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


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


#GAME_CONCEPTS


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

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

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Grasslands					  10%
^Plains						  10%
^Desert					  10%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^Marsh						  20%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Volcano					  80%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Barricade					+100%
^Town Walls				  +50%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.




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

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






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

#DESC_GCON_Hotkeys_Controls
^{Diplomacy and Espionage}
^Plant Spy       				Ctrl+Shift+E
^Establish Embassy     		Ctrl+E
^Use Embassy or Spy			Shift+E
^Diplomatic Contact			Shift+D
^Espionage       				E
^
^{City Window}
^Hurry Production     			H
^Add to Production Queue		Shift+Click
^Governor       				G
^
^{Multiplayer}
^Center on Message Location	Ctrl-M
^Pause						Pause
^Perform Automation			Ctrl-U
^Send Voice Message			Tab
^Send Text Message			~~



#GCON_Craters
Craters
^
^
^Craters can occur in a non-city square due to bombardment attack. When a bombardment attack which eliminates
the last unit or terrain improvement in a square, a crater may be formed. Like pollution, the presence of
craters reduces a square's production, commerce, and food output by one.
^
^
^{Clearing Craters}  Craters can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.
 


#GCON_Barricades
Barricades
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [barricades], which are even more formidable than $LINK<Fortresses=GCON_Fortresses>. 
^
^A Barricades can only be built on a square already containing a Fortress. Even if unoccupied, barricades
automatically stops movement of a ground unit entering its square (unless that unit belongs to the same civilization
currently controlling the barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>
agreement through that land. Barricades become a fortress if their square is pillaged.
^
^Military units inside barricades have a few advantages.
^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus being in a Fortress).
^* The $LINK<zone of control=GCON_ZOC> exerted by the fortress still applies to a barricades.



#GCON_Bombardment_in_Ports
Bombardment in Ports
^
^
^A ship moored at a dock, or at anchor, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a
coastal city square being bombarded) are especially vulnerable to bombardment attacks.



#GCON_Collateral_Damage
Collateral Damage
^
^
^An attack by a unit with the 揅ollateral Damage?capability can potentially damage improvements in the
attacked square during the attack, representing damage to improvements, local structures or residents due
to combat (but not necessarily due to bombardment).



#GCON_Enslavement 
Enslavement
^
^
^Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. A unit with the "enslave" capability has a 1/3 chance of enslaving a defeated unit everytime it wins a battle. As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned into another unit type (as specificed in the editor) and is immediately under the control of the victorious player. 
^
^The $LINK<Privateer=PRTO_Privateer>, the English $LINK<Man-O-War=PRTO_Man-O-War>, and the Mayan
$LINK<Javelin Thrower=PRTO_Javelin_Thrower> have the Enslavement capability. 



#GCON_Landmark_Terrain
Landmark Terrain
^
^
^A pre-designed scenario (only) might feature "Landmark Terrain", which essentially is a variation on a
standard terrain type in order to alter that terrain's shield (production), food or commerce value(s).
If the game preference for [Show Food and Shields on Map] is ON, Landmark Terrain squares are shown on
the game map by a small gold diamond outline. As usual, information about a square's terrain can always be
determined by right-clicking on it.



#GCON_Locked_Alliances
Locked Alliances
^
^
^A pre-designed scenario (only) might begin with some (or all) civilizations grouped into several "Locked
Alliances". Members of a Locked Alliance have a permanent $LINK<Mutual Protection Pact=GCON_Agreements> with
each other. Therefore, a civilization that is part of a Locked Alliance is not allowed to conduct any type
of attack against another member of its alliance. Furthermore, if any civilization attacks another nation
that is part of a Locked Alliance, the attacker will find itself at war with all nations member to that
Locked Alliance.
^
^
^{Permanent War}  
^A Locked Alliance (and all of its member civilizations) might also find itself permanently at war -- right
from the start of the scenario -- with another Locked Alliance if so dictated by the scenario. Such a war is
permanent, and only ends when all members of one of the warring alliances have been eliminated (or the
scenario's time limit is reached).
^
^
^{Coalition Victory}
^A scenario featuring one or more Locked Alliances might specify that "Coalition Victory Conditions" are in effect.
In this case, victory criteria (score, victory points, cultural value, etc.) are summed for all allied players in
each Locked Alliance. As soon as any coalition has fulfilled the scenario's victory conditions the scenario ends
and all civilizations member to the winning coalition are awarded victory. 




#GCON_Volcanic_Eruptions
Volcanic Eruptions
^
^
^A $LINK<volcano=TERR_Volcano> is a disaster waiting to happen, as it can suddenly erupt with no warning. Most of
the time, however, a dark cloud begins to emanate from the volcano's "mouth" a few turns in advance of an eruption --
but such a warning cannot be guaranteed. Rest assured, however, once you notice a volcano beginning to smolder an
eruption is in the offing.
^
^{Lava Flow}  
^When a volcano erupts it spews forth lava -- in the form of $LINK<pollution=GCON_Pollution> -- that will mar the landscape of many of
the tiles adjacent to the volcanic mountain. Volcanic "fallout" can be cleaned up by $LINK<workers=GCON_Worker_Jobs>
set to clean up damage.



#GCON_Plague
Plague
^
^
^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out city population
and land units (except Kings). The effect of plague is exacerbated in larger cities, walled cities and cities
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>. Once the concept of $LINK<Sanitation=TECH_Sanitation>
is understood the effect of plague is much reduced.



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




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



#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit.
This represents the unit's ability to project its combat power into surrounding areas. Such units attack
enemies that enter the zone of control without initiating a full battle.
^
^The following military units have a zone of control:
^* $LINK<Aegis Cruisers=PRTO_AEGIS_Cruiser>
^* $LINK<Armies=PRTO_Army>
^* $LINK<Cavalry=PRTO_Cavalry>
^* $LINK<German Panzers=PRTO_Panzer>
^* $LINK<Mechanized Infantry=PRTO_Mech_Infantry>
^* $LINK<Modern Armor=PRTO_Modern_Armor>
^* $LINK<Mongol Keshik=PRTO_Keshik>
^* $LINK<Ottoman Sipahi=PRTO_Sipahi>
^* $LINK<Modern Paratroops=PRTO_Paratrooper>
^* $LINK<Radar Artillery=PRTO_Radar_Artillery>
^* $LINK<Russian Cossacks=PRTO_Cossack>
^* $LINK<Spanish Conquistador=PRTO_Conquistador>
^* $LINK<Tanks=PRTO_Tank>



#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one gold per turn from its $LINK<treasury=GCON_Treasury>.
However, each form of $LINK<government=GCON_Governments> defers these costs for a certain number of units,
depending upon how many towns, cities, or metros the civilization controls.
^
^{Government			Town	City		Metro}
^Anarchy				  0		  0		  0
^Despotism				  4		  4		  4
^Monarchy				  2		  4		  8
^Republic				  1		  3		  4
^Feudalism			  	  5		  2		  1
^Communism			  6		  6		  6
^Fascism				  4		  7		  10
^Democracy			  0		  0		  0




#GCON_Governments
Governments
^
^
^There are eight forms of government that you can use to control your civilization.
Each has advantages and disadvantages. The type of government you use determines:
^
^How efficient your $LINK<workers=PRTO_Worker> are (how quickly they get their jobs done).
^How much $LINK<Corruption and Waste=GCON_Corruption> affects your civilization.
^The number of citizens you can $LINK<draft=GCON_Draft> per turn.
^The number of military units that can be used as $LINK<military police=GCON_Moods>.
^The number of military units you can have before you must $LINK<support=GCON_Unit_Support>
them from your $LINK<treasury=GCON_Treasury>.
^
^The possible government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Feudalism=GOVT_Feudalism>
^* $LINK<Communism=GOVT_Communism>
^* $LINK<Fascism=GOVT_Fascism>
^* $LINK<Democracy=GOVT_Democracy>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.




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




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



#GCON_Strengths
Civilization Strengths
^
^
^There are eight areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Agricultural}
^Agricultural city improvements (aqueduct, for instance) are easier to build, and the center city square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^The civilization starts the game with a $LINK<scout=PRTO_Scout> and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier.
^
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces
extra $LINK<shields=GCON_Shields> in cities and metros.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^
^(continued)
#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious civilizations do not experience prolonged periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious city improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of every era.
^
^
^{Seafaring}
^Each city built along the coast receives a commerce bonus in the center city square, and Seafaring city
improvements (such as the Harbor or Commercial Dock) are easier to build.  Ships move faster and are less likely to sink in the sea or ocean.




#GCON_Draft
Draft
^
^ 
^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens can be drafted into
military service. Each city can draft some of its population each turn, depending upon the government currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* A city in a $LINK<Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A city in a country under $LINK<Communism=GOVT_Communism>, $LINK<Despotism=GOVT_Despotism>, $LINK<Fascism=GOVT_Fascism>,  $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 7 or higher.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon your level of 
scientific development:
^
^$LINK<Spearman=PRTO_Spearman>
^$LINK<Pikeman=PRTO_Pikeman>
^$LINK<Musketman=PRTO_Musketman>
^$LINK<Rifleman=PRTO_Rifleman>
^$LINK<Infantry=PRTO_Infantry>
^$LINK<Mech. Infantry=PRTO_Mech_Infantry>
^
^However, drafting citizens will cause unhappiness in the city.



#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.
^
^
^{These buildings require one gold per turn.}
^$LINK<Aqueduct=BLDG_Aqueduct>,
$LINK<Bank=BLDG_Bank>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Civil Defense=BLDG_Civil_Defense>,
$LINK<Courthouse=BLDG_Courthouse>,
$LINK<Granary=BLDG_Granary>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>, and
$LINK<Temple=BLDG_Temple>.
^
^
^{These require two gold per turn}
^$LINK<Airport=BLDG_Airport>,
$LINK<Cathedral=BLDG_Cathedral>, 
$LINK<Colosseum=BLDG_Colosseum>,
$LINK<Commercial Dock=BLDG_Commercial_Dock>,
$LINK<Hospital=BLDG_Hospital>,
$LINK<Mass Transit System=BLDG_Mass_Transit_System>,
$LINK<Police Station=BLDG_Police_Station>,
$LINK<Recycling Center=BLDG_Recycling_Center>,
$LINK<Research Lab=BLDG_Lab>,
$LINK<SAM Battery=BLDG_SAM_Missile_Battery>, and
$LINK<University=BLDG_University>.
^
^
^{These require three gold per turn}
^$LINK<Factory=BLDG_Factory>,
$LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>,
$LINK<Offshore Platform=BLDG_Offshore_Platform>,
$LINK<Stock Exchange=BLDG_Stock_Exchange>, and
$LINK<all Power plants=GCON_Plants>. 




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



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



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



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



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




#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^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 their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^




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




#GCON_Victory
Victory Conditions
^
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are six basic ways to win:
^
^{Space Race}
^One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha Centauri, the nearest star 
system. In order to achieve this victory, the player must be the first to launch a completed $LINK<spaceship=GCON_Spaceship> 
to Alpha Centauri.
^
^[Building the Ship]
^Each civilization can build an "Alpha Centauri-worthy" spacecraft, and construction can begin when
the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder).
The ship is comprised of [ten] components, which must be built prior to launch.
^
^
^{Domination}
^Have 70% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 70% of the world's population
within your cities.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^{Cultural Victory}
^Make one of your cities or your whole civilization the envy of the world. A single city with 20,000
culture points will satisfy this victory condition. For your overall culture to do so, a variable
number of
#DESC_GCON_Victory
^
^
^total culture points is needed, based on map size:
^
^Tiny: 60,000
^Small: 80,000
^Standard: 100,000
^Large: 130,000
^Huge: 160,000
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.
After the $LINK<United Nations=BLDG_United_Nations> is built, there
are periodic votes by the council to elect a Leader. To be elected, a candidate must win a majority of all votes.
If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or dominated
the world, wowed the world with cultural achievements or diplomatic aplomb, 
then the winner is determined by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern Era.




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




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




#GCON_Age_of_Science
Age of Science
^
^
^Every civilization can experience an [Age of Science], a 20-turn period in which the 
$LINK<scientific research=GCON_Research> of each city in that civilization's empire is 25% more productive.
An Age of Science can only be triggered by a $LINK<scientific leader=GCON_Leaders>.




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





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




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




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





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





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





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





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





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





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






#GCON_ResourcesN
Natural Resources
^
^
^There are 27 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}





#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Cattle=GOOD_Cattle>			+2		+1		+0
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Lama=GOOD_Lama>			+1		+0		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Oasis=GOOD_Oasis>			+2		+0		+0
^$LINK<Silver=GOOD_Silver>			+0		+0		+3
^$LINK<Sugar=GOOD_Sugar>			+1		+0		+1
^$LINK<Tropical Fruit=GOOD_Bananas>	+1		+0		+1
^$LINK<Birds=GOOD_Birds>				+0		+0		+2
^$LINK<Tropical Fruit=GOOD_Bananas>	+1		+0		+1
^$LINK<Tar=GOOD_Tar>			+0		+1		+0
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0
^$LINK<Wool=GOOD_Wool>			+1		+0		+1





#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a city "has" a luxury resource, it appears in the city's {Luxuries box}.
^
^
^{City Production Bonuses}
^Like all resources, luxuries resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^ 
^{Types			Food	Shields	Commerce}
^$LINK<Dyes=GOOD_Dye>				+0		+0		+2
^$LINK<Furs=GOOD_Furs>				+0		+1		+1
^$LINK<Gems=GOOD_Diamonds>				+0		+0		+4
^$LINK<Incense=GOOD_Incense>			+0		+0		+1
^$LINK<Ivory=GOOD_Ivory>				+0		+0		+2
^$LINK<Marble=GOOD_Marble>				+0		+1		+2
^$LINK<Silk=GOOD_Silk>				+0		+0		+3
^$LINK<Spice=GOOD_Spice>				+0		+0		+2
^$LINK<Tobacco=GOOD_Tobacco>		+0		+0		+1
^$LINK<Wine=GOOD_Wine>				+1		+0		+1
^$LINK<Sake=GOOD_Sake>				+0		+0		+1
^$LINK<Ginseng & Tea=GOOD_Roots>			+1		+0		+1
^$LINK<Jade=GOOD_jade>				+0		+0		+2





#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.
^
^
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Aluminum=GOOD_Aluminum>			+0		+2		+0
^$LINK<Coal=GOOD_Coal>				+0		+2		+1
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Oil=GOOD_Oil>				+0		+1		+2
^$LINK<Rubber=GOOD_Rubber>			+0		+0		+2
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Uranium=GOOD_Uranium>			+0		+2		+3
^$LINK<Stone=GOOD_Stone>			+0		+1		+0





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





#GCON_Leaders
Leaders
^
^
^There are two kinds of great leaders: Military and Scientific.
^
^A {Military leader} is born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a
battle. 
^
^A Military Leader can be used to either create an $LINK<army=PRTO_Army> or to
$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. When a military
leader does either of these actions he disappears.
^
^
^A {Scientific leader} comes about as a result of $LINK<research=GCON_Research>. Each time a technology
is researched for the [first] time by any civilization there is a chance that a Scientific leader will arise
(this chance is increased slightly if the researching civilization has the "scientific"
$LINK<strength=GCON_Strengths>.
^
^A Scientific Leader can be used to increase the scientific output of all cities of his civilization, thus
starting an $LINK<Age of Science=GCON_Age_of_Science>. Simply move the scientific leader to your capital and
press the "Increase Scientific Output" button. A Scientific leader can also be used to
$LINK<hurry=GCON_Hurry_Production> the construction of any [improvement] (including a Great Wonder) of the city
he's currently in. When the leader does either of these actions he disappears.




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




#GCON_Hurry_Production
Hurry Production
^
^
^City construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the [City Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism>, $LINK<Communism=GOVT_Communism>, $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Fascism=GOVT_Fascism> you hurry production in your cities
by forced labor. Disillusioned by your harsh rule, citizens will leave your city if you institute this type of
rushed production. 
^
^
^Under $LINK<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>, and $LINK<Democracy=GOVT_Democracy> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your civilization is in $LINK<Anarchy=GOVT_Anarchy>.





