase, new techniques would be required. 
One civilisation that is renowned for its building of bridges is the Romans, who not only built simple bridges but also viaducts that were raised some distance from the ground were constructed. 


#DESC_TECH_Army_Tactics
^
^
^For an army to fight to its best ability, it is not simply enough to have a greater number of men and machinery, or even better equipment. Deploying the forces that are available is an integral part to any army that is an organised force. Simple examples of this include placing the artillery towards the rear of the army for example. Co-ordinating between the various parts of the army also allows more victories to be achieved that might otherwise have been considered possible, with each element in the army fighting to its strengths. With the birth (or rebirth) of such tactics, the effective deployment of a mixed force would be far more viable. 


#DESC_TECH_Matchlock
^
^
^The first hand guns that were used were very simple affairs, and were very slow to reload, had a very short range and were very heavy, as well as being inaccurate. The one major advantage that hand guns offered was that virtually no training was required to be proficient in their use, as compared to the amount of time that training to use a longbow required. 
To ignite the gunpowder in these simple guns, a burning taper (or match) was applied to a hole in the gun where gunpowder would be poured. Although this ensured that gun would fire, it added to the slowness of the firearm, as well as rendering the gun useless in wet weather. So although it was a useful tool on the battlefield, it was clear that there were many areas where advances would be made.  



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





#TECH_Pottery
^
^
^{New Resource:} $LINK<wine=GOOD_Wine> is now visible on the map.

#DESC_TECH_Pottery
^
^
^The invention of pottery was essential to the development of agricultural societies. To get the most out of seasonal
crops and domesticated  animals, a tribe needed sturdy, waterproof containers in which to store and protect surplus
food. The discovery of the  properties of clay, and the invention of the kiln and the potter's wheel made it possible
to build such containers. The earliest examples of Western pottery date back  to as early as 6500 BC. Most of the
examples from this period were strictly utilitarian. Although use continued to be primarily practical,  decorative
pottery soon became a ritualistic and aesthetic art form in cultures all over the world. Some of the most impressive
examples of  artistic pottery comes from the pre-Columbian cultures of South America, and from the Ming dynasty in 14th
century China.





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




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




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





#TECH_Refining
^
^
^{New Resource:}  $LINK<Oil=GOOD_Oil> appears on the map.

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




#DESC_TECH_Refrigeration
^
^Prior to World War I, ice was the most widely used means of refrigeration for perishable items. After the war,
electrical refrigerators became commonly available. The availability of these systems allowed for more constant and
efficient cooling, in turn allowing perishable meats, dairy products and other items to be stored, or even frozen for
long periods of time. As a result, food producers could increase their output since excess food could be stored for
later sale or consumption. The concept of the wholesale selling of bulk foods (known as the supermarket) was, in part,
made possible by improved refrigeration. The same method used in food refrigeration was also developed for use in air
conditioners.





#TECH_Replaceable_Parts
^
^
^{New Resource:}  $LINK<Rubber=GOOD_Rubber> appears on the map.


#DESC_TECH_Replaceable_Parts
^
^
^With the advent of machine manufacturing, craftsmen were able to set manufacturing to exacting specifications. One 
advantage of this was being able to manufacture complex objects, such as guns, in separate pieces. The benefit of this
was  realized when manufacturers replaced only the broken parts of the objects that they made rather than replacing or
repairing  the entire instrument. By setting machine manufacturing guidelines manufacturers were able to make large
quantities of the  components of their products and then later assemble the finished product, increasing efficiency
greatly. Replaceable parts  revolutionized nearly every industry in the industrial age, paving the way for mass
production and assembly line manufacture.





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




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




#DESC_TECH_Roller_Coaster
^
^In 1884 a preacher LaMarcus A. Thompson decided to build a new ride at New York's Coney Island to divert attention
away from the local beer gardens. He built two parallel tracks, with individual cars that climbed 15 feet and zoomed by
at 4 miles per hour. 
^The plan worked despite the ride's relatively meager design. People swarmed to Coney Island to both ride and watch
Thompson's "inclined-plane railway." Charging a nickel a ride, Thompson paid for the entire project in just three
weeks. And by 1888 he built nearly 50 roller coasters in the United States and Europe.
^"Thompson recognized and exploited all the ingredients of a successful amusement ride," writes Judith A. Adams in her
book The American Amusement Park Industry. "His coasters combined an appearance of danger with actual safety, thrilled
riders with exhilarating speed, and allowed the public to intimately experience the Industrial Revolution's new
technologies of gears, steel, and dazzling electric lights."
^Thompson's ride also caught the attention of other entrepreneurs. To draw crowds they advertised improvements like
larger hills, chain lifts and oval tracks. By 1900 there were hundreds of roller coasters across the country.
^The roller coaster continued to flourish through the 1920s. As speeds increased so did the need for safety features
like under track wheels, lap bars and no standing signs. But the Great Depression and World War II diverted the
public's attention away from amusement parks. Money for entertainment was scarce, and the war placed strict rationing
on wood and rubber.
^Unlike its cousin the carousel, the roller coaster experienced a rebirth when Walt Disney opened the nation's first
theme park, Disneyland. In addition to speed and new heights, Disney's roller coaster provided a smooth ride using a
new tubular steel that that attracted entire families, not just eccentric thrill seekers. Other theme parks would
follow Disney's lead, each including new rides with broad appeal. And by the 1970s a "coaster boom" was underway which
used computers and teams of engineers to design and construct new rides.
^"The roller coaster is a vigorous reflection of the American spirit," writes Adams, reflecting on the survival of the
roller coaster. "Our dreams have always been focused on the future, with visions driven by speed and the conquest of
space. A roller coaster ride leaves one with a sense of pride in mastering a challenge and allows everyone to
experience briefly the gravity forces endured by astronauts and jet pilots."




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

#DESC_TECH_Sanitation
^The increased waste produced by growing populations over time eventually led to potential health hazards, often leading to outbreaks of waterborne diseases in these cramped dwellings. It then
became necessary to come up with systems to dispose of garbage and human waste in a sanitary manner. Plumbing systems
designed to remove wastewater from  dwellings and public buildings became commonplace, as did sewage plants which
treated the wastewater before it was dumped into local  waterways. Landfills were established, and garbage was
collected for sanitary disposal in dumps and landfills a safe distance from the general  population. These measures led
to a healthier environment, and allowed for further population growth.




#DESC_TECH_Satellites
^
^
^Artificial satellites are spacecraft that maintain an orbit around a celestial body. What differentiates an orbit
from other types of space flight is it  doesnt require any additional propulsion. Satellites can hold a number of
different orbits. One type is a polar orbit, which causes the  spacecraft to pass over the north and south poles.
Another is an equatorial orbit, which causes the satellite to circle the Earths equator. The farther the orbit from
the surface of the earth, the longer it takes to complete a circuit of the earth. If the vessel uses an equatorial
orbit at a  distance of 22,300 miles from Earth, it can achieve geo-synchronous orbit, which causes the satellite to
remain stationary over a specific area. The first satellite was the Soviet Union vehicle Sputnik 1, which was launched
in October 1957. Today, satellites fulfill many roles including  scientific research, weather forecasting, personal and
business communication, and military intelligence gathering. 




#TECH_Scientific_Method
^
^
^{New Specialist Citizen:} You can now use the $LINK<Scientist=CTZN_Scientist> specialist citizen, which increases research output by 2.

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





#DESC_TECH_Seafaring
^
^In ancient times, mariners navigated by the guidance of the sun and stars and landmarks along the coast. The
Phoenicians were probably the most daring of the ancient navigators. They built large ships and, traveling out of sight
of land by day and by night, probably circumnavigated Africa. The Polynesians navigated from island to island with the
help of guide stars, knowledge of which was passed from generation to generation. The Vikings used their longships to navigate from their homes in Norway and Denmark to the Islands of Iceland, Greenland and finally to Newfoundland (America).




#DESC_TECH_Slavery
^
^Slavery is an institution based on a relationship of dominance and submission, whereby one person owns another and
can exact from that person labour or other services. Slavery has been found among many groups of low material culture,
as in the Malay Peninsula and among some Native Americans; it also has occurred in more highly developed societies,
such as the southern United States.
^Although it is commonly held that slavery was rare among primitive pastoral peoples and that it appeared in full form
only with the development of an agricultural economy, there are numerous instances that contradict this belief.
Domestic slavery and sometimes concubine slavery appeared among the nomadic Arabs, among Native Americans primarily
devoted to hunting, and among the seafaring Vikings. Some ascribe the beginnings of slavery to war and the consequent
subjection of one group by another. Slavery as a result of debt, however, existed in very early times, and some African
peoples have had the custom of putting up wives and children as hostages for an obligation; if the obligation was
unfulfilled, the hostages became permanent slaves.
^The institution of slavery extends back beyond recorded history. References to it appear in the ancient Babylonian
code of Hammurabi. Its form and nature varied greatly in ancient society. It seems to have been common in the
Tigris-Euphrates civilizations and in ancient Persia. In ancient Egypt slave labour was used in building temples and
pyramids. The institution was familiar to the ancient Hebrews, according to passages in the Bible.
^Slavery was an established institution in the Greece of Homer's time, and a large portion of the population of the
Greek city-states in later days were of the servile class. There were domestic slaves, agricultural slaves, and
artisans and workers. In Greece, although not quite as commonly as in Asia Minor, there were also public slaves, for
example, those belonging to the temples. In general it is thought that slaves in the Greek city-states were relatively
well treated, and there were laws protecting them against excessive cruelty or abuse. However, the slaves were regarded
as property and had no rights in courts of law. Slaves could obtain their freedom by buying it, by being granted it in
the owner's will, or as a reward for outstanding service.





#TECH_Smart_Weapons
^
^
^{New Ability} $LINK<F-15s=PRTO_F-15>, $LINK<Advanced Fighters=PRTO_Advanced_Fighter>, $LINK<Stealth Fighters=PRTO_Stealth_Fighter> and $LINK<Stealth Bombers=PRTO_Stealth_Bomber> may conduct $LINK<Precision Strikes=GCON_Air_Missions>.

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




#DESC_TECH_Social_Contract
^
^Social contract, agreement or covenant by which men are said to have abandoned the state of nature to form the
society in which they now live. The theory of such a contract, first formulated by the English philosophers Thomas
Hobbes (in the Leviathan, 1651) and John Locke, assumes that men at first lived in a state of anarchy in which there
was no society, no government, and no organized coercion of the individual by the group. Hobbes maintained that by the
social contract men had surrendered their natural liberties in order to enjoy the order and safety of the organized
state. Locke made the social contract the basis of his advocacy of popular sovereignty, the idea that the monarch or
government must reflect the will of the people. Like Locke, the French philosopher Jean Jacques Rousseau, in Le Contrat
social (1762), found the general will a means of establishing reciprocal rights and duties, privileges, and
responsibilities as a basis of the state. Similar ideas were used as a justification for both the American and the
French revolutions in the 18th cent. Thomas Jefferson held that the preservation of certain natural rights was an
essential part of the social contract, and that consent of the governed was fundamental to any exercise of
governmental power. Although historically important, the theory as a basis of society and the state has generally been
discarded by modern social and political scientists.
^
^Rousseau's political philosophy assumes that there really is a common good, and that the general will is not merely
an ideal, but can, under the right conditions, be actual. And it is under such conditions, with the rule of the general
will, that Rousseau sees our full development taking place, when "he advantages of a state of nature would be combined
with the advantages of social life." Because he had such faith in the existence of the common good and the rightness of
the general will, Rousseau was extreme in the sanctions he was willing to allow for its achievement: If anyone, after
publicly recognizing these dogmas, behaves as if he does not believe them, let him be punished by death: He has
committed the worst of all crimes, that of lying before the law. Finally, Rousseau advocates a civil religion.
Rousseau's thought sometimes rings of Calvinist Geneva, even though he reacted against its vision of humanity and had
his books burned by its ecclesiastic authorities.




#DESC_TECH_Space_Flight
^
^
^Utilizing the now well-developed science of rocketry, the modern exploration of space began in October 1957 when the
Soviet Union  launched Sputnik one. This tiny satellite orbited the earth for 57 days, providing information on
radiation and other phenomena in the upper atmosphere. In less than a year, the United States had also launched a
satellite, Explorer one. This started the "space race", years of competition between the U.S. and the U.S.S.R. to
achieve new frontiers in space exploration. Space flight advanced rapidly from the simple sub-orbital flights of the
1950s, to manned missions to Earth's moon in the late 1960s. The rapid growth of space technology led to many practical
 applications, such as weather and surveillance satellites, and vastly improved worldwide communications. Today,
although hindered by severe  government budget cuts, the exploration of space continues. Plans in the near future call
for continued orbital exploration via the space shuttle  program, and the eventual construction of the multi-national,
manned space station "Freedom" in the early 21st century. Exactly what it is free from is not clear, but beurocracy is one thing that definitely is still present. 





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





#TECH_Steam_Power
^
^
^{New Resource:} $LINK<Coal=GOOD_Coal> is now visible on the map.

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






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





#DESC_TECH_Stirrup
^
^The use of stirrups was a major improvemwnt over the previous method of horseback riding, as no longer was the rider dependent on using his knees to keep him balanced on the horse, and was able to lean forward into the stirrups. This allowed more control over the animal to be exerted, as well as the use of different sorts of weapons, such as the lance. One of the first known people to use this were the Goths, recorded by the survivors who attacked a goth encampment. 




#DESC_TECH_Strategy
^
^Strategy, art of employing all elements of the power of a nation or nations to accomplish the objectives of a nation
or an alliance in peace or war; also the art of military command in combat. Tactics, on the other hand, are the
dispersing and maneuvering of forces to accomplish a limited objective or an immediate end. Strategy involves the use
and close integration of economic, political, cultural, social, moral, spiritual, and psychological power.
^Strategy can be formulated only after the objectives to be accomplished have been determined. Thus, national
objectives and national power are the irreducible elements of national strategy. After national objectives have been
determined, all aspects of the problems confronting the nation must be thoroughly examined and accurate evaluations
made of the character, size, and capabilities of the various available elements of national power. Then possible
courses of action, utilizing the national power elements in varying combinations, are analyzed to develop the best
national strategy possible, taking into account the opposition that may be met as the strategy unfolds. Options should
therefore be developed to provide choices for possible contingencies.
^A purely military strategy for a nation is no longer possible. A clear-cut line of demarcation between military,
economic, and political matters no longer exists. Consequently, the development of military strategy takes into
consideration political and economic factors, and, conversely, political strategy must be firmly based on military and
economic power realities.
^Strategy and tactics, in warfare, related terms referring, respectively, to large-scale and small-scale planning to
achieve military success. Strategy may be defined as the general scheme of the conduct of a war, tactics as the
planning of means to achieve strategic objectives. Not all theorists of war make this a primary distinction. In the
Chinese and Japanese traditions processes and paradoxes are emphasized more than categories (see Sun Tzu). Karl von
Clausewitz, the Prussian military theorist, who was influenced by Niccolo Machiavelli, described strategy as the
planning of a whole campaign and tactics as the planning of a single battle. In Clausewitz's theory all military
strategy is part of the larger political pattern, and all the nation's resources are to be subordinated to the task of
attaining the political objective of the war; to this concerted effort he gave the name grand strategy.





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





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




#TECH_Tactics
^
^{Diplomatic Agreements} Can now negotiate military alliance $LINK<agreements=GCON_Agreements>.

#DESC_TECH_Tactics
^
^Tactics is the art or science of disposing military or naval forces for battle and maneuvering them in battle on a
small scale.
^Tactics, technique or science of dispensing and maneuvering forces to accomplish a limited objective or an immediate
end, as opposed to strategy, which is the art of employing all elements of the power of a nation or nations to
accomplish the objectives of a nation. Military tactics involve the manipulation of forces to accomplish the aims of a
campaign or to defeat the enemy. Tactics are developed based on the size, composition, and quality of forces available
to a commander, and taking into account the forces that are available to the enemy to oppose the commander's forces. A
commander will seek tactics that will give the optimum chance of accomplishing a mission with the least damage to the
commander's forces. Tactics include using deception and surprise, maneuvers and fire power, and other capabilities of
available forces. Tactics must be adapted to the specific conditions that exist. Important elements in determining
tactics are logistics, geography, the available intelligence on the enemy's forces, the enemy's usual tactics, and
other matters that may influence the outcome of a battle.



#TECH_The_Corporation
^
^
^{New Specialist Citizen:} You can now use the $LINK<Accountant=CTZN_Accountant> specialist, who increases Tax Output by 3.

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





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





#DESC_TECH_The_Republic
^
^
^Republic [from Lat. res publica,=public affair], today understood to be a sovereign state ruled by representatives of
a widely inclusive electorate. The term republic formerly denoted a form of government that was both free from
hereditary or monarchical rule and had popular control of the state and a conception of public welfare. It is in this
sense that we speak of the ancient Roman republic. Today, in addition to the above characteristics, a republic is a
state in which all segments of society are enfranchised and in which the state's power is constitutionally limited.
Traditionally a republic is distinguished from a true democracy in that the republic operates through a representative
assembly chosen by the citizenry, while in a democracy the populace participates directly in governmental affairs. In
actual practice, however, most modern representative governments are closer to a republic than a democracy. The United
States is an example of a federal republic, in which the powers of the central government are limited and the component
parts of the nation, the states, exercise some measure of home rule. France is an example of a centralized republic, in
which the component parts have more limited powers. The USSR, though in theory a grouping of federated republics and
autonomous regions, was in fact a centralized republic until its breakup in 1991.






#TECH_The_Wheel
^
^
^All $LINK<Commercial Civlizations=GCON_Strengths> start the game with [The Wheel].
^
^{New Ability:} Your workers can now $LINK<build roads=TFRM_Road>. 
^{New Resources:} $LINK<Horses=GOOD_Horses> and $LINK<Camels=GOOD_Camels> appear on the map.