#GCON_Corruption
Corruption and Waste
^
^
^[Corruption] is income lost to theft, embezzlement, and other illegal practices. [Waste] is shield production
lost to inefficiency. If left unchecked, corruption and waste will significantly slow the development of your
civilization. You can track the status of corruption and waste in your empire on the
[City Display] and [Domestic Advisor].
^
^
^{Causes}
^In general, the farther a city is from its capital city, the more corruption and waste it experiences. Also the more cities
in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^A $LINK<courthouse=BLDG_Courthouse>, $LINK<police station=BLDG_Police_Station>, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> or $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>
reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road, harbor, or airport also reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.





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





#GCON_Embassies
Embassies
^
^
^When a civilization learns $LINK<Writing=TECH_Writing>, it can begin to build its intelligence network.
The first step is to build [embassies] in rival capital cities. That done, you can sign Right of Passage
$LINK<agreements=GCON_Agreements> and Military Alliances against third parties.
^
^When your empire has developed a sense of $LINK<Nationalism=TECH_Nationalism>,
you can engage in $LINK<Mutual Protection Pacts=GCON_Agreements> and Trade Embargoes against third parties.
^
^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^
^Build an embassy by double-clicking the capital city icon after you have learned Writing.





#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^ 
^
^{Irrigate (I)}
^Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
^Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Railroad (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Wetlands (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh>.
^
^{Clear Damage (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>, including fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>,
and $LINK<craters=GCON_Craters>. 
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%.
^
^{Build Barricade (Ctrl-F)}
^Turns Fortress into Barricade, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.


#DESC_GCON_Worker_Jobs
^
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.




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

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



#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, or $LINK<cathedral=BLDG_Cathedral>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^* Build any of the following Great Wonders:
^	* $LINK<The Oracle=BLDG_Oracle>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Cure for Cancer=BLDG_Cure_for_Cancer>
^
^A city in which more people are unhappy than happy falls into $LINK<civil disorder=GCON_Disorder>.
Content citizens and specialists are ignored.



#GCON_War_Weariness
War Weariness
^
^
^During times of war, citizens living under a $LINK<Republic=GOVT_Republic>, $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Democracy=GOVT_Democracy> become [war weary] and $LINK<unhappy=GCON_Moods> as a result.
^
^When [you] initiate the conflict your people will tolerate it for a while, but then may become quite unhappy.
When someone else declares the war, especially a traditional enemy, your people are more forgiving.
Carrying on a defensive war, that is keeping your troops at home, is more tolerable than offensive campaigns.
^
^The only way to end [war weariness] is to stop the war. You can use all your normal tricks to
$LINK<make 'em happier=GCON_Moods>, but the war weariness remains until the war stops.



#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a city has been well provided for and are happy, a city-wide
celebration will occur in that city, called "We Love the King Day" (or Emperor, or Regent, or President, etc.).
^
^The provisions for this to occur are:
^
^	The city cannot be starving,
^	The city cannot have any resisters,
^	The city cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The city must be large enough (typically size 6).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the city converting to another civ is halved,
^	Waste in the city is reduced, and
^	The effectiveness of enemy spy propaganda missions against the city is reduced.



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


#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in
the areas around their city, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, a citizen produces more food than he needs and the excess is put into
his city's food storage box each turn. When it is full, the storage is emptied and the city grows, adding
one citizen to its population.
^   In other cases, a city does not grow enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a city cannot feed its
population either from new production or stored food, one of its citizens {starves} and disappears.
^   Food production fundamentally depends upon the terrain within the city radius, because citizens
laboring there produce food. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces this much food}
^Floodplains				3	4 if irrigated.
^Grasslands					2	3 if irrigated.
^Plains						1	2 if irrigated.
^Hills						1	cannot be irrigated.
^Forests					1	cannot be irrigated.
^Marsh						1	cannot be irrigated.
^Coastal					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Jungle						1	cannot be irrigated.
^Tundra					1	cannot be irrigated.
^Fresh Water Lake			2	cannot be irrigated.
^Desert					0	1 if irrigated.
^Mountain					0	cannot be irrigated
^Volcano					0	cannot be irrigated.
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as well.



#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor
required to make useful materials from them. In essence they are a measure of [production].
^   The shields a city produces are used to complete its current project, which may be to build a military unit,
city improvement, or wonder. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some cities lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the city's radius, because citizens
laboring there produce shields. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working		Produces this many shields}
^Grasslands				0	1 if mined.
^Outcropping			1	2 if mined.
^Plains					1	2 if mined.
^Hills					1	3 if mined.
^Mountains				1	3 if mined.
^Tundra				0	1 if mined.
^Desert				1	2 if mined.
^Forest				2	cannot be mined.
^Marsh					0	cannot be mined.
^Volcano				0	cannot be mined.
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus shields as well.



#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the city's radius, because citizens
laboring there produce commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces}
^Floodplains				1	2 with road.
^Grasslands					0	1 with road.
^Plains						0	1 with road.
^Hills						0	1 with road.
^Mountains					0	1 with road.
^Forests					0	1 with road.
^Jungles					0	1 with road.
^Marsh						0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and 
some $LINK<natural resources=GCON_ResourcesN> provide bonus commerce as well.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].



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



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



#GCON_Happy_Faces
Happy Faces
^
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
city where they exist. 
^
^{These								Produce this}
^* City improvements						content faces
^* Wonders								content faces
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough faces of the appropriate sort in a city, extra faces will have a limited "carry over" effect. For example, if a city has the capability to generate 5 happy faces, yet there are only 2 content faces in the city, then those 2 content faces will become happy and the remaining 3 happy faces will carry over to unhappy citizens at reduced efficiency.
^
^Certain political events, such as winning or losing battles and wars, can also influence the overall happiness in your civilization's cities.



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



#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists.
Specialists do not work in the city radius so they don't contribute to city production of food or commerce.
Instead, they produce extra happy faces, enhance scientific research, tax revenue, or shield production, or
help control corruption.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Police Officers}
^Once $LINK<Nationalism=TECH_Nationalism> has been researched, a police officer can be used to help keep a
lid on $LINK<corruption=GCON_Corruption> in a city.
^
^{Civil Engineer}
^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to
produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city
Improvements and wonders.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer,
you're done. If you wanted a different specialist, click on the entertainer to cycle through all the
specialists. Note that Police Officers and Civil Engineers are not available until Nationalism or
Replaceable Parts (respectively) have been researched.



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

#GCON_Outposts
Outposts
^
^
^Outposts eliminate fog of war.  To construct an Outpost, move a worker to any land tile in neutral or owned 
territory and select the Build Outpost unit action.  Construction of the Outpost consumes the worker.  The range 
of vision for the Outpost is 2 tiles on flat terrain, 3 on hills and 4 on mountains.  Outposts can only be used 
by the player who created them.  If an Outpost falls within the territory of any other civilization, it will be 
destroyed.  Outposts can only be built in a tile that is empty, has a mine, irrigation, a road and/or a railroad.
You cannot build an Outpost on a tile with an Airfield or a Colony.  The "Build Outpost" unit-action becomes 
available after the Masonry advance is researched.

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

#GCON_Short_Game_Modes
Short Game Modes
^{Regicide}
^Regicide is a victory condition, in which each player has a "King" unit. This unit represents the 
civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln). When the Regicide victory 
condition is enabled, if the "King" unit is killed, the controlling player is eliminated from the game. Once 
the "King" has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it. The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a victory condition, in which each player has several "King" units. These units represent 
the civilization's Great Leader (for the Americans, the "King" unit is Abraham Lincoln). When the Mass Regicide 
victory condition is enabled, if all of a player's "King" units are killed, the controlling player is eliminated 
from the game. Once the "Kings" have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location. The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a 
city to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.
^
^{Wonder Victory}
^This is a new method of suddenly bringing a game to conclusion. If this condition is enabled the game ends as
soon as [all] Great Wonders have been built. The winner is then determined based on victory points -- not
necessarily on building the greatest number of wonders, nor a specific wonder.


#DESC_GCON_Short_Game_Modes
^
^{Capture the Princess}
^Capture the Princess is a method of scoring victory points. Each player starts with a "Princess" unit. This 
unit has no unit actions and can be captured. The "Princess" unit is immobile until it is captured, at which 
point it moves with its owning unit at its speed. The "Princess" unit starts in the players starting location. 
The goal for each player is to capture this unit and return it to their own capital, bestowing them with 1000 
victory points. You may capture the "Princess" when any unit is in the tile with the "Princess" and executes the 
"Capture" unit action. Once captured, the "Princess" unit is spawned again at the original owner's Capital City.  
If there is no suitable city for the "Princess" to re-spawn in, it remains in the captor's Capital and bestows 
another 1,000 points upon that player.
^
^{Victory Location}
^Victory Location is a method of scoring victory points. Victory Location tiles are scattered about the map,
represented on the map by a Victory Location icon. Players score points by capturing and holding Victory
Location tiles. To score these points a unit with a defensive military stat must be in that tile at the end of
all players' turns for that turn. Each turn a Victory Location is controlled, the controlling player gets 25
victory points. In single player mode, the starting location of each player is designated a Victory Location.
Any terrain improvement, including cities, can be built on a Victory Location tile.
^
^{Reverse Capture the Flag}
^Reverse Capture the Flag is a new method of scoring victory points. This condition cannot be enabled for a random
map game; it can only be used in a custom-made scenario. When in effect, one or more Victory Units (which might
look like a "Holy Relic") will be present on the map. Like a "Princess" unit, a "Holy Relic" can only be
transported by another unit. When the Victory Unit is delivered to a Victory Location (see above), the player
scores a substantial amount of victory points.


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


#GCON_Stealth_Attack
Stealth Attack
^
^
^Stealth attack allows a unit to specify which enemy unit -- in a stack -- it will attack. As soon as a unit with stealth capability attacks a stack of enemy units, a selection box appears listing the target units. >From this box, you may select the unit to attack. The stealth unit then conducts its attack normally against the unit you've targeted. 


#GCON_Tourist_Attraction
Tourist Attraction
^
^
^A Great Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain number of years. A Tourist
Attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time
passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based upon the number of years that it has existed. 
^
^1000 (years) - 1500   +2 (gold)
^1501 - 1750   		+4
^1751 - 1875  		+6
^1876 - 2000  		+8
^2001 - 2250   		+10
^2251 - 2500   		+12
^2501 +         		+14
^
^Given time, the following wonders can become tourist attractions:
^	* $LINK<The Pyramids=BLDG_Pyramids>
^	* $LINK<The Oracle=BLDG_Oracle>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<The Great Wall=BLDG_Great_Wall>
^	* $LINK<The Statue of Zeus=BLDG_Zeus>
^	* $LINK<The Temple of Artemis=BLDG_Artemis>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Great Library=BLDG_Great_Library>
^	* $LINK<The Colossus=BLDG_Colossus>
^	* $LINK<The Great Lighthouse=BLDG_Lighthouse>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<Leonardo's Workshop=BLDG_Inventor's_Workshop>
^	* $LINK<Copernicus' Observatory=BLDG_Solar_System>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<Newton's University=BLDG_Great_University>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Hoover Dam=BLDG_Hoover_Dam>
^	* $LINK<The United Nations=BLDG_United_Nations>



; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

#PRTO_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.
#DESC_PRTO_Settler
^
^
^When cities grew to a size where the resources were insufficient to adequately insure a decent standard of 
living for the populace, adventurous groups of citizens set out on their own in search of a place to build 
a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land 
surrounding the city. Eventually the whole process repeated, and the new city would send out settlers of 
its own. This process allowed civilizations to grow throughout history, from the empires of the ancient 
world to the discovery and settlement of the New World.



#PRTO_Settler2
^
^
It is a standard [Settler] with a different icon and animation for oriental tribes. See $LINK<settler=PRTO_Settler> for more details.
#DESC_PRTO_Settler2



#PRTO_Worker
^
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival civilizations.
#DESC_PRTO_Worker
^
^
^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a 
worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society. 
In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more 
specialized workers organized themselves into craft guilds. The technological advances of the Industrial Age gave 
rise to a new class of semi-skilled workers: wage laborers, most of which worked in factories and offices. 
Continuing trends in the specialization and professionalism of labor during the late 20th century has not altered 
the fact, however, that civilization still rests upon the shoulders of those who till the fields and build the 
roads.



#PRTO_Peasant_Worker
^
^
It is a standard [Worker] with a different icon and animation for oriental tribes. 
See $LINK<worker=PRTO_Worker> for more details.
#DESC_PRTO_Peasant_Worker

#PRTO_Worker3
^
^
This [Worker] is the result of a fight that is victorious for a land unit with the [enslave] aility, like SS Units, Javelin Thrower or Conquistadores.
This worker may complete all the tasks of a standard worker but it may be sacrified to increase the cultural influence of a city.  
See $LINK<worker=PRTO_Worker> for more details.
#DESC_PRTO_Peasant_Worker

#PRTO_Scout
^
^
^[Ancient Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside.
One ancient scout is assigned for free to every expansionist tribe, that may produce them from the beginning of the game.
Remember that Scouts doesn't have any defense value and they will be killed if attacked.
#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.


#PRTO_Scout2
^
^
^[Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside.
They are esactly like $LINK<ancient scouts=PRTO_Scout> but they are discovered with Map Making and are [not] assigned for
free to every expansionist tribe. Of Course, they are cheaper to produce than every other fast unit.
#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.


#PRTO_Explorer
^
^
^[Explorers] are unarmed, non-combat units that treat all terrain as if it were a road.
This makes them very adept at exploring the wilderness.
#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_Warrior
^
^
^The [warrior] is late Stone Age infantry, armed with stone axes and clubs.

#DESC_PRTO_Warrior
^
^
^The earliest military forces were simply the citizens of the city, armed with whatever implements they could 
use as weapons. Although a militia made up of warriors was inexpensive, they were no match for organized 
armies. Warriors were usually used as stopgap measures while waiting for superior units to be trained, or to 
defend a city that had been temporarily cut off from military support. In a crisis situation, an assembly of 
warriors is better than no defense at all.



#PRTO_Jaguar_Warrior
^
^
^The Oriental [Heavy Infantry] is just the oriental counterpart of European Men-At-Arms.
#DESC_PRTO_Jaguar_Warrior


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



#PRTO_Longbowarcher
^
^
^[Longbow archers] are excellent long range units in the ancient era. They are cheap, but armed poorly with leather armors and weak closed combat weapons like short swords, just for disperate situations. For this reason. they have a -1 penality to their HP but they have the following advantage if compared to catapults and other artillery units:
they are land units, so they are useful to suppress rebels and to keep people quiet, they are cheaper than catapults, may capture workers and settlers, follow pikemen where wheeled units can't and they can shoot arrows with greater accuracy than catapults, killing already-injuried land units. But still, they can't pillage while bombarding and they have a smaller chanche to damage buildings while bombaring on a city.
#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 armor -- 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-armored,
they enjoyed a great mobility advantage should their opponents survive their barrages.



#PRTO_Longbowman
^
^
^[Longbow Archers] are an excellent elite unit for Great Britain. They are an improved version of Longbow Archers and are deadlier while [bombarding].
They have an increased fire rate from 1 to 2 and may kill land units while doing so.
#DESC_PRTO_Longbowman
^
^
^English Longbowmen where the pride of English army for really a long time. If Longbow Archers were already strong,
Longbowmen were even better thanks to huge but encumbering bows that allowed them the best firepower of the age.
With a regular arch, they where able to penetrate even the heaviest armor and that's why that opponent knights started to
chase them as main target before that they could shoot their deadly arrows and to cut their fingers as trophy. As an answer
, in all the next battles after escaping sucesfully from the knights' charge, they started to show the two fingers making a
"v" letter as provocation for enemy knights, offense that is still common in Great Britain and USA in modern days. 
^
^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. But longbow
discipline still survives as olimpic sport.