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





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






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


#DESC_TECH_Totalitarianism
^
^Totalitarianism, a modern autocratic government in which the state involves itself in all facets of society,
including the daily life of its citizens. A totalitarian government seeks to control not only all economic and
political matters but the attitudes, values, and beliefs of its population, erasing the distinction between state and
society. The citizen's duty to the state becomes the primary concern of the community, and the goal of the state is the
replacement of existing society with a perfect society. 
^Various totalitarian systems, however, have different ideological goals. For example, of the states most commonly
described as totalitarian-the Soviet Union under Stalin, Nazi Germany, and the People's Republic of China under Mao - the
Communist regimes of the Soviet Union and China sought the universal fulfillment of humankind through the establishment
of a classless society; German National Socialism, on the other hand, attempted to establish the superiority of the
so-called Aryan race. The ironical similarity of the society that was formed is a lesson that will stand for all time. 
^
^
^Characteristics
^
^Despite the many differences among totalitarian states, they have several characteristics in common, of which the two
most important are: the existence of an ideology that addresses all aspects of life and outlines means to attain the
final goal, and a single mass party through which the people are mobilized to muster energy and support. The party is
generally led by a dictator and, typically, participation in politics, especially voting, is compulsory. The party
leadership maintains monopoly control over the governmental system, which includes the police, military,
communications, and economic and education systems. Dissent is systematically suppressed and people terrorized by a
secret police. Autocracies through the ages have attempted to exercise control over the lives of their subjects, by
whatever means were available to them, including the use of secret police and military force. However, only with modern
technology have governments acquired the means to control society; therefore, totalitarianism is, historically, a
recent phenomenon.
^By the 1960s there was a sharp decline in the concept's popularity among scholars. Subsequently, the decline in
Soviet centralization after Stalin, research into Nazism revealing significant inefficiency and improvisation, and the
Soviet collapse may have reduced the utility of the concept to that of an ideal or abstract type. In addition,
constitutional democracy and totalitarianism, as forms of the modern state, share many characteristics. In both, those
in authority have a monopoly on the use of the nation's military power and on certain forms of mass communication; and
the suppression of dissent, especially during times of crisis, often occurs in democracies as well. Moreover, one-party
systems are found in some nontotalitarian states, as are government-controlled economies and dictators.




#TECH_Trade
^
^{New Ability} Trade Embargoes are now enabled.

#DESC_TECH_Trade
^
^
^The formalisation of trading between civilisations allowed the concept that two countries could agree [not] to trade with a third - in effect allowing an economic solution to outright war with another power - possibly if one country can not stomach an all out war, but will agree to potentially crippling anothers ability to wage war by denying them resources. Of course, this whilst not being an act of war can still be viewed as a hostile act by the other power, and they in turn may declare war, especially if they need to gain access to the rescources that they have been denied. This can be a very good tactic for civilisations where war weariness is a problem, as if they did not start the war, their populace will be far more tollerant. A similar state of affairs existed in the conduct between pre world war Japan and the USA - the USA could not declare war on Japan due to public sentiment, but by cutting off the Japenese source of oil, this forced the Japenese into a reckless action. 





#DESC_TECH_Unionization
^
^Labour unions arose in the 18th and 19th century in response to the poor working conditions brought on by an intense
competition for jobs, and the increasing dependence of the working class on their employers created by the move toward
industrialization. Early labour unions, formed by skilled labourers in specific fields, met with opposition from both
employers and the government. In the 19th century, laws were passed legalizing trade unions, and by the 20th century
unions were formed in semi- or unskilled fields such as mining, transportation, and dock working. Binding their
interests together and bargaining collectively, trade unions forced factory and business owners to provide better
working conditions and economic status for their workers.





#TECH_Warrior_Code
^
^
^All $LINK<Militaristic Civlizations=GCON_Strengths> start the game with [Warrior Code].
^
^{New Resource:} $LINK<Elephants=GOOD_Elephant> are now visible on the map.

#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. Bushido continued to have a role in the thinking of the Japenese military for many years after the paractice was dropped by society. 





#TECH_Weaving
^
^{New Resources:} $LINK<Dyes=GOOD_Dyes>, $LINK<Cotton=GOOD_Cotton>, $LINK<Silks=GOOD_Silks> and $LINK<Wool=GOOD_Sheep> are now visible.

#DESC_TECH_Weaving
^
^Weaving, the art of forming a fabric by interlacing at right angles two or more sets of yarn or other material. It is
one of the most ancient fundamental arts, as indicated by archaeological evidence. Discoveries in the early 1990s in
the Czech Republic point to an origin in the Paleolithic period some 27,000 years ago. Moreover, the earliest
literatures often mention the products of the loom. In primitive cultures weaving was practiced mainly by women. 
^Although weaving sprang up independently in different parts of the world and was early known in Europe, its high
development there in the Middle Ages was brought about by Eastern influences operating through Muslim and Byzantine
channels of culture. Byzantium became a center of silk weaving in the 6th cent. In the 9th cent. Greece, Italy, and
Spain became proficient. In Flanders a high degree of skill was attained by the 10th cent., especially in the weaving
of wool. Flemish weavers brought to England by William the Conqueror and later by Queen Elizabeth I gave a great
impetus to the craft there, and Lancashire became an important center. Tapestry weaving was brought to a high art in
France. In colonial America weaving was a household industry allied with agriculture.
^The 18th-century weaving and spinning inventions marked the transition from the old era of domestic craftsmanship to
the tremendous, organized industry of today. The factory system of machine weaving produces quantities of standardized
material for mass consumption; the result is a loss of the distinctive elements of quality and design. Some of the
finest silks, velvets, table linens, and carpets are still woven on handlooms.



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


#DESC_TECH_Usury
^
^
^Usury, the practice of lending money at exorbitant rates of interest, especially at higher rates of interest than are legal. 



#TECH_Taxes
^
^
^Early knowledge of [Taxes] is available only to Civilizations with the $LINK<Commercial trait=GCON_Strengths>. This knowledge gives access to the $LINK<taxman specialist citizen=CTZN_taxmen>, who increases Tax output by 2.
^
#DESC_TECH_Taxes
^
^
^For a government to function in a manner that can be seen to be [fair] to all, taxation is the preferred method (although the taxes are not equal to all, this is viewed as a significant improvement over merely extortion and robbery that this method would have taken the place of; not only would the income be more regular, but the populace would also have a more stable life. 

#TECH_Natural_Curiousity
^
^
^[Natural Curiousity] is only available to $LINK<Scientific Civilizations=GCON_Strengths>. It gives access to the $LINK<Wiseman=CTZN_Wiseman> citizen who acts as an early Scientist, increasing research output by 2.

#DESC_TECH_Natural_Curiousity
^
^
^The human has the biggest brain compared to any other creature that has ever lived. Whereas the reason for this development is still under fierce debate (defence, secondary sexual characteristic) what is not disputed is that humans have always questioned the way that the world is, always asking the question why? Finding out the answer to these questions has over time led to many developments in the humans, not only allowing a naked ape with little in the way of natural protection against predators or the elements to colonise all areas of the world and discover increasingly complex tools to manipulate the environment as well as each other. 

;---------BEGIN - DyP Added Techs-----------------;


#TECH_Dynasticism
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate right of passage $LINK<agreements=GCON_Agreements>.
^{Diplomatic Agreements} Can now negotiate Communication trades.


#TECH_Realpolitik
^
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.



#TECH_Steam_Engine
^
^
^{New Ability:}  Workers can $LINK<irrigate=TFRM_Irrigation> without fresh water.



#TECH_Steel
^
^
^{New Resource:} $LINK<Aluminum=GOOD_Aluminum> is now visible on the map.


#TECH_Radar
^
^
^{New Ability:} Your $LINK<workers=GCON_Worker_Types> can now build $LINK<Radar Towers=TFRM_Radar_Tower>



;---------End TECHS----------------------------------------------------------------------------------;

;--------BEGIN - Resources------------------------;


#GOOD_Timber
^
^[Timber] is a $LINK<Strategic Resources=GCON_ResourcesS> required to build early naval units.

#DESC_GOOD_Timber
^
^
^For the craftsman, wood is perhaps the most useful material found in nature. Stands of timber become homes, wagons, 
furniture, utensils, decorative art, game pieces, and hundreds of other useful, everyday things. Though the timber
itself  is of no use to practitioners of magic, the discarded bits--bark, leaves, roots, and so on--are required
components of many  common spells. Thus, an over-forested area in need of managed clearing is a great resource for any
city, especially if it  is sustained by cautious cutting--and a little magic.




#GOOD_Horses
^
^
^[Horses] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mounted military units.
^
^Horses appear when your civilization discovers $LINK<The Wheel=TECH_The_Wheel> and can be found in:
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.

#DESC_GOOD_Horses
^
^
^Arguably the most useful domesticated animal in mankinds history, horses have existed for some 50 million years.
While significant  evolution has taken place (early ancestors were under a foot tall), the basic appearance of horses
has remained relatively  unchanged. The earliest interaction between horses and men was of game, with early man hunting
them for food. Around 2500  B.C. the first signs of domesticated breeds began appearing in Asia, but the idea took hold
and spread rapidly. Their contribution  to mans conquest of his fellow man were immense, enabling the vast campaigns
by Genghis Khan and Alexander the Great.  The Spaniards introduced the modern breed to North America in the 16th
century, often turning their imported herds loose  before returning to Europe (making valuable room for gold and other
treasures). While horses importance has dwindled since  the advent of the internal combustion engine, they remain a
boon in the form of entertainment and farming.



#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Ancient and Middle Ages sword and  armour
military units.
^
^Iron deposits appear when your civilization discovers $LINK<iron working=TECH_Iron_Working>, and can be found in 
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.

#DESC_GOOD_Iron
^
^
^When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was the alloy bronze.
Bronze  had the advantage of being readily available and easy to work with. Unfortunately, it was too soft to hold an
effective edge. In  the mid-14th century BC in central Europe, iron replaced bronze as the metal of choice, and the
Iron Age was begun. Since this time,  iron has been a valuable commodity. Deposits of iron and iron ore found in
mountains are mined and processed for use in their  raw form, and in the production of steel.



#GOOD_Saltpeter
^
^
^[Saltpeter] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build early gunpowder military units.
^
^Saltpeter deposits appear when your civilization discovers $LINK<Gunpowder=TECH_Gunpowder> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, $LINK<desert=TERR_Desert>, and $LINK<tundra=TERR_Tundra>.

#DESC_GOOD_Saltpeter
^
^
^When found in nature, saltpeter (also known as potassium nitrate) takes the form of a white powdery substance. A
major  component in black gunpowder beginning around the 12th century, it has also contributed to the fields of
medicine, food  preservation and farming. The manufacturing of saltpeter is accomplished by combining the compounds
sodium nitrate and  potassium chloride. Forming Sodium Chloride (common salt) and saltpeter



#GOOD_Coal
^
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> required to produce early steampower units like 
$LINK<ironclads=PRTO_Ironclad>. More importantly, a civilization requires coal to build its
$LINK<railway=TFRM_Railroad> system and to power the  $LINK<factories=BLDG_Factory> and $LINK<power plants=GCON_Plants>
that fuel the incredible production  of the Industrial Age.
^
^Coal deposits appear when your civilization discovers $LINK<Steam Power=TECH_Steam_Power> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Coal
^
^
^More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud covered the 
decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment. Over time,
the  plant matter hardened and became coal. Coal deposits are mined all over the world, and coal was one of the major
fuel sources  in the world through the 1970s. In many countries, concern over the environmental effects of the burning
of coal has led to a  decline in its use. The smoke produced by burning coal has a high acid content, and creates an
environmental condition known  as "acid rain", which is harmful to plant and animal life. Despite the environmental
concerns, some of the largest coal mines in the  U.S. each still produce more than 450,000 metric tons annually, making
coal mining a very profitable industry.



#GOOD_Oil
^
^
^[Oil] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units.
^
^Oil deposits appear when your civilization discovers $LINK<Refining=TECH_Refining> and can be found in
$LINK<tundra=TERR_Tundra>, $LINK<plains=TERR_Plains>, and $LINK<desert=TERR_Desert>.

#DESC_GOOD_Oil
^
^
^Humans have known oil since ancient times. Oil deposits found on the surface were used for centuries for
waterproofing and  fuel purposes. But it was not until the coming of the Industrial Revolution that civilizations began
to form a dependence on  petroleum products. The widespread use of oil for fuel, lubrication, and other purposes led to
a search for larger supplies. In  the mid 1800s, the first oil wells were drilled, marking the beginning of a
tremendously important and profitable industry. Today,  with the worlds oil supplies dwindling and the demand for oil
constantly rising, oil is a more valuable resource than ever, one that society is trying to find methods to replace.



#GOOD_Rubber
^
^
^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units.
^
^Rubber sources appear when your civilization discovers $LINK<Replaceable Parts=TECH_Replaceable_Parts> and can be
found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Rubber
^
^
^Rubber was a common resource for the Indians of Central and South America since well before Columbus landed in the
New  World. This naturally occurring rubber allowed waterproofed shoes, playing balls, and other pragmatic benefits,
but had the  problem of shortly losing its elasticity. The process of vulcanizing, discovered accidentally by Charles
Goodyear in 1839,  improved not only its elasticity but also its ability to stay pliable in hot or cold weather. The
first synthetic rubbers began appearing  towards the end of the 19th century in Europe. Though they were of limited
benefit (because of inferior quality compared to  natural rubber) one advantage was independence from having to import
the material from regional plantations. The Germans  learned this lesson well during World War I, when the British Navy
shutdown much of their naval shipping routes.



#GOOD_Aluminum
^
^
^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and Spaceship Parts.
^
^Aluminum sources appear when your civilization discovers $LINK<Rocketry=TECH_Rocketry> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, $LINK<desert=TERR_Desert>, and $LINK<plains=TERR_Plains>.

#DESC_GOOD_Aluminum
^
^
^A silvery, gray metal, aluminum has a staggering number of uses and applications. Just a few examples include the
fact it never  rusts, is lighter than copper (and almost as effective in electricity transmission), and is soft enough
to easily mold for nearly any  purpose. Though the dominant metal in the Earths composition, aluminum wasnt
discovered until 1825, thousands of years  after copper and iron. The primary reason for this was the difficulty in
extracting the metal from the ore (in modern aluminum,  the ore bauxite is used). Charles Hall, a 22-year-old American, created
what was to become the most cost effective method of  separating aluminum in 1886. His process involved passing an
electrical current through aluminum oxide, resulting in two  separate components of pure aluminum and oxygen. This
breakthrough had the impact of reducing the cost of the metal from  $545 a pound to around $8. Today, a pound of
aluminum costs approximately 18 cents. 



#GOOD_Uranium
^
^
^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and power plants.
^
^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fission> and can be found in
$LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Uranium
^
^
^One of the most valuable metals in the world, uraniums use has dramatically changed since its discovery in 1789.
Originally  used for making steel alloys, for which it improved its strength and elasticity without making it brittle,
since 1939 its rarely been  used for anything besides atomic energy or warfare. This heavy, white metals greatest contribution is to the process of nuclear fission.  Radioactive manipulation of uranium atoms can eject neutrons, which can travel at speeds up to 12,000 miles per second. If  such a neutron impacts the nucleus of a neighboring atom, the target atom can completely fragment. Not only is the resulting  energy released immense, but also the shattered atom can also
potentially collide with additional atoms. This chain reaction is  the phenomenon underlying all nuclear fission
applications including nuclear weapons and power.



#GOOD_Incense
^
^
^[Incense] is a $LINK<strategic resource=GCON_ResourcesS> that is required to build theological based city improvements. 
^
^Incense becomes visible on the map upon the descovery of polyaethiesm and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.

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

#GOOD_Flax
^   [Flax]  is a $LINK<strategic resource=GCON_ResourcesS> that is required to build early naval units.
^
^Flax becomes visible on the map upon the descovery of ship biulding and can be found in $LINK<hills=TERR_Hills> and $LINK<plains=TERR_plains>.

#GOOD_Natives
^
^
^[NAtives] are a $LINK<strategic resource=GCON_ResourcesS> that are required to build many of the early massive wonders, as well as to build a slave market in cities. 


#DESC_GOOD_Natives 
   To build the truely magnificent achievements that were built in the Ancient world, a scource of cheap labour was essential - for to make the populace undergo such hard labour would be impossible - and a scourse of native workers provided this. 

#GOOD_Copper
    Copper

#GOOD_Elephant
   Elephants are a $LINK<strategic resource=GCON_ResourcesS> that are required to build elephant riders and elephant archers in your cities. 
^
^Elephants become visible when domestications has been researched and can be found in $LINK<forests=TERR_Forest> and plains.

#DESC_GOOD_Elephant
   

#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>,
and $LINK<hills=TERR_Hills>

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



#GOOD_Furs
^
^
^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.

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

#GOOD_Olive_Oil
^
^
^[Olive oil] is a $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>.

#GOOD_Coffee
^
^
^[Coffee] is a $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>.

#GOOD_Gems
  [Gems] is a $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>.

^
^Gems are always visible on the map and can be found in mountains and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Gems
  Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile substance has many uses. The hardest material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora dies and is covered by earth, it is turned into carbon over the centuries due to pressure and heat. Diamonds are pure carbon and are created by intense heat and pressure occuring over a very long period of time. Unlike the graphite, the other form of carbon, the carbon atoms are arranged tetrahedrally, which leads to its strength, whereas graphite is layered.
^There is no shortage of uses for such a resilient substance, including wartime applications like manufacturing, cutting and drilling. World War II found the Allies in strong position because of these benefits, since the British colony of South Africa produced over half the worlds  supply. More recently diamonds have been created synthetically. These diamonds lack the beauty of natural diamonds, but are of great importance in industry. 

#GOOD_Spices
   [Spices] are a $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>.

^
^Spice becomes visible on the map when mysticism has been research, and can be found in forests and $LINK<jungle=TERR_Jungle>s.

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

#GOOD_Silks
  [Silks] is a $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>.

^
^Silk becomes visible on the map when weaving is descovered and can be found in forests and $LINK<jungles=TERR_Jungle>.

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

#GOOD_Tobacco
^    
^
^[Tobacco] is a $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>.

#GOOD_Fruit
^
^Fruit increases the food that is produced by a square. A worker from a city must work this square to gain the bonus from the square. Fruit is visible on the map frmo the start of the game

#DESC_GOOD_Fruit
^
^The tropical environments that are so conducive to the growth of $LINK<jungles=TERR_Jungle> also provide the perfect environment for
growing certain fruits. Bananas, for example, originally native to the $LINK<jungles=TERR_Jungle> of Southeast Asia, are an excellent,
naturally occurring food crop. Many such fruits, including the banana, can be transplanted and grown in similar
climates all over the world.


#GOOD_Oasis
^
^An [oasis] increases the food that is produced by a square. a worker from a city must work this square to gain the bonus from the square. 

#DESC_GOOD_Oasis
^
^In rare instances, the water table in an area within a desert reaches the surface, with enough moisture to permit the
growth of vegetation. The water may come up to the surface in springs, or it may collect in mountain hollows.
Underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an
otherwise barren region of land. The presence of water allows plants to grow, and may even attract animal life. An
oasis makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of
food crops. Since they are so rare, oases are fiercely guarded by desert dwellers that are lucky enough to stumble
across them.  Oases vary in size, ranging from a pond with a group of date palms to the oasis cities of the deserts of
Arabia with extended agricultural cultivation. The ice-free dry valleys of Antarctica are also called oases because
they support life surrounded by a barren ice desert.


#GOOD_Silver
^
^

#DESC_GOOD_Silver
^
^
^Next to gold, silver is one of the most highly valued metals in the world. Like gold, it is vital for many spells and
 conjurings and in the manufacture of jewelry and mirrors. Silver is one of the mainstays of every monetary system in the world.
The  factors that make silver valuable are: its malleability, its "magical" properties, the fact that many magical
creatures are  vulnerable to it, and its special sympathetic connection to the moon. Although silver can be found in
many different areas, the most valuable deposits are large veins running through mountains.


#GOOD_Pearls
^
^
^Pearls are found along the coastline, and increase the money that is gained from the square. For this to be gained by the city, a worker must work the square. 

#DESC_GOOD_Pearls
^
^
^The oyster is one of the best known shellfish. Though famous for the smooth pearls created by only a few types,
oysters also provide a rich source of food and useful minerals. These bottom dwellers rarely move about, and they tend
to congregate in longstanding beds. A bed of oysters might contain hundreds of thousands of individuals of all ages
and sizes. These vast plains of shellfish can sustain themselves for hundreds or even thousands of years, if not
destroyed by overzealous harvesting or ecological disaster.


#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 labourer must work the square. 
^
^Whales are always visible on the map; they are found only in $LINK<Sea=TERR_Sea>.

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


#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 labourer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest> and
$LINK<tundra=TERR_Tundra>.

#DESC_GOOD_Game
^
^
^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas
containing a large  concentration of deer, elk, and smaller game were very valuable as a source of food for nearby
settlements and cities. Though the  widespread practice of farming domestic animals for food purposes has made hunting
for sport much more common than hunting  for food, certain animals such as geese, ducks, and deer are still frequently
hunted and killed for food.



#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the resource must
be inside the city's $LINK<radius=GCON_Radius> and a citizen labourer 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.

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


#GOOD_Cattle
^
^
^[Cattle] are a $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 labourer must work the square. 
^
^Cattle become visible in explored areas of the map when [farming] is researched and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.

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



#GOOD_Wheat
^
^
^[Wheat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the resource must
be inside the city's $LINK<radius=GCON_Radius> and a citizen labourer must work the square. 
^
^Wheat becomes visible in explored areas of the map when farming has been discovered, and can be found in $LINK<grassland=TERR_Grassland>,
$LINK<plains=TERR_Plains>, and  $LINK<flood plains=TERR_Flood_Plain>.

#DESC_GOOD_Wheat
^
^
^Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times.
There is  archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though
naturally occurring  wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has
become the primary food  crop. It is particularly well suited for growth in vast, open plains like those found in the
central United States, Canada or the Ukraine.



#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 labourer must work the
square. 
^
^Gold becomes visible in explored areas of the map upon the discovery of [mining] and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.

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

#GOOD_Corn
^
^[Corn] 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 labourer must work the square. 
^
^Corn becomes visible in explored areas of the map when farming has been discovered, and can be found in $LINK<grassland=TERR_Grassland>,
$LINK<plains=TERR_Plains>, and  $LINK<flood plains=TERR_Flood_Plain>.

#GOOD_Rice
^[Rice] 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 labourer must work the square. 
^
^Rice becomes visible in explored areas of the map when farming has been discovered, and can be found in $LINK<grassland=TERR_Grassland>,
$LINK<plains=TERR_Plains>, and  $LINK<flood plains=TERR_Flood_Plain>.

#GOOD_Seal
^
^[Seal]is a $LINK<bonus resource=GCON_ResourcesB> that increases the square's production of both food and shields. To
get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen labourer must work the
square. 


#GOOD_Sheep
^
^
^[Sheep]is a $LINK<bonus resource=GCON_ResourcesB> that increases the square's production of both food and shields. To
get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen labourer must work the
square. 


#GOOD_Pigs
^
^
^[Pigs]is a $LINK<bonus resource=GCON_ResourcesB> that increases the square's production of both food and shields. To
get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen labourer must work the
square. 



#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain $LINK<incense=GOOD_Incense>, $LINK<oil=GOOD_Oil>, or $LINK<saltpeter=GOOD_Saltpeter>.

#DESC_TERR_Desert
^
^
^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. 
Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures. Only the 
hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are
composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry
away nutrients. Through  the use of artificial irrigation, humans have managed to grow crops in desert environments. If
this is not done carefully, it can lead  to irreversible environmental damage when the meager water supply that is
tapped for the irrigation process is depleted.



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

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



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

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



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

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



#TERR_Flood_Plain
^Incredibly rich farm land, [flood plains] appear along banks and, therefore, produce one extra $LINK<food=GCON_Food>.
^
^Floodplains may contain $LINK<wheat=GOOD_Wheat>.
^Diseases such as malaria are can also be endemic on floodplanes and can cause [disease].

#DESC_TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil
from  being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up
into the  flood plains surrounding them, depositing the nutrients and the water into these areas and making them
unparalleled in value. Many great cultures such as those in the Nile river basin or those dependent on the flooding of
the Tigris and Euphrates  rivers have harvested the bounty of these lands, plains which transform lifeless wastelands
into lush oases of life.



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

#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. LINK<coal=GOOD_Coal>, LINK<iron=GOOD_Iron>, lead, copper, and even LINK<gold=GOOD_Gold>, and silver may be found in these regions, making them profitable areas for the mining industry.
In areas where the below ground  resources are scarce, hill areas are often cultivated for agricultural purposes.
Certain crops such as $LINK<Coffee=GOOD_Coffee> and grapes thrive in  these regions, given the proper climate.



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

#DESC_TERR_Mountains
^
^
^Mountains are formed when  the plates making up the Earth's crust impact or slide against one another, raising layers
of rock above the surrounding land.  Mountains can also be formed by volcanic action, or through the effects of
erosion. Generally poor agricultural regions, mountains  are often a source of great mineral wealth, with large
deposits of gold and other valuable ores. Aside from their economic value,  mountains provide a natural defensive
barrier, shielding human settlements from invaders. Extensive mountain ranges can also  greatly affect the weather
patterns of a region by blocking and diverting wind and storms.



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

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



#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Supplies of $LINK<rubber=GOOD_Rubber> can
be found there, but also $LINK<disease=GCON_Disease>.
^
^Jungles may also contain $LINK<coal=GOOD_Coal>, $LINK<gems=GOOD_gems>. $LINK<rubber=GOOD_Rubber>, $LINK<silk=GOOD_Silk>,
or $LINK<spice=GOOD_Spice>,

#DESC_TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse.
The dense, tangled  environment of the jungle is home to wide varieties of plant and animal life. Although mineral
deposits and fruit-bearing plants can  sometimes be found in these regions, jungles tend to lack both mineral and food
resources. This, combined with the sheer density  of the native plant life, makes jungles inhospitable to humans. In
order to make these areas more useful, jungles are often  destroyed through forestation and burning to yield areas of
grassland. While this improves the usefulness of the land for humans,  it destroys the habitat of the indigenous
animals of the region. It is estimated that hundreds of undiscovered species of insect and  animal life are made
extinct every day as a result of the destruction of jungles and rain forests.



#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the discovery
of $LINK<astronomy=TECH_Astronomy>, this danger is overcome.
^
^Coastal squares can contain $LINK<fish=GOOD_Fish> pearls or seals. 

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



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

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



#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the discovery
of $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism>. Early ships that end their turn on ocean squares are in danger of sinking.

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

#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. But 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%
^Rate Cap						50%
^Hurry Method					None
^Corruption / Waste				Catastrophic
^Draft Rate						0
^Military Police Limit				0
^Cost per Unit					1
^Units Support:
^    per town					
^    per city					All Units Free
^    per metropolis	
^			
^Notes: No city production, no research.

#DESC_GOVT_Anarchy
   Change of rule in cultures are often periods of unrest, but when the very framework for government is transformed  it almost always results in a period of anarchy. The massive political and social upheaval experienced by the  culture during a period of anarchy brings commerce and production to a standstill as cities rise up and government  organizations try to restructure. Despite the fact that corruption and waste are absolute, there is a positive side  to anarchy-it is temporary. When the smoke clears and the citizens calm down they are ready to embrace a new form  of order in your society.


#GOVT_Despotism
   In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This  system has a tendency to minimise individual freedom and reduce the efficiency of production efforts. 
^
^Worker efficiency				100%
^Rate Cap						60%
^Hurry Method					Forced labour
^Corruption / Waste				Rampant
^Draft Rate						1
^Military Police Limit				3
^Cost per Unit					1
^Unit Support
^    per town					2
^    per city						3
^    per metropolis				3
^    and an additional 2 units do not require support.

#DESC_GOVT_Despotism
^Despotism is, without a doubt, the simplest form of government. It is based on a simple concept: might makes  right.
In a despotism, the power is held unquestionably by those who hold power over the military and who therefore  can
enforce their decrees. Because of the oppression experienced in this type of regime, despots often find that  their
ability to control the population is proportional to their use of armed troops in towns and cities in which  the people
live. Furthermore, because it is such a centralized form of government despotism makes it difficult to  effectively put
down rebellions and prevent the misappropriation of funds if their empire grows too large. Despots  pay a terrible
price in waste and corruption in their society and with the development of more sophisticated forms  of government
despots often find that staging a coup is necessary for further growth. 


#GOVT_Monarchy
   Monarchs rule with absolute authority, severely limiting personal and economic freedom of all citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by sanction of the gods (or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>. $LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.
^
^Worker efficiency				100%
^Rate Cap					 	70%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^Draft Rate						1
^Military Police Limit				2
^Cost per Unit					1
^Unit Support
^    per town					2
^    per city						3
^    per metropolis				4

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

#GOVT_Republic
   Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>. However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant $LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.
^
^Worker efficiency				100%
^Rate Cap						60%
^Hurry Method					Pay citizens
^Corruption / Waste				Rampant
^Draft Rate						0
^Military Police Limit				2
^Cost per Unit					2
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				6

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



#GOVT_Democracy
   You are elected by the people to rule with their interests at heart. And you are rewarded by increased $LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness> is a significant problem and war must be entered into only after much consideration.
^
^
^
^Worker efficiency				100%
^Rate Cap						80%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^Draft Rate						0
^Military Police Limit				1
^Cost per Unit					2
^Unit Support
^    per town					2
^    per city						3
^    per metropolis				4

#DESC_GOVT_Democracy
   The term democracy originating in ancient Greece to designate a government where the people share in directing the activities of the state, as distinct from governments controlled by a single class, select group, or autocrat. The definition of democracy has been expanded, however, to describe a philosophy that insists on the right and the capacity of a people, acting either directly or through representatives, to control their institutions for their own purposes. Such a philosophy places a high value on the equality of individuals and would free people as far as possible from restraints not self-imposed. It insists that necessary restraints be imposed only by the consent of the majority and that they conform to the principle of equality.
^
^Democracy first flourished in the Greek city-state, reaching its fullest expression in ancient Athens. There the
citizens, as members of the assembly, participated directly in the making of their laws. Citizens would gather in a
public forum, and each one would have the opportunity to speak and vote on issues affecting the community. A democracy
of this sort was possible only in a small state where the people were politically educated, and it was limited since
the majority of inhabitants were slaves or noncitizens. (Hence the Rampant Corruption - link to Corruption ) Athenian
democracy fell before imperial rule, as did other ancient democracies in the early Italian cities and the early church.
In this period and in the Middle Ages, ideas such as representation crucial to modern Western democracy were developed.



#GOVT_Theocracy
   Theocracy is a government that is controlled by the priests.  The main focus of these governments, above all else, is to ensure that the state religion is being practiced properly. Because of this, $LINK<productivity=GCON_shields> and $LINK<happiness=GCON_Happy_Faces> take a back seat to religious matters. Theocratic governments rely on the strong religious beliefs of their subjects for support, and therefore can mount very strong, violent movements for short periods of time. However, Theocratic states also often alienate those who are moderate or practice a religion other than that of the state, and can therefore collapse if challenged strongly.
^
^Worker efficiency				50%
^Rate Cap						50%
^Hurry Method					Forced labour
^Corruption / Waste				Communal
^Draft Rate						1
^Military Police Limit				4
^Unit Support
^    per town					3
^    per city						6	
^    per metropolis				10
^    and an additional 4 units do not require support.

#DESC_GOVT_Theocracy
^
^
^
^Theocracy, also known as Fundamentalism, is a governing system whose laws and doctrines are rooted in the extremist
and controversial views of religion. Fundamentalists believe in the absolute truth and infallibility of their religion,
accepting nothing short of a literal interpretation of the scriptures of their faith. Their views are sometimes so
radical as to put them at odds with even the most devout traditionalists of the religion in question. Fundamentalist
movements have appeared from time to time throughout the world, including a widespread movement of Christian
fundamentalism in the U.S. in the early 20th century. In some cases, most notably in areas of the Middle East, these
movements are so widespread that entire nations fall under Fundamentalist rule. Such governments, backed by a fanatical
military force, can be a serious threat to any country that opposes their radical views.
^
^Fundamentalist governments are certainly nothing new to the world.  Throughout history, religion has played a large
part in the governing and behavior of peoples.  Protestant leader John Calvin created his own Theocracy in Geneva, in
which he slaughtered thousands of non-believers to secure his power.  In 16th century America, Protestant theocrats
hanged and stoned to death dozens of people believed to be witches.  20th century Fundamentalist governments are
usually closely associated with radical version of Islam, and can perhaps be seen as a reaction to the secularism and
science of the West.  



#GOVT_Fascist
   Fascism, modern political ideology that seeks to regenerate the social, economic, and cultural life of a country by basing it on a heightened sense of national belonging or ethnic identity. Fascism rejects liberal ideas such as freedom and individual rights, and often presses for the destruction of elections, legislatures, and other elements of democracy. Despite the idealistic goals of fascism, attempts to build fascist societies have led to wars and persecutions that caused millions of deaths. As a result, fascism is strongly associated with right-wing fanaticism, racism, totalitarianism, and violence. 
^
^Worker efficiency				100%
^Rate Cap						90%
^Hurry Method					Paid labour
^Corruption / Waste				Problematic
^Draft Rate						1
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4	
^    per metropolis				8

#DESC_GOVT_Fascist
   The term fascism was first used by Italian dictator Benito Mussolini in 1919. The term comes from the Italian word fascio, which means union or league. It also refers to the ancient Roman symbol of power, the fasces, a bundle of sticks bound to an axe, which represented civic unity and the authority of Roman officials to punish wrongdoers. 
^
^Fascist movements surfaced in most European countries and in some former European colonies in the early 20th century.
 Fascist political parties and movements capitalized on the intense patriotism that emerged as a response to widespread
social and political uncertainty after World War I (1914-1918) and the Russian Revolution of 1917. With the important
exceptions of Spain, Italy and Germany, however, fascist movements failed in their attempts to seize political power.
In Italy and Germany after World War I, fascists managed to win control of the state and attempted to dominate all of
Europe, resulting in millions of deaths in the Holocaust and World War II (1939-1945). Because fascism had a decisive
impact on European history from the end of World War I until the end of the World War II, the period from 1918 to 1945
is sometimes called the fascist era. Fascism was widely discredited after Italy and Germany lost World War II, but
persists today in new forms.
^
^The term fascism includes most movements that aim for total social renewal based on the national community while also
pushing for a rejection of liberal democratic institutions.  Scholars disagree over how to define the basic elements of
fascism. Marxist historians and political scientists (that is, those who base their approach on the writings of German
political theorist Karl Marx) view fascism as a form of politics that is cynically adopted by governments to support
capitalism and to prevent a socialist revolution. These scholars have applied the label of fascism to many
authoritarian regimes that came to power between World War I and World War II, such as those in Portugal, Austria,
Poland, and Japan. Marxist scholars also label as fascist some authoritarian governments that emerged after World War
II, including regimes in Argentina, Chile, Greece, and South Africa.  


#GOVT_Federal_Republic
   The Federal Republic is a nation comprised of a federation of quasi-independent states bound together under a national government, but still retaining a measure of autonomy. The government is run through a system of elected representatives, and is therefore accountable to the people. Federal Republics experience increased $LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness> is a significant problem and war must be entered into only after much consideration.
^
^Worker efficiency				200%
^Rate Cap						100%
^Hurry Method					Paid labour
^Corruption / Waste				Minimal
^Draft Rate						0
^Military Police Limit				0
^Unit Support
^    per town					1
^    per city						1	
^    per metropolis				1

#DESC_GOVT_Federal_Republic
   Federalism, also referred to as federal government, is a national or international political system in which two levels of government control the same territory and citizens. The word federal comes from the Latin term fidere, meaning to trust. Countries with federal political systems have both a central government and governments based in smaller political units, usually called states, provinces, or territories. These smaller political units surrender some of their political power to the central government, relying on it to act for the common good.  In a federal system, laws are made both by state, provincial, or territorial governments and by a central government.  
^
^Federal political systems divide power and resources between central and regional governments. The balance of power
between the two levels of government varies from country to country, but most federal systems grant substantial
autonomy to state or provincial governments. Central governments decide issues that concern the whole country, such as
organizing an army, building major roads, and making treaties with other countries. Federalism varies in practice,
however, and in some countries with federal systems the central government plays a large role in community planning,
schools, and other local issues.  Federal political systems are relatively uncommon around the world. Instead, most
countries are unitary systems, with laws giving virtually all authority to the central government. 
^
^A confederation is similar to a federal system but gives less power to the central government. The loose alliances of
countries or other political entities that make up a confederation seek to cooperate with one another while retaining
ultimate control of their own internal policies. Unlike federal systems, confederations usually give each member nation
absolute control over its citizens and territory. The central government decides only issues that affect all members of
the confederation. In the 18th century the United States was founded as such a system under the Articles of
Confederation. More recently, the Soviet Union dissolved in 1991, and many of the former republics formed a
confederation called the Commonwealth of Independent States (CIS) to coordinate domestic and foreign policy.
Confederations tend to be weak and unstable because member nations often resist relinquishing final authority on any
matters and insist on their right to withdraw from the confederation at any time. Confederations are uncommon; most are
international bodies with limited and specific responsibilities, such as the European Union (EU) and the British
Commonwealth.  