#PRTO_Hunter
^
^
^[猎人] 善于拉硬弓，将他们的狩猎技巧用到战场上将给敌人造成致命的伤害. 
#DESC_PRTO_Hunter


#PRTO_Bowman
^
^
^[Shortbowmen] are excellent marksmen of the medieval era assigned to all tribes but the european ones. They are trained to closed combat and defense too - infact they don't suffer the -1 penality to HP - at the small price of a reduced bombard ability. 
#DESC_PRTO_Bowman


#PRTO_Spearman
^
^
^[Spearmen] are the first and best defensive units of the Bronze Age.
#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 ax, 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 armor 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_Asia_Spearman
^
^
^[Asiatic Spearmen] are the first and best defensive units of the Bronze Age in Eastern Asia.
#DESC_PRTO_Asia_Spearman



#PRTO_Otomo_Spearman
^
^
^[Oriental Spearmen] are the first and best defensive units of the Bronze Age in Japan.
#DESC_PRTO_Otomo_Spearman


#PRTO_Mongolian_Spearman
^
^
^[北地矛兵] 北亚游牧民族的矛兵.
#DESC_PRTO_Mongolian_Spearman


#PRTO_Pikeman
^
^
^The [pikeman] is an excellent defender assigned to Europe only.
^
^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.


#PRTO_Song_Pikeman
^
^
^[长戟兵]是冷兵器时代最优秀的防御力量.
#DESC_PRTO_Song_Pikeman


#PRTO_Mongolian_Pikeman
^
^
^[北地枪兵] 是北亚游牧民族的防御性兵种，但进攻也同样强悍。
#DESC_PRTO_Mongolian_Pikeman


#PRTO_Indian_Pikeman
^
^
^[印度枪兵] 是南亚及东南亚地区最好的防御力量。
#DESC_PRTO_Indian_Pikeman


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



#PRTO_Impi
^
^
^The [Zulu Impi] is perhaps the first "mechanized infantry" and may be found occasionally among the barbarian ranks. 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_Enkidu_Warrior
^
^
^The Enkidu Warrior is a bronze-age light infantry for some of the central asia tribes. More effective but expensive than warriors, it will be soon declared obsolete with the discovery of Iron.
#DESC_PRTO_Enkidu_Warrior


#PRTO_Swiss_Mercenary
^
^
^The [Swiss Mercenary] is an excellent defender that boasts an even better defense strength than the formidable $LINK<pikeman=PRTO_Pikeman>. It is a mercenary available only for the european nations and it may hired paying gold or silver.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Swiss
Mercenary.
#DESC_PRTO_Swiss_Mercenary
^
^
^Mercenaries first came to prominence in Europe in the 14th century, when soldiers from the Hundred Years' War preferred to 
continue fighting for a living rather than learn peacetime trades.  Swiss soldiers in particular enjoyed an especially high 
reputation for loyalty and professionalism, and several European nations incorporated Swiss mercenary regiments into their armies.  
The Netherlands, in particular, employed huge numbers of mercenaries, since the strength of the Dutch nation was commerce and wealth.  
This allowed Dutch princes and stadtholders to pay mercenaries well and regularly, which led to extremely effective fighters.  
The most famous assignment of Swiss mercenaries is the personal safety of the Pope; a special unit of Swiss soldiers, the Swiss Guard, 
has pledged to protect the Pope and the Vatican for the last 500 years.  



#PRTO_Chasquis_Scout
^
^
^not used.
#DESC_PRTO_Chasquis_Scout



#PRTO_Javelin_Thrower
^
^
^The [Javelin Thrower] hurls javelins in rapid succession and is a good offensive/defensive unit for asia in the bronze age. They are strong and have a limited bombard ability, but they can't bombard adiacent units because of their limited range.
#DESC_PRTO_Javelin_Thrower


;   ____________________________________________IRON-AGE UNITS_____________________________________________


#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.
#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 ax 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 armor. 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_Medieval_Infantry
^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Heavy Infantry] are skilled warriors who
are suitable for dispatching ancient-era units and civilizations. They are available to all the european tribes.
^
^Heavy Infantry shall eventually upgrade to Hospitallers for the italian states when Military Tradition is discovered.
^Hospitallers are highly trained clerical soldiers with improved defense and the ability to detect hidden units.
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build medieval infantry.
#DESC_PRTO_Medieval_Infantry
^
^
^Troops who fight on foot, even though transported to the battlefield by horses, ships, aircraft, tanks and other 
motorized vehicles, skis, or other means are classified as Infantry.  This term applies equally to troops armed 
with weapons such as the spear, sword, and mace in ancient and medieval times.  As with most foot-soldiers, the 
objective of the Medieval Infantry was to seize and hold territory, often in an attempt to occupy enemy territory. 
Despite the temporary dominance of cavalry in the feudal and middle ages, infantry has been the largest single 
element in Western armies since ancient times.
^
^Hospitallers were a sort of clerical order, devoted to defend the meeks. They are not more expensive than regular Heavy Infantry but just more armored.



#PRTO_Legionary
^
^
^The [Byzantine Legionary] is a highly-skilled swordsman good in both offense and defense. Highly trained in closed formation combats, they can build roads and fortress too. They are available only to Byzantines, since of their link with the Roman Empire. Legionaries will NOT upgrade to medieval infantry.
^
^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. 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 [Immortals] are highly-trained and skilled swordsmen that are excellent attackers in the ancient era. More armored than light infantry, they keep their role of elite unit under the Khorezem empire, that has deep historical links with Persia and is the only "tribe" that may build them.
^
^
^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 casualties 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_Samurai_Warrior
^
^
^Japanese [Samurai], are dedicated unmounted warriors armed with excellent weapons but poor armors. 
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Samurai.
#DESC_PRTO_Samurai_Warrior
^
^
^Similar to the European knights, Japanese samurai were landowners who volunteered military service in exchange for
a larger warlord's protection. Their light and flexibile armor were very effective against slashing weapon and allowed
 them to move quickly on the battlefield but it was not hard like the european steel armors.
This means that the infantry could compensate the lack of defense with a greater dexterity while the mounted samurai 
couldn't do the same. Insteas what made the nipponic soldiers fearsome ones on the battlefield was their great skill to 
forge superior blades, known as "Katana". Created with different layers of iron joined together they were sharper and 
harder than any other sword giving a great advantage on the battlefield and that's why original medium-quality katanas 
are extremely valuable and expensive in modern times, while it is impossibile to export top-quality katanas out from 
Japan, since they are considered part of their culural heritage.  
The warrior code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off.
One such tenet was that samurai of opposing forces must seek each other out and battle one on one. While their
armor provided some safety from early gunpowder weapons, soon more advanced weaponry and skilled
marksmen relegated them to administrative and leadership roles. The samurai caste was abolished in 1868.


#PRTO_Ninja
^
^
^Ninja are one fo the special units for Japan and they will replace the Medeval Spy if Silk is available among the city resources.
^
^They recive a special training to become letal spies and assassins, so that they treat all terrain as roads, they are 
amphibious, invisibile, may detect other invisibile units, they have hidden nationality and they can perform stealth 
attacks to all units, including kings. Since they weared no armor to be quick and silent, they suffer a -1 penality to 
their HP to better represent their vulnerability if discovered.
^
^A city must have $LINK<iron=GOOD_Iron> and $LINK<silk=GOOD_Silk>in its $LINK<Strategic Resource=GCON_ResourcesS> box to build medieval infantry.
#DESC_PRTO_Ninja
^
^
^[Ninja] were the secret agents in feudal Japan. They were expert in ninjutzu art, trained in hit-and-run tasks as well as
diplomatic, espionage and omicide missions.
They showed no mercy to their enemies but they were extremely loyal to their own family, even because they were forced to
be. As forced duty passed from father to soon, their destiny was linked with the family that they served and death was the
reward for the ones who refused to serve it. 

#PRTO_Spy
^
^
^A medieval Spy is first and more complete sabouter unit in the game. They recive a special training to become letal 
assassins: they are invisibile, may detect other invisibile units, have hidden nationality and they can perform stealth attacks to all 
units, including kings. Since they weared no armor to be quick and silent, they suffer a -1 penality to their HP to better 
represent their vulnerability if discovered. They are extremely important units both in peace and war time, to strike your
enemies killing strategic units, capturing their workers or pillaging roads on strategic resources while unseen.
Later in the game, the medieval Spy will develop into Imperial Spy: a more versatile version with increased visual range and amphibious attack. 

 #DESC_PRTO_Spy
^
^WARNING: because of a game bug, your foes will use their spies with hidden nationality to attack and capture your cities even during
peace-times, while it is NOT allowed to the human players to do the same.
^Unfortunatley, the game's AI can't properly use Medieval and Imperial Spy units, as long as Ninjas: it uses them as kamikaze infantry, ignoring their potential as sabouters.
If you see that the AI never use them try to increse the attack power from 2 to 3, to set their role as "offense" and not only "esploration" and to make some experiment, even if a specific script would be needed for them.


#PRTO_Crusader
^
^
^[Crusaders] are devouted and dangerous medieval fighters with a mission. Extraordinarily trained and equiped, they are more powerful than regular medieval infantry and may perform amphibious assaults.
^
^Crusaders cannot be builded in a city but they are automatically produced every 5 turns from the King Richard's Crusade small wonder, available only to the european states that joined the Holy Alliance and may trigger a golden age.
^
^The $LINK<Knights Templar=BLDG_Knights_Templar> Great Wonder, unless rendered obsolete, automatically produces
a Crusader every five turns.
#DESC_PRTO_Crusader
^
^
^Years of fighting in the Holy Land led to the development of a new class of Christian knight -- one
accustomed to harsh conditions and constant battle against opponents using unfamiliar and "un-Christian"
tactics. Crusader knights fought both mounted and on foot, and brought their experience and learned
ruthlessness and aggression back to Europe when the Crusades ended -- as in the case of the Teutonic
Knights, who offered to defend Poland from invaders and ended up taking charge of a big chunk of the
kingdom they promised to defend. Often originating in apparently benign orders (such as the Hospitallers,
who, true to their name, ran hospitals all over Europe), crusaders were often motivated by ambition and
the desire to rule their own kingdoms in the Near East. 



#PRTO_Samurai_Archer
^
^
^[Samurai Archers] are the alternative for for Japan to the european longbow archers. They are not that powerful on the far distance
but they have the same deadly rangerd "bombard ability", and are stronger while directly attacking their foes thanks to japanese martial art skills and bushido philosophy, making them 
even better than regular shortbowmen and great defenenders if inside cities, fortifications or in strategical positios.
#DESC_PRTO_Samurai_Archer 


#PRTO_Zhuge_Nu
^
^
^[连弩步兵] 是南宋特有兵种，操纵一架相传由诸葛亮发明的连弩，用以对抗强大的骑兵。
#DESC_PRTO_Zhuge_Nu


#PRTO_Mongolian_Infantry
^
^
^蒙古、女真、契丹等中国北方少数民族被称为马背上的民族，他们的骑兵很强悍，步兵则只是做为一种补充。[狩猎步兵] 是披上的战甲的猎人，他们体力充沛非常善于追逐猎物。
#DESC_PRTO_Mongolian_Infantry


#PRTO_Song_Infantry
^
^
^东亚步兵通过严格的军事训练，装备较为先进的武器来弥补体能上的不足。
#DESC_PRTO_Song_Infantry


#PRTO_Tulwar
^
^
^装备有印度图瓦战刀的武士，攻击力惊人。
#DESC_PRTO_Tulwar


;   
____________________________________________MOUNTED UNITS_____________________________________________


#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).
Being wheeled, chariots may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road.
^
^A city must have $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 Assyrians' enemies, who used the chariot against them with good effect.



#PRTO_Horseman
^
^
^The first mounted unit you can build, [horsemen] move fast and will [withdraw] from combat if losing (unless
fighting another fast unit).
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a 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 armor 
eventually led to knights, dragoons, and finally to the advanced cavalry of the 18th and 19th century.




#PRTO_Knight
^
^
^[Knights] are fast and powerful. They are armored units available only to the European nations and their defensive value is one of the best in the game. Knights
will [withdraw] from combat if they are badly losing (unless fighting another fast unit).
^
^Knights will upgrade to unique chivalry units for every single european State when Military tradition is discovered: see description.
^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 armored, mounted men-at-arms found primarily in medieval Europe. Like the samurai of ancient Japan, 
knights followed a strict code that covered their behavior both in battle and in their personal pursuits. 
Fighting astride powerful horses, armored 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.
^
^Knights will upgrade to:
^Spain: [Knights of Santiago]. Part of the Santiago Order, somehow similar to the Teutonics or Templars, they get the benefits of the great spanish armories specialized in sharp blades: they are more powerful and faster than knights to specifically fight the Mamelukes. 
^France: [Templars]. Part of the Santiago Order, somehow similar to the Teutonics or Templars, they are just more resistant than regular knights.
^England: [Housecarl]. Royal knights directly payed from the king and heavily armed, they are more powerful and trained to quickly  attack after leaving ships.
^Germany: [Charlemagne's Paladins]. They are highly trained knights that inspired Ariosto's Furious Orlando.
^Hungary: [Hussars]. Hussars are knights trained to be faster and to get tactical advantage from landscape knowledge, cheaper than the other elite knights. Armed with saber, they'll be equiped with muskets when gunpowder will reach Europe.
^Teutonic Kingdom: [Teutonic Knights]. They are the elite Teutonic chivalry armed with the best equipment available, that the teutonics could afford because of their great richness.
^Byzantines: [Cataphract. It is the only unit that is available with Chivalry, since the Cataphract was an ancient heavy armored unit used to stunn enemies with deadly charges. They are faster and just a bit expensive than knights but will attack more than once in a turn.


#PRTO_War_Elephant
^
^
^Indian [War Elephants] are the elite knights for the Dheli Sultanate and India: they probably are the most powerful offensive and defensive units in the ancient and medieval times  but they are much more expensive to build than knights.
A war elephant is equiped with a small tower on its back from wich crossbowmen and spearmen will attack the enemies, while the elephant will stomp on them. For this reason they have a limited defensive bombard ability and they recive one additional Hit Point to represent the great 
strenght of those animals. More, since elephants are like natural "tanks", they will ignore movement cost while moving in their natural habitats: marsh and jungle. Like all fast units, will [withdraw] from battle if they are badly losing the fight 
against foot units.
^War Elephants may be used in peace times to clean the land from jungle, marshes and forests.
^A city must have $LINK<ivory=GOOD_Ivory> and $LINK<iron=GOOD_Iron> 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
India is the main naton that can build war elephants instead of $LINK<knights=PRTO_Knight>. 

#PRTO_Mounted_Warrior
^
^
^[Nomads of the steppes] are a strategical unit for Mongols. They will replace settlers since they are faster and cheaper, representing the mongolian nomadic lyfestile that was strictly based on the relationshio between the man end his/her horse.
^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




#PRTO_Rider
^
^
^[游骑兵]是游牧民族的原始骑兵，他们的移动力比普通骑手高.
#DESC_PRTO_Rider



#PRTO_Heavy_Horseman
^
^
^[铁浮屠]是大金帝国和西夏帝国特有的骑兵，他们装备了厚重的装甲，
 专门用来对付以步兵为主的南宋.
#DESC_Heavy_Horseman



#PRTO_Lancer_Rider
^
^
^[枪骑兵] 是中国特有的骑兵。枪骑兵有闪电战的能力。
#DESC_PRTO_Rider



#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 are wheeled, thus they may not enter
$LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>, $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain
unless following a road.
^
^A city must have $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_Three_Man_Chariot
^
^
^[Hittite Three-Man Chariots] take the place of normal chariots. They move quickly and will [withdraw]
from combat if they are losing (unless fighting another fast unit). Like other chariot units, they are wheeled and
may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>, $LINK<jungle=TERR_Jungle> or
$LINK<marsh=TERR_Marsh> terrain unless following a road.
^
^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to
build a three-man chariot.
#DESC_PRTO_Three_Man_Chariot
^
^
^The Hittites were perhaps most famous for waging fast, deadly warfare with their powerful
heavy war chariots.  The Three-Man Chariot was an improvement over other contemporary
chariots in close combat, because it sacrificed speed for stability and "elbow room" with
which to fight. At the battle of Kadesh, the Hittites used three-man chariots to closely
engage the Egyptian forces; this almost routed the entire Egyptian host.