#GOVT_Social_Democracy
   Socialist Democracies incorporate modern concepts of freedom and economics, but also have a strong central government which controls some aspects of the economy. Social Democracies experience increased $LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness> is a significant problem and war must be entered into only after much consideration.
^
^Worker efficiency				150%
^Rate Cap						100%
^Hurry Method					Paid labour
^Corruption / Waste				Communal
^Draft Rate						0
^Military Police Limit				0
^Unit Support
^    per town					1
^    per city						1	
^    per metropolis				1

#DESC_GOVT_Social_Democracy
^
^
^The beginnings of modern Socialist Democracies came from the early Industrial Revolution.  When it became clear that
some changes had to be made to appease the discontent masses, the government, hitherto backers of business, began to
make concessions to prevent the people from rising up in full revolt.  These concessions took the form of 5-day work
weeks, overtime pay and better working conditions.  As time went on, however, many countries developed welfare system
designed, as the name implies, to look out for the welfare of the nations' citizens. Welfare systems usually provide
basic necessities such as education, health care, and unemployment benefits.
^
^Social Democracy took firm root in European politics after World War I. Socialist democratic parties actively
participated in government in Great Britain, Germany, Sweden, Belgium, the Netherlands, and other nations. Socialism
also became a powerful force in parts of Latin America, Asia, and Africa. To the Indian leader Jawaharlal Nehru and
other leaders of independence movements, it was attractive as an alternative to the systems of private enterprise and
exploitation established by their foreign rulers. 12 After World War II, socialist parties came to power in many
nations throughout the world, and much private industry was nationalized. In Africa and Asia where the workers are
peasants, not industrial labourers, socialist programs stressed land reform and other agrarian measures. These nations,
until recently, have also emphasized government planning for rapid economic development. African socialism has also
included the revival of pre-colonial values and institutions, while modernizing through the centralized apparatus of
the one-party state. Recently, the collapse of Eastern European and Soviet Communist states has led socialists
throughout the world to discard much of their doctrines regarding centralized planning and nationalization of
enterprises

#GOVT_Communist
    Under Communism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman. Although Communism allows greater production than despotism, the system restricts personal freedoms, limiting commerce. One positive aspect of Communism is its effect upon corruption and waste: all cities suffer the same, limited effects.
^
^Worker efficiency				100%
^Rate Cap						80%
^Hurry Method					Paid labour
^Corruption / Waste				Communal
^Draft Rate						1
^Military Police Limit				3
^Cost per Unit					2
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8

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

#GOVT_Chiefdom
^
^Chiefdom is the default starting government. 
^
^Worker efficiency				50%
^Rate Cap						60%
^Hurry Method					None
^Corruption / Waste				Rampant
^Draft Rate						1
^Military Police Limit				3
^Cost per Unit					1
^Unit Support
^    per town					2
^    per city						2
^    per metropolis				2
^    and an additional 3 units do not require support.
^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 chiefdom government instead produces one less.



#GOVT_Abs_Monarchy
^
^Early Medieval Monarchy. You experience increased $LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant $LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.
^
^Worker efficiency				100%
^Rate Cap						80%
^Hurry Method					Paid Labour
^Corruption / Waste				Nuisance
^Draft Rate						1
^Military Police Limit				3
^Cost per Unit					2
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				6


#GOVT_Con_Monarchy
^
^Pre-Industrial type Monarchy. You experience increased $LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness> is a significant problem and war must be entered into only after much consideration.
^
^Worker efficiency				200%
^Rate Cap						100%
^Hurry Method					Paid Labour
^Corruption / Waste				Minimal
^Draft Rate						0
^Military Police Limit				0
^Cost per Unit					4
^Unit Support
^    per town					1
^    per city						1
^    per metropolis				1


#TFRM_Mine
^
^
^A mine increases the $LINK<shield production=GCON_Shields> of a square.
^
^{Terrain					Produces}
^Grasslands				0 shields, 1 if mined.
^  w/ outcropping			1 shields, 2 if mined.
^Plains				1 shields, 2 if mined.
^Hills				1 shields, 3 if mined.
^Mountains				1 shields, 3 if mined.
^
^Workers are ordered to dig mines by pressing [M], or the "Build Mine" button.


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or  to
another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, you can irrigate
a tile without proximity to fresh water.
^
^{Terrain				Produces}
^Flood plains			3 food, 4 if irrigated.
^Grasslands				2 food, 3 if irrigated.
^Plains				1 food, 2 if irrigated.
^
^Workers are ordered to irrigate by pressing [I] or the "Irrigate" button.


#TFRM_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Flood plains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains				0 commerce, 1 with a road.
^Hills				0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build roads by pressing [R] or the "Build Road" button.


#TFRM_Fortress
^
^
^Units within a fortress enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build Fortress" button.



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


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


#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute [15] $LINK<shields=GCON_Shields> to the
nearest controlled city. The resulting terrain will be either $LINK<grasslands=TERR_Grassland>,
$LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrian beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.



#TFRM_Clear_Jungle
^
^
^A worker can clear the $LINK<jungle=TERR_Jungle> from a square, creating either $LINK<flood plains=TERR_Flood_Plain> 
or $LINK<grasslands=TERR_Grassland>. NO shields are gained from this action, although the detrimental effects of the jungle are of course removed. 
^
^A worker is ordered to clear jungle by pressing [Shift-C] or the "Clear Jungle" button in a jungle square.



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



#TFRM_Clear_Pollution
^
^
^A worker can clean up pollution in a contaminated square, restoring it to its former production capacity.
^
^A worker is ordered to clear pollution by pressing [Shift-C] or the "Clear Pollution" button.


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

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

#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 a tile that is empty, has a mine, irrigation, a road and/or a railroad.
You cannot build an Outpost on a tile with an Airfield or a Colony.  The "Build Outpost" unit-action becomes 
available after the Masonry advance is researched.

; END Improvements____________________________________________________________________________END Improvements





; Civilizations____________________________________________________________________________Civilizations

#RACE_Romans
^The Romans are $LINK<militaristic and commercial=GCON_Strengths>. They start the game with $LINK<Warrior
Code=TECH_Warrior_Code> and $LINK<The Wheel=TECH_The_Wheel> and build $LINK<legionaries=PRTO_Legionary> instead of
normal $LINK<swordsmen=PRTO_Swordsman>. 
^
^The founding of Rome on the fertile Tibur River is obscured by myth and legend, but it is generally accepted that 
Rome was first settled in 753 BC and that the Republic was founded in 509 BC, following the overthrow of Lucius 
Tarquinius Superbus, the last of Rome's seven kings. Rome was built on a site highly prized by the Etruscans, who 
dominated the Italian peninsula in the 6th century BC. The Etruscan king Porsenna defeated the Romans and expelled 
Tarquinius Superbus. Yet before Porsenna could establish himself as monarch over the unruly Romans, he was forced  to
withdraw. Rather than restoring their inept king, the citizens replaced the monarchy with two elected consuls, 
generals whose primary task it was to lead Rome's armies, and a Senate to serve as an advisory body. Where the 
Etruscans had failed, the people of Rome succeeded in the task of unifying the various Italian peoples into a 
political whole.
^    Toward the end of the 5th century BC, the Romans, propelled by the pressures of unchecked population growth, 
began to expand at the expense of nearby city-states. Rome's first two wars were fought with Fidenae, an independent 
city near Rome, and against Veii, an important Etruscan city. In the process, the expanding Roman Republic found the 
Greek phalanx formation too unwieldy for fragmented fighting in the hills and valleys of central Italy; accordingly, 
Rome evolved a new tactical system based on flexible ranks of cohorts, organized into self-contained {Legions}, the 
means by which Imperial Rome conquered and ruled the ancient world.
^    When Rome became increasingly powerful, the remaining city-states took up arms; the ensuing Latin War (340-338
BC)  was quickly decided in Rome's favor. By 264 BC all Italy south of the Alps was united under the leadership of
Rome,  its members either incorporated in or allied with the Republic. Rome's growing influence led it into conflict
with  Carthage, an established commercial power in northern Africa. The defeat and destruction of Carthage in the three
 Punic Wars (264-146 BC) sustained Rome's acquisitive momentum, and the Republic set its sights on dominating the 
entire Mediterranean area. In short order, the

#DESC_RACE_Romans
^
^
^Romans overran Syria, Macedonia, Greece and Egypt, all of which had until then been part of the decaying Hellenistic
empire created by Alexander the Great.
^    But such expansion was not without costs; tensions grew and civil war erupted. The ensuing period of unrest and 
revolution marked the transition of Rome from a republic to an empire. The later stages of these civil wars encompassed
 the careers of the brilliant Pompey, the orator Cicero, and the consul {Julius Caesar}, the conqueror of Gaul (58-50
BC),  who eventually was given power over Rome as its dictator. After his assassination in 44 BC, it was not long
before civil  war again erupted; but following his victory at Actium (31 BC), Octavian, Julius' nephew, was crowned
Rome's first  emperor, Augustus 27 BC-14 AD). Although there were exceptions such as Caligula (37-41) and Nero (54-68),
Rome was  blessed with a series of able and brilliant leaders who expanded the frontiers until Rome's empire reached
from Britain  to Egypt and from Spain to Persia.
^    Imperial Rome was distinguished not only for its military - the foundation upon which the empire rested - but 
also for its accomplishments in engineering and statecraft. The Romans were gifted in the applied arts of law, 
record-keeping and city planning, yet they also acknowledged and adopted the contributions of earlier peoples -  most
notably, those of the Greeks, much of whose culture was thereby preserved. Roman law was a complex body of  precedents
and opinions, which were finally codified in the 6th century as the Justinian Code. The empire's road  network was
without match in the ancient world, designed for rapid movement of commerce, agriculture, mail delivery  as well as the
army. Roman city planners achieved unprecedented standards of hygiene with their plumbing, sewage  disposal, dams and
aqueducts. Roman art and architecture, though often imitative of Greek styles, was boldly planned  and lavishly
executed. Roman science and culture, in short, became the foundations of the European world.



#RACE_Egyptians
^The Egyptians are $LINK<religious and industrious=GCON_Strengths>. They start the game with $LINK<Mining=TECH_Mining> and
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build $LINK<war chariots=PRTO_War_Chariot> instead of normal
$LINK<chariots=PRTO_Chariot>. 
^
^Few civilizations have left such an indelible mark on history as that of ancient Egypt. Though the first settlers  of
the Nile valley are thought to have arrived as early as 7000 BC, it wasn't until the legendary king Menes unified 
Upper and Lower Egypt that the region began to develop a cohesive sense of culture and identity. This First Dynasty 
(2925-2775 BC), with its capital at Memphis, was followed by 26 more over the next 2700 years. Writing was the major 
instrument in the centralization and self-preservation of Egypt. The two basic forms of writing, hieroglyphs and the 
cursive form known as hieratic (used on papyrus), were invented at much the same time in late pre-dynastic Egypt 
(about 3000 BC). Writing was used chiefly for administration and until about 2650 BC no continuous texts were recorded;
 the only literary texts written down before the early Middle Kingdom (1950 BC) seem to have been lists of religious 
practices and medical treatises. Another strength was the Egyptian religion, which was one of the most enduring of  the
ancient world, through which Egypt became a highly stratified, highly efficient society. Egypts economic strength 
allowed for the support of a priestly class, who were tasked with the spiritual well being of the people yet able to 
devote their time to the study of religion, astronomy, philosophy and mathematics. The priesthood also served the 
functions of a state bureaucracy, carrying out the edicts of the Pharaoh and managing his financial and diplomatic 
affairs. The great organizational and economic power of Egypt allowed the rulers to accomplish unmatched works of 
construction. The Great Pyramids of Giza, completed in the Fourth Dynasty (2575-2465 BC), still stand as one of
mankinds  most impressive feats of engineering and logistics.
^    Previous to 1700 BC, no outsiders had ever held dominion over Egypt. That changed when the Hyksos, a Semitic 
people, overran Lower Egypt. Thereafter, Egypts borders were defended by capable Libyan warriors and the elite often 
rode into battle in {War Chariots}, which were able to use speed to outflank opponents and break up organized
formations  of troops. Egypts greatest military strength,

#DESC_RACE_Egyptians
^
^ however, lay in the employment of mercenaries from Macedonia, Greece,  Nubia and many other neighboring peoples -
Egyptian gold was always their most valuable military asset. However,  this was not enough to guarantee the isolation
of the richest land in the Mediterranean world. Egypt fell to the  Assyrians, and then to the Persians yet even during
the plunder of Xerxes governors, Egyptian culture and religion  survived. Alexander the Great liberated the Egyptians
from Persian rule in 332 BC and established the city of  Alexandria, which was to become the new capital of Hellenic
Egypt under the rule of the Macedonian Ptolemaic dynasty  (332-30 BC), the last Egyptian kingdom. The kingdom was one
of several that emerged in the aftermath of Alexander's  death and the struggles of his successors. It was the
wealthiest, however, and for much of the next 300 years,  the most powerful politically and militarily. The able
Ptolemies ruled in an unbroken line until the death of  {Cleopatra} VII in 30 BC. Cleopatras infamous liaisons with
Julius Caesar and Mark Antony proved the eventual  downfall of independent Egypt. Her ambition rivaled theirs, and
sadly it served her no better. Her suicide marked  the end of Pharaohic rule and the beginning of Egypt's centuries as
a Roman and Byzantine province. Although swept  by the Islamic tide in 642 AD, Egypt was to remain under foreign
occupation - Arabic, Ottoman, French and British -  until after World War I, when she finally gained her independence
from a British administration weary of overseas  conflict. From 1922 through 1952, Egypt appeared to be one of the
worlds most successful constitutional monarchies.  But it was ripe for revolution; the military coup of July 1952 led
by Gamal Nasser, ironically, finally made Egypt  an island of stability in a turbulent Middle East.


#RACE_Greeks
^The Greeks are $LINK<scientific and commercial=GCON_Strengths>. They start the game with $LINK<the Wheel=TECH_The_Wheel> and $LINK<Alphabet=TECH_Alphabet> and build $LINK<Hoplites=PRTO_Hoplite> instead of
$LINK<spearmen=PRTO_Spearman>. 
^
^The period following the catastrophic collapse of the Mycenaean civilization in Greece (about 1200 BC) was marked  by
a series of migrations by barbarian peoples from the north, leading to a number of city-states - prominent among 
these, Sparta and Athens - and a phase of Greek colonization along the shores of the Mediterranean. For two centuries,
Greek history was a provincial tale of neighbors squabbling over scarce resources.  But it was also the dawn of
philosophy and science. There seems to be no good reason why the Hellenes,  clustered in isolated city-states in a
relatively poor and backward land, should have struck out into intellectual  regions that were only dimly perceived, if
at all, by the splendid civilizations of the Yangtze, the Tigris and  Euphrates, and the Nile valleys but they did.
^    The Persian Wars (492-449 BC) were sparked by a revolt of Greek colonies in Asia Minor and brought the Greeks 
onto the stage of world history. Athens and Eretria sent a small fleet in support of the revolt, which the Persian 
emperors took as a pretext for launching two invasions of the Greek mainland. In 490 BC a Persian army under  Darius I
(522-486 BC) landed unopposed on the plain of Marathon; following an appeal to the Spartans, the Athenian-led  Greeks
won a decisive victory. A second invasion ten years later, blunted by the valiant stand by the Spartans and  Thespians
at Thermopylae (481 BC), ended with the crushing defeat of the Persian fleet at Salamis. Sporadic fighting  between
Greek alliances and Persia continued for another 30 years, before the Peace of Callas (449 BC) finally ended  the
hostilities. The surprising Greek triumph ensured the survival of Greek culture and political structures. 
^    Growing tensions among the victors led to the Peloponnesian Wars (431-404 BC), fought between Athens and Sparta. 
The Athenian league was, in fact, an empire that included most of the island and coastal states around the shores of 
the Aegean Sea, while Sparta was leader of an alliance of independent cities that included most of the major land 
powers of the peninsula. The end finally came in 404 BC when, starved by an impenetrable blockade, Athens capitulated. 
Athens' devastation and decline was perhaps the worst casualty in a war that crippled Greek unity.

#DESC_RACE_Greeks
^
^
^    By this time, a new power was growing in the north of Greece. In 353 BC, Philip I was in undisputed control of a 
much-enlarged Macedonia. Phalanx tactics were known from ancient Sumer and Egypt, but Philip perfected the tactical 
use of spear-wielding {Hoplites} in dense, massive blocks of eight, or even 16-20 ranks, sacrificing flexibility  and
mobility in order to achieve maximum protection and power. Unless {Alexander} (336-323 BC) was himself  responsible for
his father's assassination in 336 BC, he cannot have foreseen the moment of his succession.  But he was certainly
prepared. Educated by Aristotle and left in charge of Macedonia during Philip's attack on  Byzantium, Alexander
defeated the Maedi; two years later he commanded the left wing at the battle of Chaeronea,  in which Philip defeated
the allied Greek states. By the time of his death at the age of 33, Alexander had moved  the great centers of
civilization westward and initiated a new age, spread Hellenism in a vast colonizing wave  throughout the Middle East
and created, if not politically at least economically and culturally, a single civilization  stretching from Gibraltar
to the Punjab, open to trade and intellectual intercourse.
^    But the Greek empire could hardly survive Alexander's death. During a 40-year (323-280 BC) interregnum,  the
provinces became independent kingdoms, with various of Alexander's generals rising to rule through bloodshed  and
assassination, yet unable to ally against the coming of a new military power. By 350 BC, Rome was encroaching  on the
westernmost Greek settlements, beginning a 200-year conquest of the Hellenic world that Alexander had created.  With
the defeat of Cleopatra and Mark Anthony, Octavian's forces occupied Egypt and the last kingdom of Alexander's 
successors fell to Rome. For two millennia, Greece was part of the Roman, then Byzantine and finally the Ottoman 
empires. Following an uprising supported by Britain, Russia and France, Greece's existence as an independent nation 
gained formal recognition in 1832.



#RACE_Babylon
^The Babylonians are $LINK<scientific and religious=GCON_Strengths>. They start the game with $LINK<Alphabet=TECH_Alphabet> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build $LINK<bowmen=PRTO_Bowman>
instead of normal $LINK<archers=PRTO_Archer>. 
^
^Because of the historical significance and legendary status achieved by the city of Babylon, the term "Babylonian" 
is often used to refer to all of the ancient cultures and tribes of Mesopotamia. The oldest known urban and literate 
culture in the world was developed by the Sumerians in Mesopotamia beginning in the late 4th millennium BC.  For
centuries, Babylon was an insignificant suburb of the Sumerian capital of Ur until {Hammurabi} (1792-1750 BC)  came to
power. Hammurabi unified the bickering Sumerians and Akkadians and created the famous Code of Hammurabi,  the most
comprehensive code of laws of antiquity with 283 entries covering topics from criminal punishments to  family laws.
Under Hammurabi, Babylon became the commercial and political center of southern Mesopotamia, but  its prestige and
wealth made it a target for foreign conquerors. The city and empire would be ruled, in succession,  by the Hittites,
Kassites, Assyrians, Arameans and Chaldeans.
^    Under the Chaldean leader Nebuchadnezzar II (605-561 BC), Babylon entered its second golden age, spanning  the
7th and 6th centuries BC. Aside from the destruction of Jerusalem and Judah, Nebuchadnezzar II is best known  for his
efforts to rebuild Babylon and reorganize its military forces, returning it to glory as one of the great  cities in the
ancient world. The fabled Hanging Gardens were constructed at Nebuchadnezzar's decree, reportedly  to help his Median
wife overcome her longing for the "mountainous scenery" of her homeland. He also rebuilt the  great Temple of Marduk
and its ziggurat, collectively known as the Tower of Babel. Following Nebuchadnezzar's  death, his successor Nabonidus
failed to maintain the skilled {Bowmen} formations and the massive fortifications  of the great city. When the Persians
under Cyrus attacked in  539 BC, the capital fell almost without resistance.  Babylon remained in Persian hands until
Alexander the Great  overthrew the Persian Empire. Alexander planned to make Babylon the center of his expanded
Hellenic empire; however,  he died in Nebuchadnezzar's palace before those plans could be completed. Alexander's empire
would not 

#DESC_RACE_Babylon
^
^ survive his  death; after a power struggle among Alexander's generals, Babylon passed to the Seleucid dynasty in 312
BC.  The city's importance was much reduced by the building of a new capital, Seleucia, on the Tigris, to which most of
 Babylon's population was forcibly transferred in 275 BC. In the 2nd century BC Mesopotamia became part of the 
Parthian empire, and Babylon itself a buffer region between the Parthians and the Roman Empire. By the time of  Christ,
the city was an extensive field of ruins and largely deserted. In the 7th century AD, Mesopotamia was  conquered by
Muslim Arabs. Babylon passed into legend, and from that time forward the history of the Babylonian  realm is that of
Iraq and Iran. The city itself would not be re-discovered until the initial surveys by the  British archaeologist C.J.
Rich in 1811 and 1817. Major excavation began in 1899, under the auspices of the  German Oriental Society, and have
continued unabated since, revealing more of the wonders of the lost city of Babylon.


#RACE_Germans
^The Germans are $LINK<scientific and militaristic=GCON_Strengths>. They start the game with $LINK<the Alphabet=TECH_Alphabet> and $LINK<Warrior Code=TECH_Warrior_Code> and build $LINK<panzers=PRTO_Panzer> instead of
$LINK<armors=PRTO_Armor>.
^
^Julius Caesar's Gallic Wars brought the Germanic tribes into the spotlight of history. Although Roman efforts to 
establish hegemony across the Rhine continued for decades, the frontier eventually stabilized along the Rhine and 
Danube rivers. At that time, Germanic culture extended from Scandinavia as far south as the Carpathians. Although  it
was heavily fortified, the frontier was never a barrier to trade or culture. Germanic fear of the Huns meant  that the
Roman Empire could, in moments of crisis, mobilize at least the Goths, Burgundians, and Franks for mutual  defense.
Soon after Attila's death in 453, however, the Hun empire collapsed, and Rome lost this hold over the  Germans.
^    The Merovigian kings and their Carolingian successors eventually brought much of what would later constitute 
Germany under Frankish control, but the ceaseless blows from Danes, Saracens and Magyars in the later 9th and 10th 
centuries weakened the kingdom's cohesion. Because the Carolingians themselves were unable to provide effective defense
 for the empire, there arose in nearly all the German lands powerful lines of margraves, counts and hereditary rulers, 
their intrigues and wars against each other interrupted only briefly by the rise of strong electors such as Frederick 
Barbarossa (1155-1190). The subsequent history of Germany is, despite the role of the central rule of the Holy Roman 
Empire, one of the rise and fall of feuding principalities. 
^    It would be a thousand years before Germany was again unified under a single ruler. Troubled by the mass 
insurrections and diplomatic defeats that had followed the Napoleonic Wars, William I of Prussia (1861-1888) 
considered abdicating in favor of his son, who was believed to have political views close to those of the liberal 
opposition. He was persuaded, however, to consider forming a new government led by {Otto von Bismarck}, the  Prussian
ambassador to Paris.
^    In September 1862, Europe was startled by the news that a statesman with a reputation  for conservatism,
nationalism and [realpolitik] had become the prime minister of Prussia. The new German Empire was proclaimed in January
1871, in the aftermath of three short

#DESC_RACE_Germans
^
^ and decisive wars against Denmark, Austria and France by  coalitions of German states. Bismarck had unified Germany.
^    The same nationalism that brought unity would bring disaster. Already staggering under a vengeful peace  imposed
by the Western Allies following World War I, the worldwide economic collapse that began in 1929 proved  the catalyst
for political extremism. Although bitterly opposed to each other, the Nazis and Communists during  the next decade
succeeded in mobilizing the political and economic resentments generated by defeat and depression.   When Hitler
finally became chancellor in January 1933, it was not on the crest of a wave of popular support but as  the result of
ruthless political intrigue.
^    World War II is appropriately called "Hitler's War." Spearheaded by {Panzer}  formations using revolutionary new
tactics, Hitler came close to realizing his aim of establishing German hegemony in  Europe. But the turning point of
the war came with his decision to send his Panzers into Soviet Russia. Though at the  end of 1942 an ultimate German
victory still seemed possible, by spring 1945 the Third Reich was prostrate. As a  legacy of surrender and the ensuing
Cold War, a truncated Germany was divided into two zones of military occupation.  While under Soviet rule East Germany
suffered and stagnated, West Germany's recovery from total economic and political  prostration at the end of World War
II was of such dramatic proportions as to become a modern legend.
^    The swift and  unexpected downfall of the Soviet order in Europe led to a unification treaty, ratified by the
West German Bundestag  and the East German People's Chamber in September 1990. After 45 years of division, Germany was
once again a united  nation.


#RACE_Russian
^The Russians are $LINK<scientific and expansionist=GCON_Strengths>. They start the game with $LINK<the Alphabet=TECH_The_Alphabet> and $LINK<Farming=TECH_Farming> and build $LINK<cossacks=PRTO_Cossack> instead of normal
$LINK<cavalry=PRTO_Cavalry>. 
^
^Indo-European, Ural-Altaic, and other races have occupied what is now the territory of Russia since 2000 BC,  but
little is known about their institutions and activities. Modern Russia dates from about 770, when Viking  explorers
began an intensive penetration of the Volga region. From bases in estuaries along the eastern Baltic,  Scandinavian
bands, probably in search of new trade routes to the east, began to penetrate territory populated  by Finnish and
Slavic tribes, where they found unlimited natural resources.
^    Within a few decades the Rus, as the Viking settlers were known, together with other Scandinavians operating 
farther west, extended their raiding activities down the main river routes toward Baghdad and Constantinople,  reaching
the Black Sea in 860. In the period from 930 to 1000, the region came under complete control by the Rus  from their
capital at Novgorod.
^    The lifeblood of this sprawling Kievan empire was the commerce organized by these Viking princes. Novgorod's 
burghers even forged an accommodation with the invading Mongols during the 13th century, but its absorption by the 
growing Slavic principality of Muscovy in 1478 ended its political independence.
^    Ivan III (1462-1505) consolidated the gains his father, Vasily II, had won in the saddle. This "gathering of  the
Russian lands" became a conscious and irresistible five-century drive by Moscow to annex all Slavic lands, both  the
Russian territories and the Belorussian and Ukrainian regions. The accession of Peter I (the Great; 1694-1725)  ushered
in and established the social, political and intellectual trends that were to dominate Russia for the next  two
centuries. The location of his capital, St. Petersburg, on the shores of the Gulf of Finland symbolized this  shift
toward a European involvement. 
^    {Catherine the Great} (1762-1796) would prove to be Peter's true intellectual and political heir. Catherine's 
reign was notable for imperial expansion. Most important were the securing of the northern shore of the Black Sea,  the
annexation of the Crimea, and the expansion into the steppes beyond the Urals. This permitted the protection of  Russian

#DESC_RACE_Russian
^
^
^agricultural settlements in the south and the establishment of trade routes through the Black Sea. In the  process,
the military democracies of the {Cossack} hosts along the Dnieper, Don and Volga rivers lost their autonomy  and
special privileges; the wealthier officers became Russian nobles, receiving the right to own and settle serfs on  their
own lands, while the fierce horsemen sank to the level of peasants with special military obligations.
^    Despite the heritage of Peter and Catherine, by the time of Nicholas II (1894-1917) Russia was in disarray, 
fighting an onerous war and plagued by internal misery and oppression. The Kerensky provisional government, a  moderate
attempt to resolve the problems, collapsed in the face of the Bolshevik revolution. Given the Bolshevik  desire to
dominate the whole of Russia and the rest of the former tsarist empire, civil war was inevitable. Stalin  would
complete the consolidation of Communist power begun by Lenin. And he would lead Soviet Russia through the  greatest
threat to its existence, and help it emerge as one of the world's superpowers following the Second World War. 
^    But in the ensuing Cold War, Russia's economy tottered towards collapse. The people turned to Boris Yeltsin,  a
liberal Party functionary. Elections to the Congress of People's Deputies in March 1989 saw him score a stunning 
victory. He used his newfound legitimacy to promote Russian sovereignty, to advocate and adopt radical economic reform,
 to demand Gorbachev's resignation, and to negotiate treaties with the Baltic republics, in which he acknowledged their
 right to secede from the union. An ill-conceived, ill-planned, and poorly executed coup attempt to unseat Yeltsin 
occurred August 1991, bringing an end to the Communist Party and accelerating the movement to disband the Soviet 
Union. Yeltsin dissolved the Union of Soviet Socialist Republics in December 1991, banned the Communist Party in 
Russia and seized all of its property.


#RACE_Chinese
^The Chinese are $LINK<militaristic and industrious=GCON_Strengths>. They start the game with $LINK<Warrior
Code=TECH_Warrior_Code> and $LINK<Mining=TECH_Mining> and build $LINK<riders=PRTO_Rider> instead of normal
$LINK<knights=PRTO_Knight>. 
^
^Despite political and social upheavals that frequently ravaged the country, China is unique for its longevity  and
resilience as a politico-cultural entity. Most of China's cultural progress has been accomplished with relatively 
little outside influence; even when the country was ruled by such "barbarian" peoples as the Chin or Mongols, these 
were soon absorbed into the fabric of Chinese culture. The casting of bronze and the development of an alphabet date 
from the period of the Shang dynasty, China's first, believed to have dominated north China from the mid-16th to 
mid-11th century BC. The overthrow of the Shang dynasty by the Chou (1111-255 BC) spanned three generations; although 
the vibrant Chou culture produced some of history's greatest philosophers and artists, among them Confucius and Lao-zi,
 it was eventually supplanted by a "barbarian" invasion that established the brief Ch'in Empire (221-206 BC).  The
subsequent Han dynasty was founded by Liu Pang, who assumed the title of emperor in 202 BC. The four centuries of  the
Han was one of considerable changes in imperial, political, cultural and social development, as well as massive 
engineering projects (including the Great Wall), and established a Chinese identity that would survive until the 
advent of Communism.
^    By the end of the 2nd century AD the Han Empire had virtually ceased to exist, followed by a lengthy period of
rival kingdoms that did not end until 618 AD, when the T'ang dynasty came to power. The T'ang were followed by the Sung
dynasties (960-1279 AD), which collapsed in the face of the Mongol invasions. By securing the allegiance of the Hsi
Hsia in Tibet (1209), Genghis Khan disposed of a potential enemy and prepared the ground for an invasion of China. For
several years Mongol armies pillaged the country; finally, in 1214 Genghis overwhelmed the capital of the northern Chin
(modern Peking). During the next decades there was an uneasy truce between the Mongols in the north and the Sung state
in the south. The Mongols resumed their advance in 1250 under Kublai Khan, grandson of Genghis. From 1267 onward, the
Mongols, this time assisted by the armoured horsemen {Riders} and auxiliary troops of north China,

#DESC_RACE_Chinese
^
^
^attacked on several fronts. When organized resistance ceased soon afterward, foreign invaders controlled the whole of
China for the only time in history.
^    The Mongols occupied China for a century, but ineptitude on the throne, factionalism at court, and rivalries
among generals weakened their rule. Out of this turmoil emerged a new native dynasty, the Ming (1368-1644), known for
patronage of the arts. The Ming were followed by the Manchus (1644-1911), the last imperial dynasty of China, marked by
continuous warfare, Western imperialism, rampant corruption and bureaucratic ineptitude. In the wake of the disastrous
Boxer Rebellion, the imperial court could no longer maintain support among the peasantry and army; revolution
(1911-1912) followed. The first half of the 20th century saw the disintegration of the old order in China and the
foundations of a new society, begun by the short-lived democratic Republic (1912-1920), which quickly degenerated into
the dictatorship of Yuan Shih-k'ai. A new revolution, led by the Nationalist Party (KMT) and the Chinese Communist
Party (CCP), erupted. Although united against the Japanese invasion, by the end of World War II civil war raged in
China. Nationalists and Communists raced to take over Japanese-held territories, built up their forces, and fought
limited engagements while still conducting negotiations; during 1947-1948, after initial Nationalist victories, the
strategic balance shifted in favor of the Communists. Four years after Japan's surrender, a profound and popularly
based revolution had swept China, and, in October 1949 {Mao Tse-tung} proclaimed the People's Republic of China. In
1966, the Communists launched the disastrous "Cultural Revolution," a ten-year assault on "traditional values" and
"bourgeois thinking" which ultimately left the country in disarray. After Mao's death in 1976, his rival Deng Xiaopeng
assumed power and began social and economic reforms that would see China return to world prominence.


#RACE_American
^The Americans are $LINK<expansionist and industrious=GCON_Strengths>. They start the game with
$LINK<Farming=TECH_Farming> and $LINK<Mining=TECH_Mining> and build $LINK<F-15s=PRTO_F-15> instead of normal
$LINK<jet fighters=PRTO_Jet_Fighter>. 
^
^The United States is relatively young by Civilization standards, being barely more than 200 years old; it achieved 
its current size and influence only in the mid-20th century. America was the first of the European colonies to separate
 successfully from its motherland, and it was the first nation to be established on the premise that sovereignty rests 
with its citizens and not with the government. In its first century and a half, the country was mainly preoccupied with
 its own territorial exploration and expansion and with economic growth. American politics became increasingly
democratic  during the 1820s and '30s. But a matter of freedom would bring the nation to its greatest crisis: the
American Civil War.  On February 4, 1861 - a month before {Abraham Lincoln} (1860-1865) could be inaugurated in
Washington - six Southern  states sent representatives to Montgomery to declare a new independent government. With
Jefferson Davis at its head, the  Confederate States of America came into being, set up its own bureaus and offices,
occupied federal buildings, issued its  own money, raised its own taxes, and flew its own flag.
^    With the Union preserved, the nation entered a period of unprecedented prosperity after the long conflict and 
reconstruction. In the ensuing two decades industrial production, the number of industrial workers, and the number  of
factories all more than doubled. European immigration, westward expansion, urban growth, technological advances  and a
host of American inventions - including the telephone, typewriter, linotype, phonograph, electric light, cash 
register, air brake, refrigerator car, and the automobile - contributed to the American explosion, while widespread 
use of corporate organization offered new opportunities for large-scale financing of business enterprise and attracted 
new capital.
^    Militarily speaking, the Spanish-American War of 1898 was so brief and relatively bloodless as to have been a 
mere passing episode in the history of modern warfare but it catapulted the United States into the arena of world. 
Before the 1890s, roughly speaking, most Americans had stubbornly adhered to the belief, as old as the

#DESC_RACE_American
^
^Revolution  itself, that their country should remain aloof from European affairs and offer an example of democracy and peace to  the rest of the world. But the United States had become a great power by virtue of its prodigious economic growth  since the Civil War; now many thought it ought to begin to act like one. In World War I, and again in World War II,  American industrial might and military technology proved decisive. However, the debacle of Vietnam, set in the morass  of the Cold War, shook America's belief in its "victory culture" and "manifest destiny," a malaise that would not pass  for 20 years. Lasting but 40 days, the Gulf War was easily won by the U.S.-led coalition at only slight material and  human cost, but its sophisticated weapons - spearheaded by the American {F-15} fighters - caused heavy damage to  Iraq's military and economic infrastructure. With the declining power (and subsequent collapse in 1991) of the  Soviet Union, the war also emphasized the role of the United States as the world's single superpower at the beginning  of the 21st century, its culture and technology spreading around the globe.