#PRTO_Ancient_Cavalry
^
^
^[Cataphracts] are highly trained and armored mounted men that were tipically used in Asia Minor from the Byzantines, used to stunn the enemy lines before the final assault. For this Reason, Cataphract are faster than knights and may attack more than once in a round, even if they are more expensive than knights. Like other fast units, Cataphracts move quickly and will [withdraw] from combat if they are losing (unless fighting
another fast unit).
#DESC_PRTO_Ancient_Cavalry


#PRTO_Mounted_Samurai
^
^
^[Japanese Mounted Samurai], are dedicated mounted warriors armed with excellent weapons and light, flexibile armors.
Mounted Samurai move quickly, will [withdraw] from combat if they are losing (unless fighting another fast unit) and will "bombard" enemy units if attacked.
Unfortunately, being armed with shortbows doesn't allow them to shoot arrows at far distances.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Mounted 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 light and flexibile armor were very effective against slashing weapon and allowed
 them to move quickly on the battlefield but it was not hard like the european steel armors.
This means that the infantry could compensate the lack of defense with a greater dexterity while the mounted samurai 
couldn't do the same. Insteas what made the nipponic soldiers fearsome ones on the battlefield was their great skill to 
forge superior blades, known as "Katana". Created with different layers of iron joined together they were sharper and 
harder than any other sword giving a great advantage on the battlefield and that's why original medium-quality katanas 
are extremely valuable and expensive in modern times, while it is impossibile to export top-quality katanas out from 
Japan, since they are considered part of their culural heritage.  
The warrior code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off.
One such tenet was that samurai of opposing forces must seek each other out and battle one on one. While their
armor provided some safety from early gunpowder weapons, soon more advanced weaponry and skilled
marksmen relegated them to administrative and leadership roles. The samurai caste was abolished in 1868.



#PRTO_Hussar
^
^
^[Hungarian Hussars] move quickly, ignoring the move cost for forests and hills and will [withdraw] from combat if they are
losing (unless fighting another fast unit).
^A Hungaran city must have $LINK<horses=GOOD_Horses> and $LINK<Iron=GOOD_iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a Hussar.
#DESC_PRTO_Hussar
^
^
^Light cavalry has been used in warfare since the domestication of horses, but in eastern Europe, Hungarian and Croat scouts earned a 
reputation for being elite scouts and deadly raiders.  Hussars were the result of other European nations' attempts to duplicate this sort
of unit.  Hussar uniforms are elaborate and dramatically colored, and becoming a hussar is often a great honor or awarded to those of 
noble birth.  They were typically armed with straight cavalry swords, although towards the end of the 18th century hussars often carried 
pistols as well.





;   ____________________________________________GUNPOWDER FOOT UNITS_____________________________________________


#PRTO_Musketman
^
^
^not used
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a musketman.
#DESC_PRTO_Musketman
^
^
^One of the most important developments in the history of warfare was the invention of firearms. Originally 
developed in the 14th century, firearms evolved quickly, and by the late 17th century flintlock muskets had 
become commonplace in battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly 
foe for the knights who had dominated the battlefield for so many years. Armies were often comprised of a 
combination of musketeers, cannon, and knights, each complementing the strengths and weaknesses of the others.
Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult 
obstacle to an attacking army. Muskets were the primary firearms in use until they were replaced by repeating 
rifles in the mid-19th century.



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





____________________________________________ARTILLERY UNITS_____________________________________________


#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,
catapults are wheeled so they may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless along a road.
Differently from archers, it may only injury enemy units but it may create collateral damages to building and cities.
#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, the catapult was an effective weapon for 
siege operations.



#PRTO_Trebuchet
^
^
^The [trebuchet] is a powerful siege weapon developed during the Middle Ages. It is most effective when used to
$LINK<bombard=GCON_Combat> a fortified city to soften its defenses.
Like its sister unit the catapult, a trebuchet needs to be protected by an escort as it has no attack or defense power on its own. Finally, a trebuchet is wheeled, thus it may not enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
Differently from archers, it may only injury enemy units but it may create collateral damages to building and cities.
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road.
#DESC_PRTO_Trebuchet
^
^
^Siege weaponry and technology deteriorated during the Dark Ages.  However, the invention of the trebuchet in 
the 12th century reversed that trend.  The trebuchet represented a leap forward in siege engineering.  Instead of 
throwing missiles purely through torque, as the catapult did, the trebuchet used a sort of see-saw motion, with a heavy 
counterweight opposite the launching end to accurately throw rocks and other missiles great distances.  Some trebuchets were 
even adjustable, so their force, arc, and range could be changed by the crew without moving the contraption itself.



#PRTO_Fire_Cannon
^
^
^The fire cannon is a more advanced artillery unit available only to some asian tribes, capable of bombarding adjacent targets to reduce them before
other units attack outright. Fire cannons have no attack or defense value, so they should be protected by an escort.
Further, they are wheeled units, so they cannot enter $LINK<mountain=TERR_Mountains>, $LINK<volcano=TERR_Volcano>,
$LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> terrain unless following a road. Differently from archers, it may only injury enemy units but it may create collateral damages to building and cities.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build cannon.
#DESC_PRTO_Fire_Cannon
^
^
^Closely following the invention of gunpowder, the development of the cannon caused a revolution in siege 
warfare. Invented by a German monk in the 14th century, early cannons used gunpowder charges to fire rocks 
or metal balls. The cannon forced a redesign of most fortifications because the straight, high walls 
surrounding most cities could be easily destroyed by direct fire. This was the fate of the walls of 
Constantinople, which had held against countless sieges for over a thousand years. The cannon quickly 
assumed an important role on the battlefield.


; _______________________________________________NAVAL UNITS_____________________________________________

#PRTO_Curragh
^
^
^The [Curragh] is the first naval unit you can build. It is a tiny, primitive boat that must end each turn in
a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a
$LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square.
#DESC_PRTO_Curragh
^
^
^"Curragh" is an Irish name for a small boat made of skin stretched over a frame of wood. The origins of this small boat
date back many thousands of years, predating the more sophisticated and larger war galley. In the game the curragh
can represent any small boat (papyrus, wooden canoes or rafts, etc.) used by ancient people to expedite movement up and
down waterways and along coastal shorelines.

#PRTO_Galley
^
^
^The [galley] is a dangerous warship of the ancient era. A galley 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 galley was the first ship designed for war. Introduced by the Greeks, galleys were powered by 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_Dromon
^
^
^[War Vessels] are a type of ships with an enhanced offensive capability, that can bombard enemy ships and cities with short-ranged flamed arrows.
^
^
^The War Vessel has Lethal Sea Bombardment.



#PRTO_Caravel
^
^
^The [Caravel] is a sea-going vessel that may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares. 
If it ends a turn in an $LINK<ocean=TERR_Ocean> square, it is in danger of sinking.
#DESC_PRTO_Caravel
^
^
^The caravel was a small sailing ship with three or four masts, a broad bow, and a high, narrow stern. Though 
often used as a warship, the caravel could also carry just over 100 metric tons of cargo. The Spanish and the 
Portuguese used caravels for both commerce and exploration. Christopher Columbus' three ships, the 
"Nina," "Pinta," and "Santa Maria," were caravels that risked the hazards of an ocean crossing.



;   ____________________________________________LEADER / ARMY UNITS_____________________________________________



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



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


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

;   ____________________________________________ EXPANSION UNITS_____________________________________________

#PRTO_Keshik
^
^
^A Mongol city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Keshik. 
^[Keshiks] are great mounted archers and they act both as Knights and Archers, exausting other units with
arrows (bombardment) before charging for the final blow.
The Keshik replaces the $LINK<knight=PRTO_Knight>: compared to them. they are less protected but they are cheaper, faster, don't require Iron, can cross mountains and hills as if they were grassland and they may attack or bombard more than once in round, even if they can't kill units just shooting arrows.
^
^With the discovery of the Horde, the Keshik will develop into Keshik of the Horde, faster and more powerful.
#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
^
^
^The [Uighur lancers] are just average units used by some asian tribes. They are less armored than knights, cheaper, maybe a bit faster on hills and will still withdraw if losing badly against foot units.
#DESC_PRTO_Conquistador


#PRTO_Yuefei_Army
^
^
^[岳家军]是战场上的常胜军，依靠的不仅是必胜的信念，同时也是对国家的热爱和对民族英雄的信仰.
#DESC_PRTO_Conquistador


#PRTO_Berserk
^
^
^The Berserk are an addition to the first lines of the $LINK<finnish=RACE_Vikings>.
In addition to being formidable foot soldiers, berserkers 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 Mameluke Mounted Archers are the most deadly archers in the game. They are expensive and with a weak defense, but they are really fast, may shoot arrows that will eventually kill enemy units without engaging a combat and will ignore the movement penalities in desert. They are great for hit-and-run strategies or used in combo with mameluke horsemen as mobile artillery.
#DESC_PRTO_Sipahi


#PRTO_Gallic_Swordsman
^
^
^Light infantry are unharmored, cheap fighers suited to fight in arid and hot lands, like desert. They are cheaper than heavy infantry but with a lower defense and, since they are not encumbered with heavy armors, they can make amphibious assaults.. 

#DESC_PRTO_Gallic_Swordsman
Light infantry was common in all the world. If, from one side, it was a need to be without armors to fight in the hot africa, historical war diaries saw those legions formed by enslaved enemies too, armed poorly and sent as first line to charge the enemies to soft the enemies before that the elite closed-combat units would charge, or lie human shields against arrows. 

#PRTO_Ansar_Warrior
^
^
^Mameluke Chivalry are fearsome fighters. They are fast, powerful, with 1 extra HP because of their fanatic fervor and will move quickly on the desert, ignoring the movement penality.
#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_Mercenary
^
^
^[Numidian Mercenaries]  are great mercenaries that may take the place of spearman among the ranks of the islamic armies. Spearmen will NOT upgrade to Numidian mercenaries, that are mercenaries that may be hired paying silver in addition to the materials required to forge their equipment.
#DESC_PRTO_Libyan_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_Stone_Crossbow
^
^
^Crossbowmen are deadly soldiers armed with chain shirts and crossbows, weapons banned from european battlefields because they shooted so powerful and accurate darts that they often caused the hited knight to die slowly with atrocious pain because of the loss of blood, since it was usually impossible to remove the iron darts blocked by their same own armors inside their bodies.
^Of course, crossbowmen were not banned in the fights against the "unholy" arabs.
^They are very good defensive units, they may kill enemy units while shooting darts and have the strongest fire rate than any other unit. Unfortunately, they can't shoot far away like archers (can't bombard) and may only defend themselves or help other units while attacked. For this reason, they are extremely good inside cities or in combo with strong defensive units like pikemen but can't be used as artillery.
^A city requires [iron] to build a crossbowman.

#PRTO_Samurai_Spearman
^
^Monk spearmen are higly trained soldiers that generically represent elite asian defensive units with increased power and defense than standard spearmen. Thanks to their senses cunned by their special training in the appropriate martial art of the region where they are trained, they may detect hidden units.

;   ____________________________________________ SGM UNITS_____________________________________________

#PRTO_Lincoln
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Hammurabi
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Mao
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Bismarck
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Alexander
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Caesar
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Xerxes
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Hiawatha
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Shaka
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Montezuma
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Catherine
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Elizabeth
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Abu
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Hannibal
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.


#PRTO_Osman
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Temujin
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.


#PRTO_Gandhi
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Ragnar
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Brennus
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.


#PRTO_Tokugawa
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Joan
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Wang
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Isabella
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Cleopatra
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

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

#PRTO_Mana
^
^
^The Holy Relic functions as the flag in the Capture the Princess $LINK<Short Game Mode=GCON_Short_Game_Modes>. It is helded into Jerusalem and it represents the final goal to rescue Jerusalem that the Europeans are trying to achieve. Holding the Holy Relic into a a city in a victory location point will boost the final score, probably allowing the victory of the game. 

#PRTO_Mursilis
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_William_of_Orange
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Gilgamesh
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.


#PRTO_Charles_V
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Henry
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Theodora
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Pachacuti
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_Smoke-Jaguar
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

#PRTO_KingRichard
^
^This is a designed King unit. If it is destroyed, its kingdom will collapse immediately. Always remember that even if Kings and Queens units have attack and defense values and may be strong, if they die you'll automatically loose the game.

; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements


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


#BLDG_Barracks
^
^A city with a [Barracks] produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units
completely in one turn.
^A city with a [Barracks] can be used to upgrade ground units.
#DESC_BLDG_Barracks
^
^
^Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. 
Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the 
possibility of war. When warring nations are closely matched in technology and manpower, the army with the best training usually wins battles.
Military schools and academies exist all over the world, established for the purpose of training military 
personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than 
average command and military and technological skills, making them more effective in combat situations.


#BLDG_Granary
^
^
^The [Granary] effectively doubles the rate of a city's growth by causing only half of a city's $LINK<food store=GCON_Food> to
be depleted when the city grows.
#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_Temple
^
^
^The [Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
#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_Marketplace
^
^
^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the number
of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL> as per the following list:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces
#DESC_BLDG_MarketPlace
^
^
^As cities grew and prospered, trade between the farmers, artisans, and craftsmen who lived in the vicinity contributed to the 
economic health of the city. It soon became apparent that the best way for conducting trade within the city was to have a central 
location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. As a city's 
marketplace grew larger and more active, the economic vitality of the city grew as well.


#BLDG_Library
^
^
^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
#DESC_BLDG_Library
^
^
^The development of writing meant that the accumulated knowledge of a society could be written down and stored rather than memorized 
and passed along by word of mouth. The accumulated written material was stored in a library. The libraries of the ancient world, 
especially those at Alexandria and Pergamum, became leading centers of science and scholarship. The librarians actively collected 
the books of the world, accelerating the spread of knowledge.


#BLDG_Courthouse
^
^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city 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.


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


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


#BLDG_Bank
^
^
^A [Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50%, in addition to any marketplace benefit. You must have a $LINK<Marketplace=BLDG_Marketplace> to build a Bank.
#DESC_BLDG_Bank
^
^
^A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to individuals or groups, 
providing capital for industrial and real estate development. Banks also contribute to the economic growth of a city or region by stimulating 
the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the bank and  earning 
interest on it.


#BLDG_Cathedral
^
^
^[The Cathedral] produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have a $LINK<Temple=BLDG_Temple> in the city in order to build a Cathedral.
^
^This Civilopedia entry is used at the same time for Cathedral, Great Temple and Islamic Mosque because they are buidings with different requirements but basically with the same effect. They are available to different civilizations and only one of them may be built at the same time in the same city, to represent the different cultures in the different eurasian areas. 
#DESC_BLDG_Cathedral
^
^
^Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian Church was a major influence in the revival of 
European civilization. In recognition of the expanding influence of the church, great cathedrals were built in the largest towns and 
cities, to act as centers of religious study and worship. In addition to their religious significance, cathedrals acted as the center 
of social and cultural activity in the town. They brought great pride, stability, and tradition to the citizens of the community.


#BLDG_University
^
^
^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%.
This is in addition to any $LINK<library=BLDG_Library> benefits already in place. You must have a Library in the city in order to build an University.
#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_Colosseum
^
^
^The [Colosseum] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.
#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. 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. 



#BLDG_Factory
^
^
^A [Alchemist Workshop] increases $LINK<shield production=GCON_Shields> in its city by 50% without producing pollution.
#DESC_BLDG_Factory



#BLDG_Police_Station
^
^
^The [Police Station] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in its city.
#DESC_BLDG_Police_Station
^
^
^The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient 
Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and to arrest 
and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 
1829, this organization became the model for law enforcement organizations in the United States and many other 
industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to 
control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens
safe.




#BLDG_Hospital
^
^
^A city with a [Hospital] can grow beyond population 12 and reduces the pollution that otherwise may be produced from a city. You must have a population of 7 or higher to build a hospital.
#DESC_BLDG_Hospital
^
^
^Hospitals are institutions that focus on the diagnosis and treatment of disease and trauma. While dispensing these services, 
they also provide housing. With technological innovation in medicine, hospitals have increasingly become community hubs, 
expanding their role to include teaching and research. Throughout history a hospital's role has shifted from a place to secure
the ill or insane, to one of hope and health. 