#RACE_Japanese
^The Japanese are $LINK<religious and militaristic=GCON_Strengths>. They start the game with $LINK<Ceremonial
Burial=TECH_Ceremonial_Burial> and $LINK<Warrior Code=TECH_Warrior_Code> and build $LINK<samurai=PRTO_Samurai> instead of
$LINK<knights=PRTO_Knight>.
^
^It is not known when humans first settled on the Japanese archipelago, but the Jomon people might be called 
proto-Japanese, and they were spread throughout the archipelago by 250 BC. The Yayoi culture that arose in Kyushu, 
while the Jomon culture was still evolving, spread gradually eastward, overwhelming the Jomon. Culturally, the  Yayoi
represents a notable advance and flourished for some five or six centuries, from the 3rd century BC to the  3rd century
AD. The unification of Japan under the Yamato court, with the tenno ("Emperor of Heaven") at its center,  occurred
around the mid-4th century. The 6th century reign of Kentai (507-531 AD) represents a decline of Yamato  influence both
at home and abroad; the period can be characterized by the growing accumulation of power by regional  leaders and a
weakening of royal influence.
^    After the Onin War, the power of independent local leaders increased markedly, and in many instances deputies  of
great shugo houses usurped the domains of their superiors; a new type of feudal lord, the daimyo, took their place. 
This Sengoku ("Warring States") period was marked by constant conflict among many such lords. The Yamato court was 
resuscitated by efforts made within the royal family itself, primarily the reforms of Prince Shotoku, who drafted  the
Seventeen-Article Constitution of 604 AD. The death of Shotoku in 622 prevented his Confucian ideals of government 
from bearing full fruit when the Soga family, regaining its former power, executed Shotoku's son Yamashiro and all  his
family in 643. Two years later, princes Nakano and Nakatomi engineered a coup d'tat within the palace, killing  the
Soga family and wiping out all forces opposed to the imperial family. They then set about establishing a system  of
centralized government with the emperor as absolute monarch that would last 1000 years.
^    In the late Heian period, the more powerful of the {Samurai} gathered in or near the capital, where they served 
both the military needs of the emperor and also as bodyguards for the great noble houses. Emerging from provincial 
warrior bands, the aristocratic Samurai caste of the Kamakura period (1192-1333), with their military

#DESC_RACE_Japanese
^
^
^skills and deep  pride in their stoicism, developed a disciplined culture distinct from the earlier, quiet refinement
of the imperial  court.
^    During the Muromachi period (1338-1573) under the growing influence of Zen Buddhism, the samurai culture produced
 many uniquely Japanese arts that continue today. Eventually, from among these warring Samurai clans arose the able 
{Tokugawa} Takechiyo, founder of the Edo shogunate (1603-1867 AD), which ended the incessant conflicts and brought 
reform and peace to the islands. Although Spanish and Portuguese traders and missionaries had been in Japan since  the
mid-1500s, it was the arrival of a squadron of U.S. warships commanded by Commodore Matthew C. Perry in Uraga Bay  in
July 1853 that finally opened the nation to Western influence - and brought pressure for political reforms and a 
national identity. The Meiji government that followed the overthrow of the shogunate set about the task of 
westernization and the creation of a modern state, and moved Japan onto the world stage.
^    Ironically, Japan's new, influential role - marked by the ensuing Russo-Japanese War (1904-1905),  Japan's
involvement in the First World War and in the Allied intervention in Siberia following the Bolshevik  Revolution of
1918 - led indirectly to the attack on Pearl harbour and the horrors that followed. The summer of  1945 brought disaster
for the Japanese: the Americans took Okinawa in a bloody invasion, in August the Soviet  Union declared war and swept
over Manchuria, and atomic bombs largely destroyed the cities of Hiroshima and  Nagasaki on August 6 and 9,
respectively. The Pacific War came to an end on August 14, with the formal surrender  signed on September 2 in Tokyo
Bay aboard the battleship USS Missouri. With postwar American aid, from 1952 to 1973  Japan experienced accelerated
economic growth and social change. By the 1990s, Japan was again a first-class power,  the senior partner in the
emerging Asian economic bloc.



#RACE_French
^The French are $LINK<commercial and industrious=GCON_Strengths>. They start the game with $LINK<Mining=TECH_Mining>
and $LINK<The Wheel=TECH_The_Wheel> and build $LINK<musketeers=PRTO_Musketeer> instead of
$LINK<arquebusiers=PRTO_Arquebusier>.
^
^Modern France has its roots in ancient Gaul. In the 2nd century BC Rome intervened on the side of Massilia
(Marseilles),  a Greek colony founded in 600 BC, in its struggle against the barbarian tribes of the hinterland. The
result was the  formation, in 121 BC, of the Roman Provincia; between 58 to 50 BC Caesar seized the remainder. From 395
the internal  problems of the Empire encouraged barbarian penetration of  Transalpine Gaul. By 418, the Franks and
Burgundians were established west of the Rhine, and the Visigoths had settled  in Aquitaine. The period of the
Merovingian and Carolingian Frankish dynasties (476-887) frames the Early Middle Ages. 
^    Following his ascension, the first Merovingian, Clovis (481-511), consolidated the position of the Franks in
northern  Gaul. Clovis came to believe that his victories were due to the Christian God. Clovis' subsequent conversion
assured  the Frankish rulers of the support not only of the Catholic Church but of the majority of their own subjects.
By the  rise of the house of Valois in 1328, France was the most powerful kingdom in Europe. Its ruler could muster
larger  armies than rivals; he could tap enormous fiscal resources; and the king's courts maintained royal supremacy.
The  history of France in the Late Middle Ages is dominated by efforts of its kings to maintain their suzerainty,
efforts  that, despite French advantages, were long frustrated. 
^    The Hundred Years War was an intermittent struggle between  England and France in the 14th-15th centuries over a
series of dynastic disputes, including the legitimate succession  to the French crown. The war's turning point was
reached in 1429, when an English army was forced to raise its siege  of Orlans by a relief force organized by {Joan of
Arc}. Her insistence that only consecration at Reims could make a  true king, chosen by God, led to further victories.
Charles III was anointed in Reims in July 1429. By 1453, England  retained only Calais, which it finally relinquished
in 1558.
^    With the ascension of the infant Louis XIII (1610-1643), the security of the country was again threatened as
factions  disputed the throne. Crown and country, however, were rescued by the most controversial 

#DESC_RACE_French
^
^
^figure of the Bourbon dynasty:  Armand-Jean du Plessis, Cardinal de Richelieu. He proved an  indefatigable servant of
the French crown, intent on securing absolute obedience to the monarchy and on raising  its international prestige
through the military prowess of the Kings elite {Musketeers}. Under the last Bourbons,  France became the industrial
and commercial center of Europe.
^    These developments, although significant by themselves,  gave rise to a still more momentous change: the French
Enlightenment, a cultural transformation based on rationalism;  empiricism, and an amorphous concept of freedom found
in the influential writings of Rousseau (1712-78). Hence, what  began in 1787 as a conflict between royal authority and
aristocrats became a triangular struggle, with "the masses"  opposing both absolutism and privilege. By any standard,
the fall of the Bastille to the Parisian crowd was a monumental  event, a seemingly miraculous triumph of the people.
But the Revolution soon degenerated in a reign of terror and chaos.  Unlike others before him, Napoleon terminated the
bloodshed, but at the price of suppressing freedom altogether.  In utter contrast to the Revolution, militarism became
the defining quality of the Napoleonic regime. However, the  revolutionary fervor of the French citizenry was
undiminished by the Napoleonic experience, and led to further  revolutions in 1830 and 1848, the latter leading to the
Second Republic followed by the Second Empire (1852-1870). 
^    Following defeat in the Franco-Prussia War, the Third Republic was formed - surviving the First World War but 
collapsing in the face of the German invasion in 1940. The period of the short-lived Fourth Republic (1947-59)  was
succeeded by the Fifth, adopted in September 1958 by popular referendum.


#RACE_Indian
^The Indians are $LINK<commercial and religious=GCON_Strengths>. They start the game with $LINK<Ceremonial
Burial=TECH_Ceremonial_Burial> and $LINK<The Wheel=TECH_Wheel> and build $LINK<war elephants=PRTO_War_Elephant>
instead of $LINK<knights=PRTO_Knight>. 
^
^The Indian subcontinent is the home of one of the world's oldest and most influential civilizations. From about  5000
BC, increasing numbers of settlements of subsistence agriculturalists began to appear throughout the Indus  Valley; by
2600 BC some of these villages grew into urban centers, forming the basis for the early Harappan  civilization, the
peer of contemporary Egyptian and Babylonian civilizations. However, unlike these regions,  centralized imperialism,
which was attempted in the Mauryan Period (325-185 BC), collapsed. Nonetheless, the  accession of Candra Gupta Maurya
(321-297 BC) is significant because it inaugurated the first Indian empire;  the Mauryan dynasty was to rule almost the
entire subcontinent except the southern coasts.
^    Using {War Elephants} to good effect, he defeated Alexander's successor Seleucus, the ruler of the eastern  Greek
holdings in Iran and India. The result was a treaty by which Seleucus ceded the trans-Indus provinces to  Chandra and
the latter presented Seleucus with 500 elephants for his own army. A century later, the disintegration  of the Mauryan
empire gave rise to a number of feuding kingdoms, the Guptas and Pajputs in the north and Chola,  Hoysalas and Pandyas
in the south, unable to stand alone against the coming Islamic tide.
^    The first Arabic raids in the subcontinent were made along the western coast and in Sind during the 7th and  8th
centuries, and there had been Muslim trading communities in India for decades before. The permanent military  movement
of Muslims into northern India, however, dates from the late 12th century and was carried out by the  Turkish dynasty
that arose on the ruins of the Abbasid caliphate. Sultan Mahmud, who conducted more than 20  campaigns in India from
1001 to 1027 AD and established a large but short-lived empire, laid the road to conquest.  By 1186 AD, the Mahmud
realm had been destroyed by the Ghurids, who proceeded to conquer the Rajput kingdoms and  establish a Muslim sultanate
in Dehli, from which a series of able Turkish overlords ruled the north until 1526 AD.

#DESC_RACE_Indian
^
^
^The Muslim states were themselves supplanted by the Mughul Empire (1526-1761 AD), founded by Zahir-ud-Din  Muhammad
Babur (1526-1530 AD). Babur was a Mongol, a fifth-generation descendant of Timur and a 14th-generation  descendant of
Genghis Khan. In a lightening series of campaigns commencing in 1511 AD, he overran the Punjab and  Hindustan. Akbar
the Great (1556-1605 AD), his grandson, continued the conquest of the subcontinent, overrunning  Gujarat, Bengal and
Rajasthan. At its zenith, the Mughal realm commanded resources unprecedented in Indian history  and covered almost the
entire subcontinent.
^    The 16th and 17th centuries also saw the establishment and expansion of European trading organizations in  the
subcontinent, principally for the procurement of rare resources. By 1740, the Portuguese, Dutch, English and  French
had all founded colonial settlements, but with the Seven Years' War the French holdings were surrendered  to the
British East India Company. The quarter-century following the bitter Indian revolt of 1857-59, which transferred  the
company's rule to the crown, ended with the birth of nationalist agitation.
^    The Indian National Congress held its first meeting in December 1885 in Bombay even as Indian troops were 
fighting in upper Burma under the British flag. {Mohandas Gandhi} (1869-1948), later known as Mahatma ("Great-Souled"),
 was recognized throughout India as the spiritual leader of a nationwide movement for independence. The Jallianwala 
Bagh (1919) massacre turned millions of moderate Indians from patient and loyal supporters of the British raj into 
fervent nationalists. The last years of British rule were racked by increasingly violent Hindu-Muslim conflict and 
intensified opposition to foreign rule. In July 1947, Britain's Parliament passed the Indian Independence Act, ordering
 the demarcation of the dominions of India and Pakistan by midnight of August 14, 1947, and dividing within a single 
month the assets of history's largest and richest colony.


#RACE_Persian
^The Persians are $LINK<industrious and scientific=GCON_Strengths>. They start the game with
$LINK<Mining=TECH_Mining> and $LINK<the Alphabet=TECH_The_Alphabet>  and build $LINK<Persian
Immortals=PRTO_Immortals> instead of $LINK<swordsmen=PRTO_Swordsman>.
^
^
^The term Persia has been used for centuries, chiefly in the West, to designate a region of southern Iran formerly 
known as Persis or Parsa, the name of the Indo-European nomadic people who migrated into the region about 1000 BC, 
eventually supplanting the Assyrians and Chaldeans. The first mention of the Parsa occurs in the annals of Shalmanesar 
III, an Assyrian king, in 844 BC. Cyrus II (559-529 BC), heir to a long line of ruling chiefs in Mesopotamia, was a 
tolerant and venerated monarch, called the father of his people by the ancient Persians. After a successful revolt 
against his Achaemenian overlords in 550 BC and inheriting the kingdom of the Medes, Cyrus consolidated his rule on 
the Iranian Plateau and extended it westward across Asia Minor.
^    In October 539 BC, Babylon, the greatest city of the ancient world, fell to his Persian forces. Following the 
death of Cyrus' heir, Darius I (522-486 BC), a leading general and one of the princes of the Achaemenid family, 
proclaimed himself king following suppression of a number of provincial rebellions and challenges from other pretenders
 to the throne. Darius was in the mold of Cyrus the Great - a powerful personality and a dynamic ruler. To consolidate 
his accession, Darius I founded his new capital of Parsa, known to the Greeks as Persepolis ("Persian City") and 
expanded the ranks of his personal bodyguard, the {Immortals}.
^    Although Darius consolidated and added to the conquests of his predecessors, it was as an administrator that  he
made his greatest contribution to Persian history. During his reign, political and legal reforms revitalized the 
provinces and ambitious projects were undertaken to promote imperial trade and commerce; coinage, weights and measures 
were standardized and new land and sea routes explored and established.
^    Such activities, however, did not prevent Darius from following an active expansionist policy. Campaigns in the 
east confirmed gains made by Cyrus the Great and added large sections of the northern 

#DESC_RACE_Persian
^
^
^Indian subcontinent to the list  of Persian-controlled provinces. Expansion to the west began about 516 BC when
Darius moved against the Greek colonies  along the coast of Asia Minor.
^    {Xerses} (486-465 BC), son and successor of Darius I, was determined to continue the Persian conquest of the west
 and is best known for his massive invasion of Greece from across the Hellespont in 480 BC, a campaign marked by the 
battles of Thermopylae, Salamis and Plataea. Although successful in the pacification of Egypt and suppression of a 
Babylon revolt, his defeat by the allied Greek city-states spelled the beginning of the decline of the Persian Empire. 
Soured by these reversals, Xerxes retired to his palaces at Susa and Persepolis. In his last years, he squandered the 
once-enormous treasury he had gathered through trade and taxation by launching vast construction programs, most never 
finished.
^    The death of Xerxes was the final turning point in Persian influence. Occasional flashes of vigor and ability by 
some of Xerxes' successors were too infrequent to prevent eventual collapse. The final act was played out during the 
reign Darius II (423-404 BC), who rose to the throne through palace intrigue. Darius was able to put down yet another 
rebellion in Egypt in 337-336 BC, but the beginning of the end came soon afterward with his defeat at the Battle of 
Granicus (334 BC) by Alexander the Great. Persepolis fell to the young Macedonian conqueror in April 330 BC, and
Darius,  the last Achaemenid, was murdered in the summer of the same year while fleeing the Greek forces. In the
struggle for  power after Alexander's death, Seleucus I brought under his control the Persian provinces of Alexander's
empire. But  this unity was short-lived, as the Indian holdings successfully revolted and the Seleucid kingdom broke
into the  competing nations of Parthia and Bactria. The last vestiges of Persian culture disappeared with the advent of
Islam  and the Arab conquest (640-829 AD) of Iran.



#RACE_Aztecs
^The Aztecs are $LINK<religious and militaristic=GCON_Strengths>. They start the game with $LINK<Warrior
Code=TECH_Warrior_Code> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build $LINK<Jaguar
warriors=PRTO_Jaguar_Warrior> instead of normal $LINK<warriors=PRTO_Warrior>. 
^
^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
elabourate  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_Zulu
^The Zulus are $LINK<expansionist and militaristic=GCON_Strengths>. They start the game with $LINK<Warrior
Code=TECH_Warrior_Code> and $LINK<Farming=TECH_Farming> and build $LINK<Impi=PRTO_Impi> instead of normal
$LINK<spearmen=PRTO_Spearman>. 
^
^The Zulu are a tribe of Nguni-speaking people centered in what is now the Natal province of South Africa.  They are a
branch of the southern Bantu and have close ethnic, linguistic and cultural ties with the Swazi  and Xhosa. Before they
overwhelmed the neighboring tribes under their leader {Shaka} in the early 19th century  to form an empire, the Zulu
were only one of the many patrilineal Nguni clans in the Mtetwa empire. Traditionally  grain farmers, the Zulu also
kept large herds of cattle on the lightly wooded grasslands, replenishing their herds  by raiding neighboring tribes.
Boys in Shaka's militaristic society were initiated at adolescence in groups called  age sets. Each age set constituted
a unit of the Zulu army and was stationed away from home at royal barracks under  direct control of the King. Formed
into regiments ({Impi}), these men could marry and leave service only when the  king gave permission to the age set as
a whole. 
^    On the death of the last Mtetwa emperor in 1817, Shaka (1816-28) established his clan's dominance over their 
neighbors and, using a well-disciplined and efficient fighting force, conquered most of the Natal region. During  the
reign of Shaka's successor, Dingane, Boer settlers, who formed an alliance with Dingane's brother and deposed  him in
1840, penetrated the Zulu empire. The empires survived, but under King Mpande (1840-72) portions of Zulu  territory
were occupied by the Boers and by the British, who moved into Natal in 1838 and annexed it in 1843.  War broke out in
1878 when Mpande's successor, Cetshwayo, refused to disband his Impi and to place himself under  British control.
Despite stiff resistance, the British defeated the poorly armed Zulu in July 1879, occupied the  remainder of their
country, and divided Zululand into 13 small kingdoms. Zululand was made a British crown colony  in 1887 under the
Native Law of Natal, and bloody Zulu rebellions were put down in 1888 and 1906. By British edict  in 1894, two-thirds
of the Zulu's remaining land was confiscated, and they were confined to native reserves.  The incorporation of Zululand
into Natal in 1897 ended its separate existence. Under the apartheid system, a Bantu  Homeland (later called a "black
state") named KwaZulu was established for the Zulu in the 1970s and was composed 

#DESC_RACE_Zulu
^
^
^of discrete areas of historical Zululand. With the abolition of the apartheid system, KwaZulu in 1994 was 
reincorporated into Natal province. The Zulu were the single largest ethnic group in modern South Africa and now 
number about nine million.