#BLDG_Coastal_Fortress
^
^
^A [Coastal Fortress] gives the city a naval bombardment defense of eight.
^The fortress automatically bombards passing enemy ships.
#DESC_BLDG_Coastal_Fortress
^
^
^The construction of defensive structures such as city walls and fortified castles dates back to ancient times. 
City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately 
in such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city 
wall left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of 
the city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses, 
built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or thinning 
out the attacking force and minimizing damage to the city's port.


#BLDG_Harbor
^
^Cities with a [Harbor] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^A [Harbor] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Harbors].
^A city with a [Harbor] can be used to upgrade naval units.
#DESC_BLDG_Harbor
^
^
^Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. 
In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a 
harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and 
high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports 
are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide 
channels deep enough to accommodate large vessels.



#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of four to one.
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to two to one.
#DESC_BLDG_Wealth
^
^
^Manufactured goods can provide an excellent source of income. Cities throughout time have become manufacturing centers of 
one sort or another, trading the goods and services generated within by its artisans and craftsmen. Modern manufacturing 
operations currently employ all sorts of workers, from laborers to managers to executives, and are the primary driving 
forces of many cities' and nations' economies.



#BLDG_Commercial_Dock
^
^
^A [Commercial Dock] causes the city it is in to produce one extra Commerce in every water square that already produces one.
A Commercial Dock can only be bult in coastal cities. A Commercial Dock can only be built in a city that has a 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.



; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_Pyramids
^
^
^The Pyramids where the symbol of the Pharaohs' absolute, divine power and huge burial tombs, so they doubles the effects of all temples and places a Courthouse in every city of the same continent..

#DESC_BLDG_Pyramids
^
^
^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievement. 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 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.



#BLDG_Hanging_Gardens
^
^
[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural 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 BC, 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_Colossus
^
^
^[The ruins of the Colossus] are what is left pf the Colossus in Rhodescauses.
^Even if the Colossus is destroyed the area around Rhodes is still a very intense commercial point so it will produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one.
^
^
^The Colossus may be built only in a coastal city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Seafaring, and 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 harbor. 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 AD when the Muslims who plundered the city sold the statue for scrap.



#BLDG_Lighthouse
^
^
^$LINK<Galleys=PRTO_Galleys> and other early naval units can move safely in and out of $LINK<sea=TERR_Sea> squares, and all naval unit movement rates are increased by one.
^
^
^The [Great Lighthouse] may be built only in a coastal city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.
#DESC_BLDG_Lighthouse
^
^
^The Pharos was a marble watchtower and lighthouse built in 280 BC on an island in the harbor of Alexandria, Egypt. Estimated to have been 300 
feet high, the primary function of the lighthouse was to guide approaching ships to the harbor 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_Library
^
^
^中国古代四大书院之首的衡阳石鼓书院，修建它后相当于为你每座城市
 提供一个免费的私塾。
#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 BC, 
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 AD, 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_Oracle
^
^
^Doubles the effect of all $LINK<Temples=BLDG_Temple> in the Empire;
they produce two $LINK<content faces=GCON_Moods> instead of one.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^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. 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.



#BLDG_Great_Wall
^
^
^Doubles unit combat values versus $LINK<Barbarians=GCON_Barbarians>. 
^
^
^Places a $LINK<Wall=BLDG_Walls> in each city of the continent on which it is built. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^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. Despite its overwhelming size, the wall was not intended 
to keep invaders out, since manning such a defensive structure would have been prohibitively expensive.



#BLDG_Art_of_War
^
^
^召唤圣战，与十字军召唤针锋相对。前提是本国内有3座清真寺，政体原教旨主义 ，同时需要焦油。
#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.



#BLDG_Sistine_Chapel
^
^
^只能修在欧洲。
#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_Circumnavigation
^
^
^发现新大陆，需要3个贸易港，修建城市每格加一贸易值。
#DESC_BLDG_Circumnavigation


#BLDG_Solar_System
^
^水运仪象台，通过对天象和水文的观测来指导农业生产，它的效果相当于
 为你的每座城市提供了一个谷仓。此外当谷仓填满时，人口将增加2，而不
 是1。
#DESC_BLDG_Solar_System



#BLDG_Great_Playhouse
^
^出云神宫，只能修在某个岛国。功效=钻井平台+贸易港+医院
#DESC_BLDG_Great_Playhouse
^
^
^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theater during the 1600s. 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 Theater burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters throughout the world.



#BLDG_Inventor's_Workshop
^
^发明中心，部队升级费用减半。
#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_Grand_Cathedral
^
^
^修建烟火礼堂，逢年过节放放烟花，每城+2快乐人口,修建城市+4.
#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_Trading_Company
^
^
^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improvements
($LINK<Harbors=BLDG_Harbor>, $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=BLDG_Bank>, $LINK<Airports=BLDG_Airport>,
$LINK<Commerical Dock=BLDG_Commercial_Dock> and $LINK<Stock Exchanges=BLDG_Stock_Exchange>).
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial and Seafaring 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.

#BLDG_Cure_for_Cancer
^
^Jesus on the Cross is the statue that may be found in every Christian church and is just a metaphoric small wonder available with the "Beliving to the Roman Church" advance. It is the only prerequisite for the "Joining Crusades" small wonder, so that only european states may build it. More, it will make one more citizen happy in the city where it is built and will reduce corruption in the same city.


#BLDG_Longevity
^
^
^开凿大运河，为你的每座城市免费提供一个医馆。
#DESC_BLDG_Longevity


#BLDG_Artemis
^
^
^Puts a $LINK<Temple=BLDG_Temple> in every city on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#BLDG_Zeus
^
^
^这便是唐朝人花了94年时间修成的乐山大佛像，佛像便是山，山便是佛像。
 它能使大佛寺[相当于教堂]的效果翻番。据说武穆遗书也藏在附近的某个
 地方。
#DESC_BLDG_Zeus
^
^
^The Statue of Zeus at Olympia, the site of the original Olympic Games held to honor the king of the gods, depicted him as a massive ivory figure clad in robes
and sandals of gold. The statue was almost four stories tall, with its head nearly touching the roof of the temple that housed it. The sculpture is described as
exquisite in even the tiniest details by historians and writers of the day -- its robes intricately carved with designs of animals, flowers, and images of Zeus'
children, and its base surrounded by sphinxes and other mythological creatures. Such a statue could not long escape the notice of greedy kings and warlords, and
several attempts were made to steal the statue -- including one by the crazed Roman emperor Caligula.  The statue was finally successfully stolen about the third
century A.D., and was destroyed in a fire in Constantinople just after the fall of Rome. No images or accurate reconstructions of this, one of the lost Wonders of the
Ancient World, survive today. To represent the effects of olimpic games, the statue increases the commerce in the city where it is builded, as in modern days and
reduces corruption in the same city to remember the truces that all the greek city-states automatically stipulated for the Olympic Games.


#BLDG_Mausoleum
^
^
^[The Mausoleum of Mausollos] makes three $LINK<unhappy citizens=GCON_Moods> content in its city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Seafaring civilizations.
#DESC_BLDG_Mausoleum
^
^
^The tomb of King Mausollos of Caria (from whose name the generic term "mausoleum" derives), a local Persian ruler, was not especially remarkable in its construction or size.  
Its status as one of the Ancient Wonders of the World comes from the dozens of painstakingly carved statues and sculptures that surrounded it. They depicted legendary and 
real people, and the noble animals of mythology and history.  Inside the mausoleum was a great frieze, or wall-carving, depicting an epic battle between the Greeks and the 
Amazons, and topping the mausoleum's dome was a huge statue of a four-horse chariot. The Mausoleum and its statues survived until after the Crusades, when Christian knights 
founded a new crusader kingdom in Asia Minor, and used the already-carved stones of the Mausoleum to build castles. The statues, in turn, spread around the world, until British 
archaeologists began to collect and recover them.  Some can be seen today in museums, but most have been lost or destroyed.



#BLDG_Knights_Templar
^
^修建十字军召唤后，每5回合就会有一个十字军战士加入你的帐下。十字军召唤
 只能建在有耶稣受难像的城市中。
#DESC_BLDG_Knights_Templar
^
^
^The Knights Templar was a holy order devoted to defending the fledgling crusader states founded during the 
First Crusade against Muslim reconquest. The king of Jerusalem allowed them to make their headquarters in 
the main temple of Jerusalem, from which they took their name. In exchange for this hospitality they swore allegiance 
to the throne of Jerusalem. They participated in several major battles and did very well; this increased their numbers 
substantially. Eventually their power grew so much -- to the point where they could field an army of almost 10,000 knights 
and still uphold their promises to garrison individual towns -- that the Pope decided to place them under his direct control.
^	Templar valor in the Holy Land resulted in many rewards back in Europe; knights who fought under the red cross and white 
field of the Templars often found themselves with new estates and castles in their native countries. As a result the order became 
fantastically wealthy, as the Grandmasters shrewdly invested the order's wealth, using plunder to buy goods and sell them throughout 
the Mediterranean.
^	Kings, however, often become jealous of wealthy organizations over which they have little or no control. The French king 
Philip IV, his treasury emptied and his debts monstrous from constant warfare, accused the Templars of heresy and blasphemy, and 
confiscated almost all of their wealth in France. Other monarchs followed suit, embarking on a program of persecution and repression 
whose goal was mostly to secure the Templars' money for themselves. Hundreds of Templars gave false confessions of heresy under torture, 
and others were burned at the stake. The order died out completely in the early 14th century when the entire Templar leadership had been 
murdered.



#BLDG_Marco_Polos
^
^
^修建海军学院可以使你的舰船提升2点移动力，同时每10回合产生一艘炮
 舰，但前提是你要有一支菁英舰队。
#DESC_BLDG_Marco_Polos
^
^The Marco Polo's voyage instead is related to the mighty travel that Marco did from Venice to the Mongol empire, ruled by Qublaji Khan from the Yuan dinasty. The famous book "Il milione", written as diary by Marco, describes his long journey with a style that is a mix between teh journal and the fairytale but is still a proof of a sucesfull task that re-opened the silk way between europe and asia and re-estabilished the dialogue between two parts of the World.
The Wonder is dicovered with [Astronomy], because of its link with explorations, and will become obsolete with [Steam Power], when the long trade-routes followed by caravans were replaced by railroads.

#BLDG_Great_Colosseum
^
^The [Great Colosseum] will place a Colosseum in all of your Cities.
More, the Great Colosseum makes one more citizen happy, it counts as a barrak in the city where it is built and it increases che chances of the apparence of a leader.
#DESC_BLDG_Great_Colosseum
^
^During the Roman Empire, romans where used to build all the cities almost in the same way: they never adapted themselves to the new environment but they adapted the environment to them. This was a real conqueror's lyfestile. Being a necessary part of the cities, there were many colosseums scattered in all the known world and builded of course in the most important roman colonies. The most famous of them, that still survives today, is the Great Colosseum in Rome, that is one of the most impressive piece of arts from the Roman age, that probably takes his name because of the huge Titus' statue near it.
Often used by Roman rulers to improve their images, it will improve the chances of a leader apparence and will count as a barrak in the
city where it is built to represent the hig fighting skills of the gladiators that often duelled inside it.
Unfortunately it has been seriously ruined during the centuries, first during the Nero's kingdom, then because many noble families in Rome used it as marble and 
stone cave and pollution did the rest in modern days. In our days we may still consider all the stadiums related to several sports, scattered in all the world, as
modern colosseums, even if the Colosseum is now is no longer in use. It becomes obsolete with Democracy, that represent a different kind of
concept than the roman Republic and with Democracy the old entertainments among gladiators are not enough to make the citizens happy.

#BLDG_Great_University
^
^久负盛名的岳麓书院已经毁于战火，现在把它修好，它将使长沙的科研
 能力加倍。
#BLDG_Great_University
^
^The [Vatican City] is the city inside Rome where the Pope lives. It is a pre-built wonder that makes one happy citizen in all the cities inside the papal state and allows the contruction of the Sistine Chapel.
; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Epic
^
^
^相传岳飞著有兵书一本，得之者可得天下。找到武穆遗书后，每5回合便会有
 一支精忠报国的岳家军加入你的麾下。
#DESC_BLDG_Epic


#BLDG_Great_Ironworks
^
^
^锻造工厂可以使所在城市产值翻番。前提是该城市所在范围内有铁和硝石。
#DESC_BLDG_Great_Ironworks

#BLDG_Forbidden_Palace
^
^修建行宫可以大大改善减少所在城市的贪污浪费现象。
#DESC_BLDG_Forbidden_Palace
^
^
^A collection of imperial structures in Beijing, the Forbidden Palace 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_Military_Academy
^
^军事院校可以增加出现领袖的概率，减少所有城市的厌战情绪，增强军团能力。
 同时每5回合为你提供一个小斧头。[什么，你没有抢到发明中心！？？？]
#DESC_BLDG_Military_Academy
^
^
^Methods of passing down the tactics and arts of war from generation to generation vary based on culture and era. The United States solution, which 
up to that point relied on foreign instructors, lay in creating the United States Military Academy, located at West Point, New York. Established on 
the site of a 18th century fortress in 1802, West Point went on to craft most of the nation抯 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.


#BLDG_Pentagon
^
^孙子兵法学院为本国每座城市提供一个免费兵营。
#DESC_BLDG_Pentagon

#BLDG_Wall_Street
^
^效果同华尔街

#BLDG_Apollo_Project
^
^
Completion of the [Apollo Program] enables the civilization to begin construction of the Alpha Centauri $LINK<Spaceship=GCON_Spaceship>.
#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_SDI
^
^
Offers a 75% chance of intercepting enemy ICBMs.
^{Requires:} The civilization must have at least five SAM Batteries in cities it controls.
#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.


#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 mankind抯 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_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least five hospitals in cities it controls.
#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_Secret_Police_HQ
^
^
^修建避暑山庄可以让当地官员感受到皇帝天威浩荡，贪污
 腐败自然能有所收敛
#DESC_BLDG_Secret_Police_HQ
^
^
^Totalitarian governments virtually always rely heavily on secret police forces to enforce ideological and political reliability in the populations they govern. Secret police headquarters are often innocuous and bland, and usually contain not just offices and meeting rooms but interrogation and torture facilities, prison cells, execution chambers, and so forth. The Soviet KGB's headquarters was made in the Lubyanka, a tsarist-era office building located over an underground prison complex. 
Across the street from the Lubyanka was a toy store for children, to take away from the sinister image projected by the building.

; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^
^$LINK<Scientific Civilizations=GCON_Strengths> start the game with [Bronze Working].
#DESC_TECH_Bronze_Working
^
^
^Evidence of the use of bronze, an alloy of copper and tin, dates back to Thailand in 4500 BC. Several hundred years later, bronze working 
was discovered in the Middle East. Artifacts from this period show that bronze was initially used for decorative purposes only. This is 
because tin was not readily available. It wasn't until approximately 2000 BC, when tin was regularly imported from neighboring regions, that 
bronze replaced copper in the construction of larger items. Bronze was harder and less brittle than copper, and it held a sharper edge. Tools, 
weapons, and armor made from bronze were also cheaper to produce and more durable. The period of time when bronze was the metal of 
choice for such items was known as the Bronze Age. The Bronze Age lasted until iron working became prevalent in approximately 1200 BC.



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



#TECH_Alphabet
^
^
^$LINK<Commercial Civilizations=GCON_Strengths> and $LINK<Seafaring Civilizations=GCON_Strengths> start the
game with the [Alphabet]. If a civilization is both commercial [and] seafaring, it receives
$LINK<Pottery=TECH_Pottery> as its second tech advance.
#DESC_TECH_Alphabet
^
^
^The ancestors of modern alphabets were the iconographic and ideographic symbols developed by ancient man, such as cuneiform and 
hieroglyphics. The first known alphabet, a combination of a number of early pictographic symbols known as North Semitic, was developed 
between 1700 and 1500 BC. Four other alphabets - South Semitic, Canaanite, Aramaic, and Greek - had evolved from the North Semitic 
alphabet by 1000 BC. The Roman alphabet, used by all the languages of Western Europe including English, was derived from the Greek 
alphabet sometime after 500 BC. The Roman alphabet became one of the most widespread due to the extensive use of the Latin language 
during the reign of the Roman Empire. The development of alphabets was significant in the development of advanced civilizations because it 
allowed history and ideas to be written down, rather than memorized and passed along orally.