#RACE_Iroquois
^The Iroquois are $LINK<expansionist and religious=GCON_Strengths>. They start the game with $LINK<Ceremonial
Burial=TECH_Ceremonial_Burial> and $LINK<Farming=TECH_Farming> and build $LINK<mounted warriors=PRTO_Mounted_Warrior>
instead of normal $LINK<horsemen=PRTO_Horseman>. 
^
^Loosely speaking, Iroquois is the term for any member of the Five (later, Six) Nations composed of several  Native
American tribes speaking a language of the Iroquoian family: the Cayuga, Mohawk, Oneida, Onondaga, Seneca,  and
Tuscarora (after 1722). At its greatest extent, the Five Nations occupied a vast territory around Lakes Ontario,  Huron
and Erie, in present-day New York state and Pennsylvania and southern Ontario and Quebec. Tradition credits  the
formation of the Iroquois Confederacy, forged between 1570 and 1600, to Dekanawidah, born a Huron, who is said  to have
persuaded {Hiawatha}, an influential Onondaga who had become the Mohawks' war chief, to abandon cannibalism  and
advance "peace, civil authority, righteousness, and the great law" as sanctions for confederation. Cemented mainly  by
their desire to stand together against invasion, the five tribes united in a common council composed of clan and 
village chiefs; each tribe had one vote, and unanimity was the rule. In this form, the Iroquois used a combination  of
military prowess and skilled diplomacy to conquer an empire. Until their internal unity finally failed them during  the
American Revolution, the Iroquois dealt with even the European powers as equals.
^    For nearly two centuries before the American Revolution, the Iroquois stood athwart the path from the Eastern 
coast to the Great Lakes, blocking the route to permanent settlement by the French and containing the Dutch and the 
English. Throughout the 18th century the Six Nations remained consistent and bitter enemies of the French, who were 
allied with their traditional foes, the Algonquins and Hurons. The Iroquois' success in maintaining their autonomy 
from both the French and English was a remarkable achievement for an aboriginal people. But during the American War  of
Independence, a schism developed within the Iroquois Confederation. The Oneida and Tuscarora espoused the American 
cause, while the rest of the league, led by Chief Joseph Brant's Mohawks, fought for the British, decimating isolated 
American settlements.

#DESC_RACE_Iroquois
^
^
^Eventually, the villages, fields, orchards and granaries, as well as the morale of the Iroquois, were destroyed in
1779 when Major-General John Sullivan led a retaliatory expedition of 4000 American regulars, and crushed their 
assembled warriors near present-day Elmira. Having finally acknowledged defeat in the Second Treaty of Fort Stanwix 
(1784), the Iroquois Confederacy effectively came to an end by ceding western Pennsylvania, New York and Kentucky to 
the United States. At the end of the Revolutionary War, there were less than 8000 Iroquois left. Even the 1940 U.S. 
census listed only 17,000 Iroquois in both the United States and Canada, but current figures approach 70,000 in about 
twenty settlements on eight reservations in New York, Wisconsin, Oklahoma, Ontario and Quebec.



#RACE_English
^The British are $LINK<expansionist and commercial=GCON_Strengths>. They start the game with $LINK<the
Wheel=TECH_The_Wheel> and $LINK<Farming=TECH_Farming> and build $LINK<sloops-of-war=PTRO_Sloop> instead of $LINK<corvettes=PRTO_Corvette> and $LINK<men-o-war=PRTO_Man-O-War> instead of $LINK<ships-of-the-line=PRTO_Ship_of_the_line>. 
^
^In Roman times Britain lay on the periphery of the civilized world, and it emerged into the light of history  only
after the Saxon settlements in the 5th century AD. Tribal migrations into Britain began about the middle  of the 5th
century. The first arrivals were invited by a British chieftain to defend his kingdom against the Picts  and Scots. The
first mercenaries were from three tribes - the Angles, Saxons, and Jutes - which located on the  coastlands of
northwestern Germany. Eventually, these peoples would themselves topple the native kingdoms. But  unity was fleeting;
the subsequent Norman Conquest (1066) resulted in the subordination of England to a Frankish  aristocracy, and the
introduction of feudalism to the Isles.
^    The English Normans would eventually give rise to a  purely British line of kings, the Plantagenets. Three
centuries later, the Wars of the Roses was the final struggle  between the Yorkist and Lancastrian descendants of the
Plantagenets for control of the throne. When Henry Tudor, earl  of Richmond, seized the crown in 1485, leaving the
Yorkist Richard III dead upon the field of battle, few Englishmen  would have predicted that 118 years of Tudor rule
had begun. {Elizabeth} I (1558-1603) proved to be the most able Tudor  monarch. No observer in 1558, any more than in
1485, would have predicted  that despite the social discord, political floundering, and international humiliation of
the past decades, the kingdom  again stood on the threshold of an extraordinary age. Her reign ushered in two centuries
of British exploration,  colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Queen," died
childless, Parliament  offered the crown to the closest blood kin, James VI of Scotland (16031625) and the United
Kingdom was born,  defended by the "wooden wall" of the Royal Navys {Men-o-War}. 
^    Every major war Britain engaged in during this period increased its colonial power. The Seven Years' War  was
particularly notable in this respect, and so were the Napoleonic Wars. By 1820 the total population   of the British
Empire was 200 million, 26% of the world's total population. However acquired, all these acquisitions added to the
crowns and the country's power and reputation. For the privileged and the rich, the Victorian era was pre-eminently
one of confidence 

#DESC_RACE_English
^
^
^and arrogance, under the able guidance of Britains two Prime Ministers, Gladstone and Disraeli. But the "long
summer of peace" came to an end in the bloodbath of Flanders.  Although Britain suffered far less physical damage than
France and underwent no political revolution, World War I may have affected it more fundamentally than any other
European power. The war was a catalyst for social and  economic change. The mainstays of the Industrial Revolution,
such as coal mining, textile production, and  shipbuilding, upon which British prosperity had been built, were now
impoverished or redundant. British  foreign policy for much of the postwar period aimed at rehabilitating Germany,
while domestic policy focused  on institutionalizing socialism to counter public concerns. In general, these movements
were opposed by France  and resulted in a rupture between Britain and its wartime ally, forcing France into a position
of isolation that  would have prodigious consequences for Europe with the rise of Hitler in the 1930s. Margaret
Thatcher (1979-1990)  set out to end socialism in Britain. Her most dramatic acts consisted of a continuing series of
statutes to  denationalize nearly every industry that Labour had brought into public ownership during the previous 40
years.  Promising that "we shall govern as New Labour," the Blair government installed in general elections in 1997
accepted  some of Thatcher's foreign policies but also carried out the economic reforms it promised in its manifesto. 
In retrospect, the 1990s were a period of transition, controversy and continuity in the United Kingdom, and for the 
royal family... Europes oldest surviving monarchy.

#RACE_BARBARIANS
   A Barbarian Chiefdom

#RACE_Mongols
^The Mongols are $LINK<expansionist and militaristic=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Farming=TECH_Farming> and build
$LINK<Keshik horse archers=PRTO_Keshik> instead of $LINK<knights=PRTO_Knight>. 
^
^    The history of the Mongol tribe began with the birth of {Temujin}, born in c.1167 AD in the wild steppe-land of Mongolia, 
which is bordered by Modern Day China and Russia.  When Temujin was nine years old, tribal rivals poisoned and murdered 
his father Yesugei, creating a power vacuum in the tribe that resulted in the exile of young Temujin and his family as 
fugitives.  In time Temujin would return to claim his inheritance, forge political alliances, and vanquish old rivals. 
In 1204 AD he summoned a kuriltai war council and proceeded to unite all local nomad tribes by force.  It was at 
this time he received the title 'Genghis Khan', meaning 'Great Ruler'.
^    China, at the time, was divided by three sects:  the Ch'in, who were the most powerful, reigned in the north at 
Peking; the Sung occupied the South; and the Hsi-Hsia, the weakest of the 3, inhabited the western flank of the Great Wall.  
^    The Mongol conquest against China began in 1211 AD when the consolidated tribes of the Great Khan struck at the 
Hsi-Hsia, with tremendous success.  Not impressed with the defeat of his weaker neighbor, the new Emperor of Ch'in insisted 
on a public display of servitude from Temujin. Temujin reacted by ordering a general advance against the Ch'in Empire.  
The resulting war lasted for approximately 23 years, and ended in the complete destruction of the Ch'in. During this 
campaign Temujin ensured that the epic war upon the Ch'in did not occupy all of his resources and time; there were older 
enemies to address.
^    Amid the war against the Ch'in the Mongols also rallied against the Kara-Khitay, one of the original Kuchlug tribes 
that had fled from defeat during Temujin's war of unification.  Victory over the Kara-Khitay provided the Mongols a common 
frontier with the Shah of Khwarizm, who ruled a large Muslim state that stretched from modern day Iran to the southern 
Soviet Union as far as the Caspian and Aral seas.  In 1219 AD the Mongol horde gathered for the first of several large 
operations against Muslim and Persian enemies.  After defeating the Shah, the Mongols had access to Russia.  Not content 
with remaining a peaceful neighbor, Temujin permitted his generals 
#DESC_RACE_Mongols
^
^
^to lead an extraordinary campaign into southern Russia, which would be staged largely in the winter months.  Three years, 
and numerous victories later, they returned to rendezvous with the main Mongol force and to contribute in the war against 
the Ch'in and their Muslim enemies.
^    Mongol children were taught to ride on horseback from the age of three, and were given bow and arrows to use for hunting 
at the age of five.  Horseback became a natural way for the Mongols to conduct war.  When speed was essential, a Mongol rider 
could even sleep while in the saddle; and by using a system that consisted of approximately four remounts, Temujin's army was 
capable of traversing 130 miles in two days, with no breaks for food.
^    Another defining characteristic of a Mongolian army was the speed and voracity with which it was able to accept and 
prepare for battle.  The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war; and they often 
thrived in conditions that would be considered intolerable by any other military of its time.  When the need arose they 
could last up to ten days at a time without cooking food, during which they would sustain themselves by drinking the blood 
of their horses.
^    Every victory wrought by the Mongols was followed by slaughters of incredible scale.  No citizens, with the exception of 
those who were useful to the Mongol war effort, were spared in these attacks.  In 1221 AD, the Islamic city of Merv was 
captured; 700,000 were murdered, and a rearguard was assembled to dispatch any citizens who were fortunate enough to have 
escaped the original slaughter, this was routine for the Mongol army.
^    By the end of the 13th century Mongol armies had been involved in action in countries including: Poland, Japan, Korea, 
Hungary, Russia, Palestine, Persia, India, Cambodia, Burma, and Vietnam.  After Temujin's death in 1227 five more Khans 
would follow, including, Kublai Khan, whose triumph was the union of all of China under his rule.  However, the death of 
Kublai Khan in 1294 AD marked the end of an era for Mongol conquests, and the march of Mongol armies was never again 
resumed, leaving its populace to be absorbed into the sedentary life style of the neighboring people.

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

#DESC_RACE_Spanish
^
^
^
^    Following Columbus' lead, a Spanish military group known as $LINK<Los Conquistadores=PRTO_Conquistador>, 'The Conquerors', were directed by Hernan 
Cortes to the New World with the soul purpose of seeking out new frontiers and riches in the unknown.  The Conquistadores 
undertook their expeditions in the vast landmasses of the Americas at their own expense, risking their lives without aid from 
the Spanish royalty.  Their conquests included campaigns in Guatemala, Peru, Cuzco, Columbia, Chile, the Bay of Honduras, and 
as far as the Pacific Coastal regions.  The Conquistadors, however, were given to fighting and searching for gold, and were 
swiftly replaced by administrators and settlers from Spain who governed in their place.
^    Once the Spanish Kingdom established its presence in the Americas their operations inevitably became high-profile targets 
of pirates and other raiders who were endorsed by European powers such as England.  The Monarchy of Spain endeavored to 
retaliate by building an armada of warships that was dubbed "The Invincible Armada".  The armada was a collection of over 130 
naval warships and transport-ships, which contained approximately 8,000 seamen and 19,000 soldiers.  King Philip II directed 
this armada to invade England when the various and frequent raids on Spanish commerce in the Caribbean became intolerable.  
England's success in repelling the Spanish fleet saved England and the Netherlands from potential consolidation into the 
Spanish empire, but despite the armadas' defeat, the blow dealt by the Spanish upon England's reputation as the greatest 
European power was palpable.
^    Thereafter, Spain declined in power quickly; and by the 19th century, Spain became somewhat marginal in international 
politics.  Spain's period of imperial power and exploration left a legacy that consisted of 18 Latin American states, Puerto 
Rico, and the ever-growing Spanish-speaking population in the United States today.  In 1969 Spain transitioned into a 
constitutional monarchy by way of a democratic constitution and is now recognized for its eclectic culture as well as for 
the glory and mystique that it once possessed in its youth.

#RACE_Vikings
^The Vikings are $LINK<militaristic and expansionist=GCON_Strengths>. They start the game with
$LINK<Farming=TECH_Farming> and $LINK<Warrior Code=TECH_Warrior_Code> and build
$LINK<Berserks=PRTO_Berserk> instead of $LINK<Medieval Infantry=PRTO_Longswordsman>.
^
^    The suggested reasons for the appearance of the Vikings at the end of the 8th century in Scandinavia are 
varied.  The most logical explanation to date is the possible overpopulation of the region.  An explosion in 
Nordic population throughout Norway, Sweden, Finland, and Denmark during the 7th and 8th centuries may have 
forced the indigenous people to explore and settle in more favorable territories.  In addition, the gradual 
establishment of government throughout most of Western Europe augmented mercantile trade greatly as well as the 
opportunities for piracy.  At home, these Scandinavians were independent farmers, but at sea or on the fields of 
war they were some of the fiercest warriors in the world.
^    The Scandinavian art of shipbuilding evolved during the course of the 8th century and greatly facilitated these 
early Viking expeditions and raids.  The most distinct differences between the Viking ships and their merchant 
vessel victims, was that the merchant ships were short, broad and relied on sail power, while Viking warships 
were longer, thinner and had a far greater number of oars and men.  This made the Viking ships notably faster, 
and was instrumental in allowing the Vikings to penetrate long distances up rivers.  Small armies of Viking 
longships negotiated the seas, utilizing hit-and-run tactics on the cities, towns, and villages that dotted the 
coasts of Europe.  These longships were the very tools of Viking expansion.  The Vikings were able to raid far 
afield and subsequently colonize the lands that they plundered.
^    Viking hordes attacked England at the end of the 8th century, after which followed a period of relative calm 
that was shattered years later when attacks began renewed.  At first, the Vikings led nothing more than predatory 
aids in the summer months in search of booty and slaves, with no attempts permanent settlement.  Beginning in 850 
however, there appeared to be changes in Viking strategy, for the first time, Vikings occupied entire villages 
and regions in the winters following their raids they had come to stay.
^    In 865 a massive fleet arrived that carried some of the fiercest Viking leaders, including sons of the Danish 
{King Ragnar Lodbrok} ("Hairy-Breeches"), whose family was regarded as representing the very 
#DESC_RACE_Vikings
^
^
^epitome of true Vikings.  Ivar the Boneless, Halfdan, and Ubbi (or 'Hubba') brought military ambitions with them.  
Ragnar's sons captured York at the end of 867; and then proceeded to overrun most of Northumbria, Anglia, and 
Mercia.  Ivar advanced to Dublin to conquer it, later dying in the Battle of Ashdown in 871.  Halfdan became the 
chief leader following Ivar, where he defeated the English at Basing, Meretun, Reading, and Wilton.  For the next 
few years the Vikings concentrated on securing conquests in eastern and northern England.  They divided Northumbria 
and Mercia amongst themselves, and Halfdan followed in Ivar's footsteps in another attempt to secure Dublin from 
Ireland, only to be defeated by Norweigian Vikings in 877.
^    The Scandinavian countries seemed to possess an inexhaustible supply of able-bodied warriors and manpower.  In 
land battles Vikings favored overlapping shield-wall formations, which consisted of approximately 5 or more ranks 
deep of the most heavily armed and armored Vikings forming the exterior of a line, wedge, or circle formation to 
absorb the brunt of enemy attacks.  In the pagan era, before Scandinavia was converted to Christianity, the 
{berserkir} warriors were looked upon as possessing supernatural powers attributed to the Viking's chief god, Odin; 
and a belief in lycanthropy.  These warriors were known to rush into battle without armor, as mad as wolves, and 
as strong as wild boars.  This infamous berserkir frenzy reportedly allowed them to kill men in single blows with 
great bearded axes, and shrug off blows from fire and iron alike.  Today it is believed that these frenzies were 
the result of epileptic attacks.
^    The era of the Viking lasted only 300 years, ending at approximately 1066AD; around the time of the approximated 
death of Harald Hardrada, who died heroically in battle.  Harald has been dubbed 'the last Viking'.  Most 
remaining Viking conquests and exploits never amounted to those of their predecessors, and Viking lineage 
gradually integrated into their surrounding civilizations.

#RACE_Celts
^The Celts are $LINK<militaristic and religious=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Gallic Swordsman=PRTO_Gallic_Swordsman> instead of $LINK<Swordsmen=PRTO_Swordsman>. 
^
^    In the 1st century BC, Strabo wrote of the Celts: 'The whole race...is madly fond of war, high-spirited and 
quick to battle...and on whatever pretext you stir them up, you will have them ready to face danger, even if they 
have nothing on their side but their own strength and courage'.  Much of what we know about Celtic culture today 
has been derived from the insights of the various writers and geographers of the time; coupled with finds from 
Celtic burial sights located in Bavaria, Bohemia, and Upper Austria.  The Celts once formed a loose-knit 
'empire', inhabiting territory that stretched in a chaotic band across central Europe.  The writings and 
findings of modern archeologists place Celtic civilization as ranging from the Atlantic Coast of the British 
Isles and northern Spain, to as far east as Transylvania and the Black Sea.
^    The Celts lived as extended families, or clans, which banded together, in order to form larger tribes that 
would occupy territory together.  A Knight and a High Chieftain typically governed these tribes, while a third 
privileged class known as 'men of art', who are better known today as the Druids and Bards, extolled the feats 
of Celtic warriors in song and craft.  Celtic society was held together by a complex web of family ties and 
other obligations, within which, the warrior nobles would strive to attain wealth and prestige through 
agriculture, trade, and success in war; which they often used to create and fund their own family or tribe.
^    At the age of fourteen, Celt boys attained manhood and were permitted to bear arms, while girls became 
eligible for marriage.  Young nobles and sons of freemen who reached their fourteenth birthday became clients 
of a famous lord or well reputed Celtic Knight.  Such warrior retinues were called 'Fianna'.  These junior 
warriors sought out and followed experienced warriors whose success could provide them with greater chances 
at their own wealth and glory.
^    While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior 
nobles who wielded swords that were the most feared.  These {Gallic Swordsmen} were wealthier than their peers, 
and could afford to equip themselves not only 
#DESC_RACE_Celts
^
^
^with their slashing and stabbing sword, but also with a helmet and shield.  They often charged into battle 
bare-chested or completely naked, occasionally wearing vividly patterned pants or cloaks.  Similar to the 
Viking Berserker, they began their battles by viciously taunting their enemies, and followed it with a mad 
rush against enemy lines.  This was standard behavior for skirmishes between clans, which were frequent in 
Celtic society.  These tribal conflicts provided starting points for young Celts who sought to openly display 
their bravery and skill as a warrior.  Celtic warriors were also known to serve as mercenaries to numerous 
armies of the classical period.  The best known of instance of this, is when Celtic mercenaries joined Hannibal 
in his invasion of Italy during the 2nd Punic War, contributing to victories against Rome.
^    The Celts previous capture and sack of Rome, headed by {Brennus}, also remained an indelible mark on Roman 
folk memory, and was likely the instigator for Rome's merciless treatment of the Celts in subsequent wars.  
This mutual hostility did not cease until the Gauls and Britons were later formerly incorporated into the Roman 
Empire.
^    Despite the writings and other information that paints the Celts as uncultured savages, the relatively 
sophisticated weapons, pottery, jewelry, and other equipment found at burial sites serves to remind us that 
they were in-fact very far from being the savages they were once depicted as.  On the contrary, it in fact 
appears that the Celts maintained a rich culture that is survived by the modern Celtic and Gallic speakers of 
Ireland, Highland Scotland, the Isle of Man, Wales and Brittany.
	