#TECH_Pottery
^
^
^$LINK<Expansionist Civilizations=GCON_Strengths> and $LINK<Agricultural Civilizations=GCON_Strengths> start
the game with [Pottery]. If a civilization is both expansionist [and] agricultural, it receives
$LINK<Masonry=TECH_Masonry> as its second tech advance.
#DESC_TECH_Pottery
^
^
^The invention of pottery was essential to the development of agricultural societies. To get the most out of seasonal crops and domesticated 
animals, a tribe needed sturdy, waterproof containers in which to store and protect surplus food. The discovery of the 
properties of clay, and the invention of the kiln and the potter's wheel made it possible to build such containers. The earliest examples of Western pottery date back 
to as early as 6500 BC. Most of the examples from this period were strictly utilitarian. Although use continued to be primarily practical, 
decorative pottery soon became a ritualistic and aesthetic art form in cultures all over the world. Some of the most impressive examples of 
artistic pottery comes from the pre-Columbian cultures of South America, and from the Ming dynasty in 14th century China.



#TECH_The_Wheel
^
^
^{New Resource} $LINK<Horses=GOOD_Horses> appear on the map.
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [The Wheel].
#DESC_TECH_The_Wheel
^
^
^The invention of the wheel represented a major turning point in human civilization. The first wheels, disks carved from solid wood, may have 
been built as early as 3500 BC. The earliest use of this device was the potter's wheel, used to spin and shape clay pottery. It was not long 
before the true potential of the wheel was discovered, and wheeled carts soon replaced the sledge as a means of transportation. Rapid 
developments, such as wheels consisting of a ring with radial spokes, made the wheel even more practical by reducing its weight. By using 
the wheel, mankind gained the ability to work more efficiently and travel more quickly. Besides its use in transportation, the wheel went on 
to become the basic principle behind almost every mechanical device.



#TECH_Warrior_Code
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [Warrior Code].
#DESC_TECH_Warrior_Code
^
^
^The Samurai of feudal Japan lived by a doctrine known as "Bushido", or "the way of the warrior". This code of behavior stressed such virtues 
as loyalty, courage, and politeness. The honor of the warrior could only be maintained if the rules of the code were followed. A similar code 
of behavior known as chivalry was later developed under the feudal system in medieval Europe. Although the strict adherence to both 
Bushido and chivalry were abandoned along with the feudal system in the 1800s, certain principals of discipline and behavior inherent in 
these systems can still be found in the military today.



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


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


#TECH_Writing
^
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate military alliance.
#DESC_TECH_Writing
^
^
^The development of writing is considered one of the most important advances of civilization. The earliest forms of writing were simple 
symbols and marks, used to keep accounts and inventories. Some cultures developed pictographic symbols to tell stories and record events. 
Eventually, complete systems of writing were developed, capable of conveying any thought that could be expressed orally. At this point, 
scribes replaced the oral historian as the chief keepers of records. Writing allowed the presentation of information in a form that could be 
reliably transmitted from person to person and made it possible for ideas, history, and knowledge to be stored permanently and passed 
between cultures more reliably than through oral recitation.


#DESC_TECH_Mysticism
^
^
^People of the ancient world were fascinated and awed by the forces of nature surrounding them. Earthquakes, storms and other phenomena 
were generally regarded as signs from heaven. Individuals and groups arose to formulate explanations for these events, and pass the 
knowledge along to the tribe. The priests and priestesses of mysticism, who were often called oracles, claimed union with the divine through 
meditation and trance-like contemplation. Primitive mysticism offered mankind the first, tenuous links with the powers that shaped their 
world, and represented the first move toward the organized polytheistic and monotheistic religions to come.


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


#TECH_Philosophy
^
^
^{Bonus Tech} The first civilization to research this tech is awarded a free tech.
#DESC_TECH_Philosophy
^
^
^The word "philosophy" comes from a Greek term meaning "love of wisdom." In ancient Greece, literacy and an interest in the natural world 
were common in a burgeoning upper class. In their leisure time, these people contemplated principles of thinking and being, logic and 
mathematics, and the natures of reality and existence. In ancient times, the study of philosophy was indistinguishable from the study of 
science, and many of the theories formulated by the early philosophers became the basis for studies in the fields of astronomy, medicine, 
chemistry, and physics. The teachings and writings of the ancient philosophers of Greece and the Orient also, in part, laid the groundwork 
for many of the world's oldest organized religions.


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


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


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


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


#DESC_TECH_Polytheism
^
^
^Polytheism is the belief that the world and the environment is ruled or controlled by a number of different gods or divinities. Many ancient 
religions were polytheistic, notably those of the Egyptians, the Greeks, the Norse, and the Romans. Often, polytheistic religions have different 
gods for each force of nature and earthly phenomenon; for instance: a sun god, a moon god, a god of thunder, a god of the forests, and so 
forth. The reason for such diversity in divine beings probably stems from ancient civilizations attempting to find explanations for natural events 
they could not understand. 



#DESC_TECH_Currency
^
^
^As cities grew, their internal economies became more complicated. People became specialists, some primarily producing grain, some pottery, 
some bricks, etc. A system of barter developed, so that one individual's wares and services could be exchanged for those of another. Gold 
and silver were widely used in such transactions, but the pieces needed to be weighed and tested for purity each time they changed hands. In 
600 BC, the Lydians found a way around this problem. They began the practice of shaping electrum, an alloy of gold and silver, into pieces 
of predetermined weight and purity, stamped with an official symbol. This idea caught on, and within 50 years all the important trading centers 
of the world had adopted similar practices. The widespread use of currency created universal standards of value, allowing people from 
various societies to conduct business almost anywhere without being forced to bring along bulky goods for trade and barter.


#DESC_TECH_The_Republic
^
^
^The republic is a system of government in which the citizens appoint, by popular vote, a head of state and officials to represent the views of 
the general public. The concept of the republic first appeared in ancient Rome, where local provinces sent elected representatives to the 
Senate, which governed all Roman lands. Both the head of state and the local representatives in a republic are elected; no one is granted a 
position by birth or divine right. Republican governments are similar in some ways to democracies, in that they offer a great deal of personal, 
financial, and political freedom to their citizens. The main difference between the two systems is that a true democracy allows the participation 
of every voting citizen in any and all political matters, whereas in a republic, a body of elected officials represents the views and opinions of 
the people. Although an effective system, personal agendas of political representatives might act to decrease the effectiveness in representing 
the views of the people. Due to human nature, corruption is fairly common in a republican government.


#DESC_TECH_Monarchy
^
^
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.


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


#DESC_TECH_Monotheism
^
^
^Monotheism is the belief that there is only one God. Perhaps the oldest monotheistic religion is Judaism. The original Israelites were 
polytheistic in a sense, since they did not deny the existence of other gods in addition to their own. However, after being exiled to Babylonia 
in 586 BC, the Judeans turned to a truly monotheistic religion, where the God of Israel was seen as the universal God ruling the destiny of all 
nations. The scriptures of Judaism became part of the teachings of the two most widespread monotheistic religions, Christianity and Islam. 
More developed than earlier polytheistic beliefs, monotheistic religions tend to encompass and structure the entire lifestyles of the people who 
practice them.


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


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


#DESC_TECH_Theology
^
^
^Theology is the study of God and religious truth. Theologians take a more or less scientific approach to questions of religion, deeply studying 
the underlying meaning of scriptures and religious teachings rather than "taking them on faith". Theological seminaries teach courses of study in 
theology to prepare people as priests and clergymen. Many of the earliest colleges of the western world were originally established for this 
purpose. Theological study helped to remove some of the superstitions that had surrounded religion for so long, and brought religious study 
into a more enlightened age.


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

#TECH_Invention
^
^
^Doubles work rate of workers.

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


#TECH_Printing_Press
^
^
^{New Ability} Can now trade communications between civilizations. 
#DESC_TECH_Printing_Press
^
^
^The principle behind printing is not very complicated, but immense amounts of complexity are invested in the mass production of printed 
documents. Invented by Johannes Gutenberg in the mid-15th century, the early printing presses used a flat tray of inked type. Once paper 
was placed over the type, a surface was applied and the ink was pressed into the paper. While an improvement over the traditional 
duplication methods of the time (being meticulous hand-scribing of volumes), it was a slow and tedious process to use. Around 1800 the first 
cylinder press was created, followed by the large and immensely fast rotary presses. Today, computers have taken this ancient art out of the 
craftsman抯 workshop and placed it on the desktop. Desktop publishing revolutionized the creation of printed documents, not only from the 
standpoint of speed and accuracy, but also by enabling anyone to mass-produce the printed word without investing the many years it takes 
to learn the trade. 


#DESC_TECH_Music_Theory
^
^
^Music finds a comfortable parallel with that of human language. Much as language has words, sentences, and stories, music has tones, 
melodies, and songs. The theory of music emphasizes the elements from which music is composed. One such structure is the melody, which 
is a grouping of musical notes that combine into a basic, but immensely flexible structure. Another is the chord, which is two or more notes 
played simultaneously to create a harmony. The impact of music throughout history can be clearly seen, as both entertainment and an art.


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


#TECH_Gunpowder
^
^
^{New Resource} $LINK<saltpeter=GOOD_Saltpeter> deposits appear on map.
#DESC_TECH_Gunpowder
^
^
^Gunpowder is a chemical mixture of saltpeter, sulfur, and charcoal. When ignited, it burns rapidly and explodes if contained to any degree. 
Gunpowder is believed to have been developed by the Chinese, who used it in fireworks as early as the 9th century, but it did not reach 
Europe until the 14th century. Europeans immediately saw the potential of this substance, and manufactured it for use in weapons as early as 
1334. The discovery of gunpowder led to the invention of firearms, such as the musket, which led to the replacement of archers in most 
armies of the world by the late 1500s. Gunpowder marked one of the major technological turning points in military history; significantly 
changing the way wars were fought.


#DESC_TECH_Banking
^
^
^Many of the services performed by banks today can be traced back to medieval Europe. Certain families, such as the Medicis of Italy, were 
known for the banking duties they performed. These wealthy merchants pooled their surplus money into a bank, then loaned cash (with 
interest) to other commercial enterprises. The availability of this capital for investment made many new businesses possible, accelerating 
economic growth. The first modern banks were established in Europe during the late 1600s. The primary function of today's banking system 
is the granting of loans to consumers and businesses. In addition to loaning money and safeguarding deposits, banks also invest in government 
and private securities and bonds. Both the loan and investment functions of banks not only make profits for the bank itself, but also stimulate 
the economy by providing funds for business growth and consumer purchases.


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


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

#TECH_Democracy
^
^Imperialism enables mobilization levels, enables trade embargoes and communication trading.

#DESC_TECH_Democracy
^
^
^ When a reign grows enough to excede it geographical borders and to include people of different cultures, than it becomes an empire. To achieve such goals, the nation must be strong and have not only a strong army but an equally efficient beurocratical and economical system that will increase the ruler's influence on neighbour kingdoms and will make che echo of his power to reach distant reigns and kingdoms in other far corners of the world.


#TECH_Economics
^
^
^Wealth causes shields to be converted to gold at a ratio of four to one. When your civilization learns Economics the ratio is reduced to two to one. 

#DESC_TECH_Economics
^
^
^The ideas of supply and demand, and philosophies concerning trade and the production and consumption of goods and services, are 
concepts that have existed since the dawn of mankind. As societies became more complex, however, people began to study these abstract 
concepts in a more formal way. The first recorded study of economics as a science, rather than a philosophical or political concept, was the 
book "The Wealth of Nations" by Scottish economist Adam Smith. This book represents the first attempt to fully analyze sources of income 
and the distribution of wealth. Smith's analysis of economics served as a guide by which many of the governmental economic policies of the 
present day were formed.


#TECH_Navigation
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} Naval units can safely traverse ocean squares.
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy. 
#DESC_TECH_Navigation
^
^
^In the early days of seafaring, sailors operated solely through a process known as "piloting", in which the position and course of the ship was 
determined by referring to geographical landmarks. The need to stay in view of the shore severely limited the extent of sea voyages. Through 
experience, sailors learned to apply the science of astronomy to their profession, noting the positions and movement of particular stars. They 
realized that even when the shore was out of sight, they could steer by certain reliable stars. This crude, yet practical application of astronomy 
allowed the adventurous to sail into the unknown with a reasonable chance of finding their way. As a result, ship building technology quickly
improved, producing larger, more stable ships designed for longer voyages.


#DESC_TECH_Physics
^
^
^Physics is the study of the many forms of matter and energy and the way they interact with themselves and each other. A number of ancient 
races made observations about certain aspects of physics, such as planetary motion, but were unable to develop theories as to the reasons 
for these motions. Some of the earliest applications of physics were by the Greek mathematician Archimedes, who applied physics to create 
such devices as levers and screws. It was not until the 17th century that experimental methods and scientific measuring devices led to a true 
understanding of many fundamental physical laws. Early scientists such as Johannes Kepler and Sir Isaac Newton began to disprove the 
theories of the ancient Greek philosophers and scientifically prove their theories concerning the laws of physics. Discoveries in physics rarely 
have direct applications, however they do provide a basic understanding of the laws governing the universe, thus forming the basis for practical 
advances in technology.


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


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


#DESC_TECH_Theory_of_Gravity
^
^
^The beliving in the roman churc is a technology that can't be traded and assigned at the beginning of the game only to the european nations. It will allow to them only, later in the game, the building of Crusaders: the strongest military foot unit that will help the European statest to re-conquer the territories lost to the Arabs.


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

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


#TECH_Nationalism
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.
^{New Ability}  Can create $LINK<Police Officers=GCON_Specialists>.
^{New Diplomatic Agreements}  Can now negotiate mutual protection pact and trade embargo $LINK<agreements=GCON_Agreements>.
#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. It抯 
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 isn抰 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_Steam_Power
^
^
^{New Resource}  $LINK<Coal=GOOD_Coal> appears on the map.
^{New Ability}  Workers can build $LINK<Railroads=GCON_Worker_Jobs>.
#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_Medicine
^
^
^Disables disseases from flood plains.

#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_Communism
^
^
^Nomadic Lifestyle is the kind of mongolian life in ancient and modern times. Free, with no rules but honor, scattered among the mongolian steppes and always ready to answer the call of their Khans but indipendend from each other, living of herding and with extremely limited knowledges of farming: all this and much more is what characterized Mongolia in the ancient times.
This technology can't be traded and is helded only by Mongols.


#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 labor and automation reduced labor 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.


#TECH_Electricity
^
^
^
^{New Ability}  Workers can $LINK<irrigate=TFRM_Irrigation> without fresh water.
#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_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 of 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.


#TECH_Sanitation
^
^
^
^{New Ability}  Disease from $LINK<Floodplains=TERR_Flood_Plain> is eliminated, and the effect of $LINK<Plague=GCON_Plague> is reduced.
#DESC_TECH_Sanitation
^The increased waste produced by growing populations over time eventually led to potential health hazards. 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.



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


#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.


#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_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.


#DESC_TECH_Atomic_Theory
^
^
^Philosophers in ancient Greece were the first to use the term "atom" to describe the smallest possible bit of matter. 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.


#DESC_TECH_Combustion
^
^
^The development of internal combustion was a great advance of the Industrial Age. German engineer Nikolaus Otto built the forerunner 
of today抯 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_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 utilized 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.


#TECH_Replaceable_Parts
^
^
^{New Resource}  $LINK<Rubber=GOOD_Rubber> appears on the map.
^{New Ability}   Workers work twice as fast.
^{New Ability}   Can create $LINK<Civil Engineers=GCON_Specialists>.
#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.