#RACE_Carthaginians
^The Carthaginians are $LINK<commercial and industrious=GCON_Strengths>. They start the game with
$LINK<The Wheel=TECH_The_Wheel> and $LINK<Mining=TECH_Mining> and build
$LINK<Numidian Spearmen=PRTO_Libyan_Spearman> instead of $LINK<spearmen=PRTO_Spearman>. 
^
^    Carthaginians were 8th century BC Phoenician emigrants who fled from the Persian-held city of Tyre and sought to fashion 
their own identity in the fertile peninsula of northern Africa.  The effort of these refugees was realized in the foundation 
Carthage.  The Romans knew the people of Carthage as "Poeni", a derivation of the word "Phoenicians", from which the 
adjective "Punic" is also derived.  Carthage is located in modern-day Tunisia, bordered by Algeria, Libya, and the 
Mediterranean Sea.  Located roughly center of the triangular Cap Bon peninsula, it is surrounded by low hills and backed 
by the lake of Tunis, allowing for safe anchorage and an abundant supply of fish.  The resulting city site was well 
protected, and easily defensible.  Carthaginian control extended as far southwest as Theveste in northern Algeria; 
throughout which, a thriving agriculture developed.
^    The actual stages of growth in Carthaginian power are unknown, but the process was largely complete by the start of 
the 4th century BC.  Ancient sources indicate that Carthage had perhaps become the richest city in the world via trade in 
perishable goods such as textiles, un-worked metals, food, and slaves.  Tin, silver, gold, and iron were obtained in 
exchange for these manufactured and consumer goods.  Carthage maintained a monopoly of trade from the 6th to 3rd century 
BC by sinking all intruders and exacting recognition of its position from neighboring Mediterranean states.  This wealth 
was attested by the vast mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known 
for any other advanced state of its time. 
^    While frequently led by Carthaginian soldiers, the majority of the Carthaginian armies was comprised of mercenaries.  
Celts and Iberians contributed large numbers of infantry and horsemen, but {Numidian Infantry} dominated their ranks.  These 
Numidian mercenaries were equipped with loot from assorted engagements against Rome, and were generally regarded as capable 
soldiers and spearmen.
^    The First Punic War between Rome and Carthage resulted from attempts to garner control over lands and trade routes 
through Corsica and Sicily.  Carthaginians intervened in a dispute between the

#DESC_RACE_Carthaginians
^
^
^two principal cities on the Sicilian coast, Messana and Syracuse, in order to establish their presence on the island.  Rome 
responded by attacking Messana, forcing the Carthaginians to withdraw and later surrender, ceding Sicily and the Lipari 
islands to Rome.  The great Carthaginian general, Hamilcar, led Carthage against Rome in the First Punic War, and his son 
{Hannibal} was made to swear eternal hostility against Rome at an early age as well.  From the death of Hamilcar in 229 BC 
until his own death in 183 BC, Hannibal's life was one of constant struggle against the Roman Republic.  Hannibal made 
good on his oath by instigating a second Punic war.
^    During the Second Punic War Hannibal established base in Spain, from which he could wage war against Rome.  Hannibal 
refused Rome's demand to withdraw from the Iberian Peninsula, and Rome renewed war on Carthage once again.  Rome controlled 
the Sea, forcing Hannibal to lead his army overland through Spain, Gaul, and the Alps to reach Rome.  After this spectacular
achievement, Hannibal undermined Rome through battlefield tactics and shrewd political maneuvering.  Once Hannibal's hold 
over northern Italy was established he maintained it until 203 BC, when he was ordered to return to Africa.  Roman forces 
maintained pressure on Carthaginian strongholds, however, and eventually forced the Carthaginians out of Spain.  Carthage 
accepted the terms of peace, surrendering its navy and ceded Spain as well as the Mediterranean islands to Rome.
^    The first and second Punic wars effectively deprived Carthage of its political power, but did nothing to quell its 
commercial trade, which continued to expand rapidly.  This inevitably drew the envy of Rome's growing mercantile community, 
and was reason enough for the Roman Republic to goad the people of Carthage into one final war.  Despite determined and 
ingenious resistance against a siege that lasted for two years, Carthage fell.  The third and final war between the Roman 
Republic and the Carthaginians resulted in the final destruction of Carthage, the enslavement of its population, and Roman 
hegemony over the western Mediterranean.


#RACE_Ottomans
^The Ottomans are $LINK<scientific and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Bronze Working=TECH_Bronze_Working> and build
$LINK<Sipahi=PRTO_Sipahi> instead of $LINK<cavalry=PRTO_Cavalry>. 
^
^    Fables and legends that feature the origins of the Ottoman Empire indicate that {Osman}, a Turkish tribesman, 
was the original ruler responsible for founding the civilization that nearly brought Christian Europe to its 
knees.  Narratives indicate that Osman's tribe, the Kayi, fled west from the Mongols in the 13th century and took 
control of a freebooting army of nomads and Muslim peasants who inhabited the rugged stretch of wasteland along 
the Byzantine frontier.  This band of refugees enjoyed close ties to Muslim guilds and religious brotherhoods in 
local towns that were led by Sheikh Edebali, who allowed Osman to form a tiny state around his castle of 
Karacahisar.  Turkish warriors and religious leaders who also fled from the pagan Mongols in the east quickly 
populated this region, ruled by Osman.  Osman directed his community through the Kara Su valley to seize 
Yenisehir, and establish it as the first true Ottoman capital.  The Ottoman state emerged, poised above the 
fertile shores of the Sea of Marmara.
^    Osman continued to wage a slow but persistent war against the Byzantine Empire who endeavored to defend 
their territories along the Asiatic shores that were opposite of Constantinople (now Istanbul).  His first 
victory over a Byzantine army at Koyunhisar in 1301 AD perpetuated Osman's fame, and settlers flocked to Ottoman 
territory as a result.  Osman extended his control over several other Byzantine fortresses, providing the 
Ottomans with strong bases from which they could lay siege to Bursa and Nicaea in northwest Anatolia.  The 
pinnacle of Osman's reign occurred at the conquest of Bursa shortly before his death.
^    Initially, Ottoman war tactics were no different than those used by the tribal Turks.  They would first 
harass the foe with horse-archers, employing hit and run tactics, only closing in on the enemy when they became 
completely disorganized.  Thus, the earliest Ottoman successes were won against isolated Byzantine garrisons, 
but rarely against a field army.  In order to capture fortified towns the Ottomans ravaged the countryside and 
imposed blockades.  Afterwards, the Ottomans would revive the town's trade and increase its population so that 
it could then be consolidated into the Empire as a productive  
#DESC_RACE_Ottomans
^
^
^and functioning city.  During their earliest exploits,the Ottomans were frequently frustrated by fortifications 
and the exhausting sieges that were required in order to overcome these defenders.  This changed in the 15th 
century and beyond as imported expertise in firearms and gunpowder led to some of the most massive artillery of 
the time.  A form of Turkish heavy cavalry, known as {Sipahi}, became the predominating military unit utilized by 
the Ottoman Empire.  The earliest variations of these soldiers were well-armored men on well-armored horses, 
who typically used a mace as their primary weapon.  During the 17th century the Sipahi replaced their archaic 
weaponry with sabers and pistols, establishing them as a fearsome presence on the battlefield.  While European 
infantry were more than a match for the standard Ottoman infantry, the Sipahi were far superior to any 
medieval knights.
^    During their period of expansion, the Ottomans visualized Europe, as Americans would later see their Western 
frontier, a land of destiny.  The conquest of Istanbul in 1453 AD initiated this by uniting Muslim Anatolia and
Christian Rumelia under the Ottoman Sultan's protection.  However this attitude would change as the Ottomans 
were forced to go on the defensive during the 17th and 18th centuries.  Ottoman defeats were followed by mass 
slaughters of Muslim minorities.  These massacres characterized the war between Christian and Turk in the 19th 
century.
^    At its height, the Ottoman Empire included territory such as: Hungary, Serbia, Bosnia, Romania, Greece, the 
Ukraine, Iraq, Syria, Israel, Egypt, a large section of North Africa, and most of the Arabian Peninsula.  Over 
time however, Sultans grew weary of their administrative duties and withdrew from public affairs.  The office of 
Grand Vizier was created to act second only to the sultan in authority and revenue, but while the Grand Vizier 
was able to stand in for the sultan in an official capacity, he could not take his place as a focus of loyalty 
among the different classes and social groups in the empire.  This separation of political loyalty and 
centralized authority led to a decline in the government's ability to impose its will, which inevitably led to 
the Ottoman Empire's end in 1922, when it was replaced by the Turkish Republic.


#RACE_Arabs
^The Arabs are $LINK<expansionist and religious=GCON_Strengths>. They start the game with
$LINK<Farming=TECH_Farming> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Ansar Warriors=PRTO_Ansar_Warrior> instead of $LINK<Knights=PRTO_Knight>. 
^
^    Before the spread of Islam and the Arabic language, the term "Arab" referred to any of the nomadic residents of 
the Arabian Peninsula.  When used in a modern context, "Arab" refers to any of the Arabic-speaking peoples who 
reside on the Atlantic Coast of Africa, Southwestern Iran, Egypt, Sudan, Saudi-Arabia, Syria, and Iraq.  The 
earliest nomadic inhabitants of the Arabian Peninsula herded their sheep, goats, and camels through an unforgiving 
desert environment; while those Arabs who settled in the oases provided date and cereal agriculture as trade staples 
for Arab caravans that transported spices, ivory, and gold from southern Arabia and the Horn of Africa to the 
civilizations farther north.
^    During the 7th century AD, Muhammad emerged as the prophet for the religion of Islam, which was widely adopted 
by the Arab community.  Islam unified the Bedouins and the town-dwellers of the oases, and within a century, spread 
throughout most of the present day Arab-speaking world.  The newfound social organization that followed Islam 
offered new possibilities for the Arabs as agricultural production and intercity trading, particularly in luxury 
goods, saw significant increases.  Gradually, the triad of temple, court, and market formed, as well as a 
standardized style of writing for laws and other texts.  New institutions also emerged, including: coinage, 
territorial deities, royal priesthoods, and standing armies, which further enhanced Arab power.  Adherence to the 
religion of Islam has become a global phenomenon.  Muslims predominate in approximately 30 to 40 countries, from the 
Atlantic to the Pacific and along a belt that stretches across northern Africa into Central Asia and the northern 
regions of the Indian subcontinent.  Despite the absence of any large-scale Islamic political entities, the Islamic 
faith continues to expand, by some estimates faster than any other major religion.
^    By proclaiming his message publicly, Muhammad gained followers.  {Abu Bakr} is noted as being the first male 
convert to Islam and also as Muhammad's closest companion and advisor.  At the point of Muhammad's death, on June 
8th, 632 AD Muslims resolved the crisis of succession by accepting Abu Bakr as the first Caliph.  In his rule as 
#DESC_RACE_Arabs
^
^Caliph, Abu Bakr suppressed tribal, political, and religious uprisings, known as the Rida Wars, and brought central 
Arabia under Muslim control.  These wars caused high casualties among the Islamic community, but through them, 
Abu Bakr not only ensured the survival of Islam, but also established himself as the undisputed leader of the entire 
Arabian Peninsula.  By undertaking direct expansion from Arabia into Iraq and Syria, he began the Muslim conquests 
otherwise known as 'Jihad'.  Aside from Iraq and Syria these conquests penetrated regions including Anatolia, Nubia, 
Libya, and Iran.  While early Muslim forces consisted of very few soldiers, it's understood that they retained higher 
morale and mobility than their enemies, as well as the luxury to retreat into the desert where they alone knew the 
location of water and grazing land.  The one military unit that was present in nearly all of the Arabic expansion of 
the 7th to 9th centuries was the {Ansar Warrior}.  These warriors participated as infantry, but most commonly rode on 
horseback.  The quality of the Arabian horses quickly led to these soldiers dominating the battlefield, making ample 
use of their array of weaponry, which consisted of javelins, a sword, as well as bow and arrows.  Jihad is the only 
type of war legitimized by Islam, yet the word itself is still misunderstood by Westerners.  'Holy War' is the 
often-used misleading translation of Jihad, which in fact is meant to consist of an individual's or a communal 
'struggle' against evil, within one's self, and in order to protect Islam, but never as a tool for conversion.
^    Traditional Arab values have since been modified in the 20th century through the combined pressures of 
urbanization, industrialization, and Western influences.  While urban Arabs still tend to identify themselves 
more by nationality than by tribe, village farmers revere the pastoral nomad's romantic way of life and claim a 
kinship with the great desert tribes of the past.  As heirs to the ancient Egyptians, Babylonians, Persians, 
Hebrews, even to the Greeks and Indians, the societies created by Muslims bridge time and space.  The original 
Arab tribes in less than 20 years after Muhammad's death defeated the Byzantine and Persian empires, occupied a 
vast territory from Libya to Persia, and then developed into the Arab, or Islamic, Empire known today.


#RACE_Koreans
^The Koreans are $LINK<commercial and scientific=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<the Wheel=TECH_The_Wheel> and build
$LINK<Hwach'a=PRTO_Hwacha> instead of $LINK<cannon=PRTO_Cannon>. 
^
^	Long before 3000 BC, the tribal immigrants of Manchuria and Siberia settled along the coasts and river valleys of the 
modern day Korean peninsula.  These settlers were the original founders of what we know today as the Korean civilization.  
The immigrant tribes solidified into three rival kingdoms: Koguryo, Paekche, and Silla; and nearly simultaneously, the 
kingdoms achieved a complete centralization of power through wars of expansion, organized military systems, training 
institutions, and tribal aristocracies assembled within the capital cities.  The maturation of monarchies in the kingdoms 
eventually eliminated the influence of the aristocracies however, and the balance of power waxed and waned as each kingdom 
endeavored to unite Korea under their exclusive rule.
^	By 935 AD a general named {Wang Kon} established the Koryo dynasty, which ruled the Korean peninsula until 1392 AD.  Koryo, 
from which the western word "Korea" is derived, was proclaimed as the successor to all of the conquered kingdoms and states.  
It was during the Koryo dynasty that Korea began to construct its own distinct cultural identity among the rest of the East-
Asian civilizations.  A bureaucratic system was created in order to replace the archaic tribal system that had previously 
governed the country, and civil service examinations were utilized as a means to select only the most capable officials and 
provincial magnates.  The new bureaucratic force reaped by the civil service examinations held the applied precepts of Buddhism 
in disdain however, and with the assistance of Confucian-scholar General Yi Song-gye, the disgruntled officials seized power 
and established reforms that brought about the end of the Koryo dynasty, replacing the Buddhist-based system with Confucianism.  
The Yi dynasty named Hanyang (modern day Seoul) as the new capital of Korea, and operated from it for approximately 500 years 
until the Japanese annexation of Korea occurred in 1910.
^	During the reign of the Koryo and Choson / Yi dynasties the advent of popular arts, as well as the introduction of 
Roman Catholicism in the 17th and 18th centuries, propelled Korea even closer to the modern state that exists today.  A 
series of changes transpired that
#DESC_RACE_Koreans
^
^
^would impact virtually every sector of Korean society.  Korean agriculture prospered as farming technology advanced.  
The cultivation of special crops such as tobacco and ginseng became possible, providing new and profitable trades products; 
which consequently, improved the standard of living for peasants drastically.  The government began to mint coins and collect 
farm rent in cash.  Markets were established across the country, creating a national trade network.  Scholars switched focus 
from theory and speculation to matters of practical relevance, including the needs of society and state, while popular 
literature and artistic works also came into fashion.
^	At the onset of World War II in 1941, Japan attempted to obliterate Korea as a nation.  Hundreds of thousands of Koreans 
were drafted to fight and work for Japan during the war while the Japanese continued to commit numerous atrocities upon the 
Korean populace.  The Korean provisional government organized the Korean Restoration Army to fight alongside Allied forces in 
China until August of 1945, when Japan surrendered.
^	The end of Japanese rule caused great political confusion among the liberated Korean population. The U.S. and the U.S.S.R. 
supervised the permanent removal of Japanese forces and government from Korea, dividing it along the 38th parallel and sharing 
the task.  The Soviet army however, was accompanied by a group of expatriated Korean Communists who were placed into key 
positions of power.  The Soviet Union installed a Communist-controlled government in the North, which adopted the political 
structure of the Soviet Union.  This new agency became the only lawful Korean government recognized by the U.S.S.R, essentially 
declaring war upon South Korea.  South Korea was largely unprepared to resist a total invasion; aware of this, the U.S. 
Congress approved monetary and military aid to support South Korea.  The resulting war lasted for approximately three years, but 
in that time over two-fifths of Korea's industrial facilities, and one-third of its homes were destroyed.  On July 27, 1953 an 
armistice was arranged establishing a cease-fire and a demilitarized zone between the two Korean factions, which still exists 
today.


#EOF