#TECH_Flight
^
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<airfields=GCON_Airfields>.
#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 and mail at record speeds.


#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, 
armored landing vehicles; hovercraft that are capable of moving troops to and across the beach; and airborne assistance from planes and 
helicopters.


#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_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_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. 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.


#TECH_Radio
^
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<radar towers=GCON_Radar_Towers>.
#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.


#TECH_Rocketry
^
^
^{New Resource}  $LINK<Aluminum=GOOD_Aluminum> appears on the map.
#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.


#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 and lingering, deadly radioactivity. 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.


#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_Recycling
^
^
^Returns 25% of the shield cost when selling improvements in addition to the gold received.
#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.


#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.


#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_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_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 
utilized 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.


#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.


#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 - 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_Satellites
^
^
^{Satellite Imagery} The entire world is revealed to any civilization mastering this tech.
#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 
doesn抰 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 Earth抯 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. 


#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_Genetics
^
^
^The field of genetics involves the manipulation of deoxyribonucleic acid (DNA). DNA contains the genetic "code" which determines the 
inherited traits of living organisms. Removing a section of an organism抯 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_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 minimize 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_Smart_Weapons
^
^
^{New Ability}  Stealth units and F-15s 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 慚averick?munitions, which 
use a separate laser to 慸esignate?the bomb抯 target. The source of this laser can be a plane, a soldier close to the target, or even an orbiting 
satellite. With the target 憄ainted?by this laser, the Maverick can adjust and refine its path to the target based on the laser抯 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_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_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.



#DESC_TECH_Ironclads
^
^
^Because of improvements in naval artillery and ammunition in the 19th century CE, warships needed better protection than wooden hulls offered. Ship builders therefore began adding iron plates to the above-water sides of their ships, and the ironclad steamships were born. The French launched the first seagoing ironclad, La Gloire, in 1859. The first battle between ironclads occurred in 1862 during the American Civil War when the CSS Virginia fought the USS Monitor inconclusively for four hours. The Monitor featured a steam-driven gun turret that sat on a flat armored deck. Designed by John Ericsson as a coastal and riverine warship, the Monitor sank in a storm off Cape Hatteras at the end of that year, but her sister ships performed admirably in the US Navy's blockade of Southern ports.



#DESC_TECH_Fascism
^
^
^it is the Horde concept. Available to all tribes but effective only for few of them, it represent a specific situation when the whole population moves together to conquer other lands, increasing its power victory after victory and assimilating enemy's culture after their defeat. The strongest militaristic machine of all time, ideal for war times only.


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


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



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



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



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



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



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



#GOOD_Aluminum
^
^
^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and Spaceship Parts.
^
^Aluminum sources appear when your civilization discovers $LINK<Rocketry=TECH_Rocketry> and can be found in
$LINK<hills=TERR_Hills> and $LINK<tundra=TERR_Tundra>.
#DESC_GOOD_Aluminum
^
^
^A silvery, gray metal, aluminum has a staggering number of uses and applications. Just a few examples include the fact it never 
rusts, is lighter than copper (and almost as effective in electricity transmission), and is soft enough to easily mold for nearly any 
purpose. Though the dominant metal in the Earth抯 composition, aluminum wasn抰 discovered until 1825, thousands of years 
after copper and iron. The primary reason for this was the difficulty in extracting the metal from the ore (in modern aluminum, 
the ore bauxite). Charles Hall, a 22-year-old American, created what was to become the most cost effective method of 
separating aluminum in 1886. His process involved passing an electrical current through aluminum oxide, resulting in two 
separate components of pure aluminum and oxygen.



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






; ___________________________________________Luxury Resources____________________________________________

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



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



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



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



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



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



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



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




; _______________________________________________Bonus Resources_______________________________________________


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


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



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


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



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



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



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


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


#GOOD_Tobacco
^
^
^[Tobacco] is a $LINK<luxury resource=GCON_ResourcesL> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tobacco is always visible on the map.

#DESC_GOOD_Tobacco
^
^
^Many, many moons before the first modern Europeans began populating the shores of the 'New World' tobacco smoke carried prayers of the
early Native Americans skyward to their Creator. It was not long after the Europeans landed, however, that they, too, began enjoying
the intoxicating effects of tobacco. By the 16th century the Portuguese were planting limited quantities of it at small farms near their
trading posts. 
Unfortunately smoking has the terrible backdraw that it generates cancer and it is one of the highest causes of death every
year in the world. Too many persons can't stop smoking, while the new generations still start to smoke because it is "cool" 
or they just think that they are young and strong and they can't be striked by cancer. Smoking is a real plague but today 
the tobacco industry, though much maligned, is a multi-billion dollar a year business, and reaches around the world.




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

#GOOD_Tar
^
^
^[tar] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tar is always visible on the map and can be found in many flat terrians.

#DESC_GOOD_Sugar
^
^
^Tar is what was obtained in ancient from the oil that reached the surface alone. It was burned as combustibile for lamps
or used for buildings construction. Indeed a very valuable resource.

#GOOD_Birds
^
^
^[Tropical Birds] are a $LINK<bonus resource=GCON_ResourcesB> that enhances city commerce. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tar is always visible on the map and can be found in many flat terrians.

#DESC_GOOD_Birds
^
^
^Tropical birds come mainly from South America. When the first conquistadoers arrived in the new indian continent they were
supriced by the beauty of the burds that they saw for the first time. Of course they had a great success in in Europe, 
required both by rich families and by scientists. Even if they were massively exported into the old world, they aren't still
requested so much in the modern days and for this reason they can't be considered a real luxury but more a bonus resource
that lightly increase commerce in the city area.

#GOOD_Roots
^
^
^This $LINK<luxury resource=GCON_ResourcesL> is used to generally represent 3 kinds of exotic plants that are greatly
requested and traded even today in the wole world. They are [tea], [ginseng] and [cacao].
They increase the food and the commerce. To get the bonus, theresource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Exotic plants always visible on the map and they may be found in different terrians.

#DESC_GOOD_Roots
The first two ones come from China and generally from Asia and are known for their benefical effects, while the cacao plant
is absolutely the most sold food in our days.

#GOOD_Wool
^
^
^Wool is a $LINK<bonus resource=GCON_ResourcesB> that will increase food and commerce in the nearby city.
They increase the food and the commerce. To get the bonus, theresource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tar is always visible on the map and can be found in many flat terrians.

#DESC_GOOD_Wool
Wool is a prime resource that really helped the human kind to evolve and survive. Sheeps and goats were among the first 
animals that the humans began to breed and rise and wool the most cheap and comfortable fur that may be used to make 
dresses for a very long time, still extremely appreciated and needed in those days.

#GOOD_Marble
^
^
^Marble is a $LINK<luxury and strategical resource=GCON_ResourcesL> at the same time. It will increase the produciton and 
commerce in the nearby city, it will make more citizens happy and it is necessary to build some important constructions and
wonders.
To get the bonus, theresource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Marble is always visible on the map and can be found almost only in mountains and rarely in hills.

#DESC_GOOD_Marble
Marble is a very common kind of stone that is largely used for art, constructions and decorations all over the world.
Available in different qualities and different kinds, the luxury resources is refered only to the most valuable kinds that
are the ones available on the Pink Mountain, Massa and Carrara in Italy, the greek marble used from the time of the ancient 
greeks for their impressive buildings and statues, the belgan quality and the marble available in the USA near the Colorado.

#GOOD_Jade
^
^
^Jade is a $LINK<luxury resource=GCON_ResourcesL> that will lightly increase the produciton and commerce in the nearby city.
To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Jade is always visible on the map and can be found in different kind of terrians.

#DESC_GOOD_Jade
Jade is an extremely beautiful mineral that comes from the lands of the rising sun. Used for impressive decorations in many
artistic fields, it is part of the oriental tradition and folklore and it is largely exported to the rest of the world. 


#GOOD_Silver
^
^
^Silver is a $LINK<strategic resource=GCON_ResourcesS> that will boost the commerce in the nearby city (like Gold but a bit
less). It is mainly a bonus resource but it is required in the hiring of some mercenary-kind units like Numidian 
Mercenaries or Privaters.
^Silver is always visible on the map and can be found in different kind of terrians.

#DESC_GOOD_Silver
Silver is a valuable metal that finds many applications from the old ages. Its depurative proprieties were known by romans
 and it is common to see very beautiful jewels and ornaments made with silver. Still today it is used in hi-tech products 
together with gold and platinum. 

#GOOD_Stone
^
^
^Stone is a $LINK<strategic resource=GCON_ResourcesS> that will improve the production of shields the nearby city.
Probably it is the most important strategic resource because it allows the construction of the most important buildings.
As well, it is the only required resource for catapults and trebuchets, the two first siedge weapons.
^Stone is always visible on the map and can be found mainly on mountains and rarely on hills.

#DESC_GOOD_Stone
Stone is the basis for ancient constructon. Even if it is known of many buildings builded with artigianal briks made with 
dried mud or clay, the most resistant of them were of course builded with stones of all kinds, depending of the original 
 geographical area. Stone is very common in all the world and easy to be traded, but its missing will be a serious gap
 for those tribes that never learned how to carve the stone and that are aproximatively the same that lived (and in many 
cases are still living) in nomadic or tribalic conditions.

; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

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



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


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


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



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



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



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



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

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



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



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

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



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



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



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

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



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


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


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


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



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


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


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


#GOVT_Despotism
^
^
^奴隶制是人类文明史中最早的阶级制度.奴隶主全权拥有奴隶的一切，
包括生命。奴隶主可以组建一支努力大军，完全不需支付给他们任何
东西。
^
^
^
^
^工人效率				100%
^加速方式				强迫劳动
^腐败和浪费				猖獗的
^厌战情绪				无
^征兵限制				2
^宪兵限制				2
^部队全免费
^In addition, any city production square which produces more than two $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or
$LINK<commerce=GCON_Commerce> in a despotic government instead produces one less.
#DESC_GOVT_Despotism
^Despotism is, without a doubt, the simplest form of government. It is based on a simple concept: might makes 
right. In a despotism, the power is held unquestionably by those who hold power over the military and who therefore 
can enforce their decrees. Because of the oppression experienced in this type of regime, despots often find that 
their ability to control the population is proportional to their use of armed troops in towns and cities in which 
the people live. Furthermore, because it is such a centralized form of government despotism makes it difficult to 
effectively put down rebellions and prevent the misappropriation of funds if their empire grows too large. Despots 
pay a terrible price in waste and corruption in their society; and with the development of more sophisticated forms 
of government despots often find that staging a coup is necessary for further growth. 


#GOVT_Monarchy
^
^
^君主制往往带有宗教色彩，一国之君强调自己是神的化身。
^
^工人效率				100%
^加速方式				支付工资
^腐败和浪费				突出的
^厌战情绪				无
^征兵限制				2
^宪兵限制				3
^免费单位
^    每个城镇				2
^    每个城市				4
^    每个都市				8
#DESC_GOVT_Monarchy
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.

#GOVT_Monarchy2
^
^
^中央集权制是有中国特色的君主制。由于赵匡胤深知唐代后期
的动乱症结就在于中央任用武将来统治地方，所以他推行了一种
重文轻武的政治制度。中央对军队拥有绝对的统治权，并且任用
文员来充当地方官吏。某种意义上说是文官制度和重商主义的结
合体。这种制度有效的减少了国家分裂的可能，但是由于没有免费
部队，庞大的军费开支将是令人头疼的问题。
^
^工人效率				150%
^加速方式				强迫劳动
^腐败和浪费				麻烦的
^厌战情绪				低
^征兵限制				2
^宪兵限制				4
^免费单位
^    每个城镇				0
^    每个城市				0
^    每个都市				0

#DESC_GOVT_Monarchy
^All about the Constitutional Monarchy may be reconduced to the French Revolution and to the Napoleonic age. As written below, it was the fusion of the old absolute power with modern constitutional rights and it opened the way for the modern kingdoms like the United Kingdom of Great Britain, Spain or Japan, that are very powerful nations still under the rule of a King or Queen.
Of course they have much less power than an absolute monarch but they are part of the national identity of a modern Kingdom and accepted and (often) loved as part of it. 

#GOVT_Communism
^
^
^游牧生活是一种原始而落后的生活方式
^
^工人效率				100%
^加速方式				强迫劳动
^腐败和浪费				公共的
^厌战情绪				无
^征兵限制				4
^宪兵限制				3
^免费单位
^    每个城镇				8
^    每个城市				9
^    每个都市				10


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



#GOVT_Republic
^
^
^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the
people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>.
However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant
$LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.  Maintenance cost per unit per turn is 2 gold instead of just 1.
^
^工人效率				150%
^加速方式				支付工资
^腐败和浪费				最小的
^厌战情绪				高
^征兵限制				1
^宪兵限制				0
^免费单位
^    每个城镇				1
^    每个城市				2
^    每个都市				4
#DESC_GOVT_Republic
The republic is a system of government in which the citizens appoint, by popular vote, a head of state and officials to represent the 
views of the general public. The concept of the republic first appeared in ancient Rome, where local provinces sent elected 
representatives to the Senate, which governed all Roman lands. Both the head of state and the local representatives in a republic 
are elected; no one is granted a position by birth or divine right. Republican governments are similar in some ways to democracies, 
in that they offer a great deal of personal, financial, and political freedom to their citizens. The main difference between the two 
systems is that a true democracy allows the participation of every voting citizen in any and all political matters, whereas in a 
republic, a body of elected officials represents the views and opinions of the people. Although an effective system, personal 
agendas of political representatives might act to decrease the effectiveness in representing the views of the people. Due to human 
nature, corruption is fairly common in a republican government.



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

#GOVT_Fascism
^
^随着游牧民族的进步，他们也要求定居下来，过一种稳定的
生活，于是他们通过放养牲口来活得自己的生存资料。
^
^工人效率				100%
^加速方式				支付工资
^腐败和浪费				麻烦的
^厌战情绪				无
^征兵限制				2
^宪兵限制				4
^免费单位
^    每个城镇				4
^    每个城市				7
^    每个都市				10
#DESC_GOVT_Fascism


#GOVT_Feudalism
^
^
^封建制是指皇帝通过赏赐领土给有过战功的人来替自己
统治地方。封建领主们权力很大，可以拥有自己的军队，
必要时可以跟中央分庭抗礼。
^
^工人效率				100%
^加速方式				强迫劳动
^腐败和浪费				猖獗的
^厌战情绪				无
^征兵限制				2
^宪兵限制				2
^免费单位
^    每个城镇				3
^    每个城市				6
^    每个都市				12
#DESC_GOVT_Feudalism
^
^
^Feudal governments are decentralized monarchies where kings rule because subordinate nobles support them. Kings still retain vast powers under feudalism, but nonetheless must tread carefully lest their vassals rebel. The range of powers available to feudal kings usually involved the power to tax, to impress a lord's serfs into (limited) military service, and to resolve political disputes and create titles.

#GOVT_Fundamentalism
^
^
^原教旨主义是伊斯兰国家常用的政体。
^
^工人效率				100%
^加速方式				强迫劳动
^腐败和浪费				公共的
^厌战情绪				无
^征兵限制				5
^宪兵限制				5
^所有部队全免费
^最大科研投入				50%
#DESC_GOVT_Fundamentalism
^Talking about Fundamentalism is one of the hardest tasks ever, since of course it involves the islamic matter. It is something that breaks the world and is a center of debates for psycologists.
From one side, the wish of peace and the need to integrate and tollerate who is different, from the other the clear conflict with a totalistic and different culture that is divided into a friendly faction that is tollerant with the occident (Muslims) and an aggressive and intollerant faction that strives for the return to the old, anti-democratic values (Islamics). No more political considerations will be made in this section of the Civilopedia. If somebody is interested in, the only advice is to buy a recent socio-psycological book about the matter to better understand the reasons of such a conflict and to drop any pregjudice about every faction connected with the conflict.

#GOVT_Tribalism
^
^
^原始部落制一种无差别社会。
^
^工人效率				100%
^加速方式				不能加速
^腐败和浪费				公共的
^厌战情绪				无
^征兵限制				2
^宪兵限制				2
^部队全免费
#DESC_GOVT_Tribalism
^A tribalic lyfe stile is still common on our days. There are many etnic groups in australia, south america or africa that
still lives in small tribes. If, from one side, those people may be seen as pure and untouched by the corrupting hands of 
modernization, it is almost impossible for governments to keep even the smallest controll on that part of the population,
that is not productive for the state wealth.
It is one of the many reasons for wich many african nations, that are exremely rich of primary resources, are still so weak
and poor.



; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

#TFRM_Mine
^
^
^A mine increases the $LINK<shield production=GCON_Shields> of a square.
^
^{Terrain					Produces}
^Grasslands				0 shields, 1 if mined.
^  w/ outcropping		1 shields, 2 if mined.
^Plains					1 shields, 2 if mined.
^Hills					1 shields, 3 if mined.
^Mountains				1 shields, 3 if mined.
^
^Workers are ordered to dig mines by pressing [M], or the "Build Mine" button.


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^Floodplains			3 food, 4 if irrigated.
^Grasslands				2 food, 3 if irrigated.
^Plains					1 food, 2 if irrigated.
^
^Workers are ordered to irrigate by pressing [I] or the "Irrigate" button.


#TFRM_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Floodplains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build roads by pressing [R] or the "Build Road" button.


#TFRM_Fortress
^
^
^Units within a fortress enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build Fortification" button.


#TFRM_Barricades
^
^
^A barricade hinders movement of "enemy" ground units, forcing them to stop on the barricade's square, even if the barricade
is unoccupied. However, if occupied, a unit in a barricade enjoy a defensive bonus which is double the bonus awarded by a $LINK<fortress=GCON_Fortresses>. A barricade can only be built on a square already containing a fortress. If pillaged, a barricade
is "reduced" to a fortress.
^
^Workers can build barricades after the discovery of $LINK<Construction=TECH_Construction>.


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


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


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



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



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



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



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

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

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

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_ROMANS
^The Byzantines are $LINK<religious, militaristic and scientific=GCON_Strengths>. They'll build catafracts instead of normal knights and Legionaries instead of Swordmen.
Byzantines are rulred by Isaacius II and they are the only part of the once great Roman empire that survived the barbaric invasions. They are the second most important pole of influence for christianity, since Bisatium was considered the "second church" that had influence on Asia Minor. 
^
^Byzantines have to bring back the holy relics from Jerusalem to Byzantium and are desperately trying to surive against the turkish/ottoman tribes that are moved by fanatical fervor and their borders are cloed with the ones of the Baghdad Caliphate, main nation of the islamic forces.
#DESC_RACE_ROMANS




#RACE_EGYPTIANS
^The Almohads are $LINK<militaristic, expansionist and religious=GCON_Strengths>. They are one of the tribes that are part of the Baghdad Caliphate and they have their unique selection of units. They don't own very strong defensive units, but they have Mameluke Archers that are the most effective archers in the game and the Mameluke Chivalry that will take advantage of the high movement cost required by desert. Their focus is to conquer Europe in the name of Allah and the Baghdad Caliphate is at war with the european coaliton formed by Pope Innocent III.
#DESC_RACE_EGYPTIANS



#RACE_GREEKS
^The Russians are $LINK<militaristic, scientific and expansionist=GCON_Strengths>.
^In those times, Russia occupies only the european region on the left of the Ural chain mountain, since the colonization of Siberia started only decades later. Russia is fragmented under a coaliton of several russian princes and they are NOT part of the holy alliance against the islamic tribes, even if they use the european military units.
Infact, like all the European states, Russia has units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia.
#DESC_RACE_GREEKS




#RACE_BABYLON
^The Dheli Sultanate (or Ghore Sultanate) is $LINK<militaristic, religious and agricultural=GCON_Strengths>. They are part of the Indian area and they are one of the few tribes allowed to build war elephants.
Ruled by Ghuri, the Pubjabs are in a fragile diplomatic peace with India, leaded by Barrula II.
#DESC_RACE_BABYLON


#RACE_GERMANS
^The Teutonic Knights are $LINK<militaristic, religious and commercial=GCON_Strengths>. They can build Teutonic Knights instead of Knights and they are part of the holy alliance organized by Pope Innocent III.
^
^Leaded by Von Salz, the teutonik kingdom is a strong european nation that is characterized by a very strong economy, thanks to the power of the teutonic knigs ruling on Prussia, Poland and the baltic area. They are devoted followers of the roman church and where authorized by the emperor of the Holy Roman Empire to colonize in the name of the church the lands that later they formely occupied as indipendent state. Year by year, their power increased so much that they became one of the most impressive economical and militaristic powers in Europe, so much that Philip II and the Pope blamed their destruction.
^
^Like all the European states, The Teutonic Kingdom has units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia.
#DESC_RACE_GERMANS

#RACE_RUSSIAN
^not used.
#DESC_RACE_RUSSIAN


#RACE_CHINESE
^The Chin Empire is $LINK<militaristic, scientific and industrious=GCON_Strengths>.
^
^They are part of the far east region and they can build fire cannons. They have a quite balanced set of units but their region is fragmented into several kingdoms waiting for a ruler that will join them under the same sky.
#DESC_RACE_CHINESE


#RACE_AMERICAN
^The Napoletans are $LINK<religious, commercial and seafaring=GCON_Strengths>.
^
^The Reign of Naples changed its name several times during decades , from reign of Naples to Borbonic Kingdom or Kingdom of the two Sicilies, since it has always been a vassal state of the big european kingdoms. It is closed to the papal states and located into a strategical position in the middle of the mediterranean basin, but closed to the italian cities captured by "arabs".
^
^Like all the European states, the reign of Naples has units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia.
^
^The Reign of Naples is not a playable "tribe".
#DESC_RACE_AMERICAN



#RACE_JAPANESE
^The Kamakura Shogunate is $LINK<religious, seafaring and militaristic=GCON_Strengths>. 
^
^Around 1200, Japan was under a particular situation, where the island was divided among different families formely loyal to the Shogun, creading a governative system that was a mix between absolute monarchy and feudalesim. Japanese have a unique set of units that cover all the most important land roles: mounted samurai, samurai warrios, samurai archers, monk spearmen and ninjas. Those units are generally characterized by high offensive scores but mediocre defensive ones.
^
^Japaneses have to extend their influence on the mainland, facing the powerful chinese empires and the increasing power of the mongols, that, following historical informations, wasn't able to conquer Japan because of a kamikaze typhoon that cleaned away all the ships while sailing to japan.
#DESC_RACE_JAPANESE




#RACE_FRENCH
^The Dutches are $LINK<militaristic, commercial and seafaring=GCON_Strengths>.
^
^Probably in its period of greatest expansion, the Kingdom of Denmark occuped part of the scandinavian peninsula and extended its edges into the german territory more than in modern days. 
^
^Like all the European states, the Kingdom of Denmark has units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia.
^
^The Kingdom of Denmark is not a playable "tribe".
#DESC_RACE_FRENCH



#RACE_INDIAN
^The Kingdom of Tufan is $LINK<religious and agricultural=GCON_Strengths>. 
^They are characterized by the units of central asia.
^
^Leaving in the area currently named Tibet, the Kingdom of Tufan was one of the weakest of all time. Only the territory, characterized by high mountains and hills difficult to climb may offer them some kind of protection to people leaving in those cold and unhospital lands.
^
^The Kingom of Tufan is not a playable "tribe".
#DESC_RACE_INDIAN



#RACE_PERSIAN
^The Khorezem Empire is $LINK<Scientific, Religious and Expansionist=GCON_Strengths>.
^
^They are one of the tribes that are part of the Baghdad Caliphate and they have their unique selection of units. They don't own very strong defensive units, but they have Mameluke Archers that are the most effective archers in the game and the Mameluke Chivalry that will take advantage of the high movement cost required by desert. Their focus is to conquer Europe in the name of Allah and the Baghdad Caliphate is at war with the european coaliton formed by Pope Innocent III.
#DESC_RACE_PERSIAN


#RACE_AZTECS
^The Nansung are $LINK<Industrious, religious and agricultural=GCON_Strengths>. 
^
^They are part of the far east region and they can build fire cannons. They have a quite balanced set of units but their region is fragmented into several kingdoms waiting for a ruler that will join them under the same sky.
#DESC_RACE_AZTECS

#RACE_ZULU
^The Indians of Barrula II are $LINK<industrious, religious and agricultural=GCON_Strengths>.
^
^They are part of the Indian area and they are one of the few tribes allowed to build war elephants. They live in closed contact with the Dheli Sultanate, that represent an enemy to overcome to unify the indian peninsula and to get free access to the rest of the continent.
#DESC_RACE_ZULU

#RACE_IROQUOIS
^The Dzungarians are $LINK<agricultural and religious=GCON_Strengths>.
^
^Living in a poor land, the population of Dzungaria was poor and lived like nomads, but without a strong leader like mongols had. They have the limited selection of units available for the central asia tribes and their land is so small that they are no matc for the other trbes.
^
^The Dzungarian Khanate is not a playable "tribe".
#DESC_RACE_IROQUOIS

#RACE_ENGLISH
^not used.
#DESC_RACE_ENGLISH

#RACE_Mongols
^The Mongols are $LINK<expansionist and militaristic=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Pottery=TECH_Pottery> 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
^not used.
#DESC_RACE_Spanish

#RACE_Vikings
^The Finnish are $LINK<militaristic and seafaring=GCON_Strengths>.
$LINK<Berserks=PRTO_Berserk>.
^
^Even if Scandinavia was divided into 3 separated kingdoms, it was just necessary to join them into one single tribe for game rebalancment. They include most of the european military units, but they build berserkers as their favourited heavy infantry.
^
^They are neutral in the crusades matter but may have to fight against Russia for territory and may want to try to extend their influence on Denmark or other near territories.
#DESC_RACE_Vikings

#RACE_Byzantines
^The Papal States are $LINK<religious, commercial, agricultural and expansionist=GCON_Strengths>.
^
^They have the same selection of military units owned by the other european nations, but are characterized by other non-militaristic advantages.
^
^Placed in the middle of Italy, they are protected by the Holy Roman Empire and they have a strong influcence on all the cattolic Europe. Pope Innocent III infact, that is both the king and spiritual leader of the papal states and the Vatican city despite of the fact that he should deal only about the spiritual matters as oredered by the holy scriptures, was worried for the terrible situation in Europe: after Charlemagne death, the holy Roman Empire was splitted among his sons, losing power, and the other european nations was fighting each other to increases their borders. At the same time, Spain had been almost completely conquered by the Almoads and the Byzantine empire was next to collapse against the Rum Selerjuks and the ottoman/turkish tribes moved by the Baghdad caliphate. Togehter with Righard Lionhart, Pope Innocent III promoted the first of the three crusades to free Jerusalem, to re-conquer fromt he Arabs the stolen lands and to defeat the unholy followers of Allah.
^
^The Papal States are not a playable "tribe".

#RACE_Carthaginians
^The Holy Roman Empire is $LINK<militaristic, religious and expansionist=GCON_Strengths>.
^
^ The Holy Roman Empire, often known as german empire too, is the most powerful of all the european nations.
^ Like all the European states, the Holy Roman Empire has units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia.
#DESC_RACE_Carthaginians

#RACE_Ottomans
^The Ayyubids are $LINK<Scientific, Religious and Expansionist=GCON_Strengths>.
^
^They are one of the tribes that are part of the Baghdad Caliphate and they have their unique selection of units. They don't own very strong defensive units, but they have Mameluke Archers that are the most effective archers in the game and the Mameluke Chivalry that will take advantage of the high movement cost required by desert. Their focus is to conquer Europe in the name of Allah and the Baghdad Caliphate is at war with the european coaliton formed by Pope Innocent III.
^
^Known with many names like Egypt Caliphate or Mameluke Sultanate, they are just the islamics leaded by the great Salah Al-Din, wise man of great culture and charm.

#DESC_RACE_Ottomans


#RACE_Arabs
^The Baghdad Caliphate is $LINK<Scientific, Religious and Militaristic=GCON_Strengths>.
^
^This kingdom is the earth of the islamic nations, the one from where everything started. Like the other islalmic tribes, the Arabs have their unique selection of units. They don't own very strong defensive units, but they have Mameluke Archers that are the most effective archers in the game and the Mameluke Chivalry that will take advantage of the high movement cost required by desert. Their focus is to conquer Europe in the name of Allah and the Baghdad Caliphate is at war with the european coaliton formed by Pope Innocent III.
#DESC_RACE_Arabs

#RACE_Koreans
^The Koryo Kingdom is $LINK<industrious, commercial and scientific=GCON_Strengths>. 
^
^They are part of the far east region and they can build fire cannons. They have a quite balanced set of units but their region is fragmented into several kingdoms waiting for a ruler that will join them under the same sky.
^
^Even if Koreans are technologically advanced, they are too weak if compared with other nations and they are not among the playable "tribes".
#DESC_RACE_Koreans


#RACE_SUMERIA
^not used
#DESC_RACE_Sumeria



#RACE_HATTI
^The Kara-Kitai Empire is $LINK<expansionist and commercial=GCON_Strengths>.
^
^Ruled by Chiluku, the kara-Kitai Empire is ment to include many of those tribes that lived in the central Asia. Occupying the area around Turkestan and Gansou, they were famous because of the Uighur tribe, known for its munted lancers, used as mercenaries in all the surrounding regions and because of the uighur merchants.
^
^As region of middle asia, the Kara Kitai empire doesn't own very strong units except its lancers.
#DESC_RACE_Hatti

#RACE_AUSTRIA
^England is $LINK<militaristic, seafaring and religious=GCON_Strengths>. 
^They can build Longbowmen instead of Longbow archers and they includes all the other units owned by the other european nations, units with a very good defensive rate but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia.
^
^King Richard Lionheart was certainly one of the most important promoter of the crusaders and, even if is not histoically true, this tribe includes the indipendent kingdoms of Man, Scotland, Galles and the small reigns of Ireland.


#RACE_CELTS
^The Kingdom of Hungary is $LINK<militaristic, industrious and expansionist=GCON_Strengths>. 
^
^They builds Hussars instead of Knights, a bit more fast than the other european chivalry.
Like all the European states, Hungary has units with a very good defensive rate.
#DESC_RACE_CELTS

#RACE_INCANS
^The Dai-Viet e Ta-Li kingdom is $LINK<religious and agricultural=GCON_Strengths>.
^
^They are part of the far east region and they are a mix between the indian and chinese culture. They doesn't have a very strong unit selection, even if they may build fire cannons to weak enemy units.
^
^Dai-Viet and Ta-Li is not among the playable "tribes".
#DESC_RACE_INCANS

#RACE_MAYANS
^The Indonesians are $LINK<agricultural, commercial and seafaring=GCON_Strengths>.
^
^They are the the small and isolated ancient kingdoms present in modern days Borneo and Indonesia.
^
^Indonesians are not among the playable "tribes".
#DESC_RACE_MAYANS

#RACE_PORTUGAL
^The Castillian Kingdom is <LINK<militaristic, religious and seafaring=GCON_Strengths>. 
^In 1210, Spain was divided into many indipendent reigns: the Castillian Kindom, the Kingdom of Aragona and the Kingdom of Portugal are the most importart ones after that the re-conquest process to take back the the lands lost to the arabs - that in 1210 were still holding the area around Gibilterra - beginned.
^
^Like all the European states, Spain has units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia, even if Hussars are a bit quicker than the slow man-in-armors.

#DESC_RACE_PORTUGAL



#RACE_DUTCH
^The Capetians are $LINK<Industrious, religios and agricultural=GCON_Strengths>. 
^
^The Capetian Kingdom is the result of the slow process that is driving France to be an indipendend nation from the Holy Roman Empire, that started when Charlemagne divided the Empire among his three sons.
^
^Like all the European states, The Capetians have units with a very good defensive rate, but usually they miss the speed to effectively answer the massive invasions from Baghdad or Mongolia, even if Hussars are a bit quicker than the slow man-in-armors.
#DESC_RACE_DUTCH


#EOF
