; Civilopedia.txt
;	Notes:
;     Keys:
;       to add a game concept one must first add a Key for it.  these are of the form:
;			GCON_Name
;	    where Name contains only alpha-numerical symbols.
;		these Keys are used to look up the game concept Name and Text.
;       Keys are NOT translated.
;       Keys for other items (units, techs, etc.) are set by Civ3Edit.
;
;	  Game concepts follow the form:
;			#Key
;			Name
;			Text
;		Links in game concepts follow the form:
;           $LINK<Text=Key>
;		the Text -- everything between the '<' and the '=' must be translated.
;		the Key  -- everything between the '=' and the '>' must be a valid key
;					for the link to work
;
;	  Descriptions follow the form:
;			#Header
;			Text
;		the Header for descriptions must be in the form DESC_Key
;		so, for the game concept: "Territory" that has the key "GCON_Territory",
;		the Header should be "DESC_GCON_Territory"
;		A complete list of all Civilopedia Keys is coming soon.
;
; -Javier Sobrado, 5/21/01

#GAME_CONCEPTS_KEYS
GCON_Agreements
GCON_Air_Missions
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Corruption
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_Embassies
GCON_Espionage
GCON_Experience
GCON_Food
GCON_Fortresses
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Keypad
GCON_Leaders
GCON_Maintenance
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Overpopulation
GCON_Plants
GCON_Pollution
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Shields
GCON_Spaceship
GCON_Specialists
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_War_Weariness
GCON_Worker_Jobs
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
^* Deity					1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Grasslands					  10%
^Plains						  10%
^Desert					  10%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Town Walls				  +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
^Build Mine							M
^Build Fortress						Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle			Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Jungle					Shift-J
^*   Clear all Pollution					Shift-P
^Automate Worker						A
^Automate Worker (virgin terrain)			Shift-A
^
^{Air Missions}
^Bombing							B
^Recon							R
^Air Superiority						S
^Re-Base							Shift-R
^Precision Strike						P

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






#GCON_Hotkeys_Controls
Hotkeys: Game Controls
^
^
^{Main Controls}
^End Turn						Shift-ENTER
^Save Game						Ctrl-S
^Load Game						Ctrl-L
^Start New Game					Ctrl-Shift-Q
^Retire							Ctrl-Q
^Quit							ESC
^Civilopedia						Ctrl-C
^
^{Map Controls}
^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
^Histograph						F8
^Palace						F9
^Spaceship						F10
^Demographics					F11
^Preferences					Ctrl-P
^Audio Preferences				Shift-S
^Change Governments				Shift-G
^Change Mobilization				Shift-M



#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=#advisor>
^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<Marines=PRTO_Marine>
^* $LINK<Mechanized Infantry=PRTO_Mech_Infantry>
^* $LINK<Modern Armor=PRTO_Modern_Armor>
^* $LINK<Paratroops=PRTO_Paratrooper>
^* $LINK<Radar Artillery=PRTO_Radar_Artillery>
^* $LINK<Russian Cossacks=PRTO_Cossack>
^* $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
^City States				  3		  5		  9
^Monarchy				  2		  4		  8
^Communism			  2		  4		  8
^Republic				  0		  0		  0
^Modern Democracy			  0		  0		  0





#GCON_Governments
Governments
^
^
^There are six forms of government that you can use to control your civilization. Each has advantages and
disadvantages. The type of government you use determines:
^
^How efficient your $LINK<workers=PRTO_Worker> are (how quickly they get their jobs done).
^How much $LINK<Corruption and Waste=GCON_Corruption> affects your civilization.
^The number of citizens you can $LINK<draft=GCON_Draft> per turn.
^The number of military units that can be used as $LINK<military police=GCON_Moods>.
^The number of military units you can have before you must $LINK<support=GCON_Unit_Support> them from your
$LINK<treasury=GCON_Treasury>.
^
^The possible government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<City States=GOVT_CityStates>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Communism=GOVT_Communism>
^* $LINK<Modern 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_Maps> and begin raiding from there.



#GCON_Strengths
Civilization Strengths
^
^
^There are six areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{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.
^
^
^{Religious}													
^Religious civilizations do not experience 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.





#GCON_Draft
Conscription
^
^ 
^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 $LINK<Modern Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A $LINK<Despotism=GOVT_Despotism>, $LINK<City States=GOVT_CityStates> or $LINK<Monarchy=GOVT_Monarchy> can draft
[two] citizens per turn.
^* A $LINK<Communist=GOVT_Communism> city can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon your level of  scientific
development:
^
^$LINK<Spearman=PRTO_Spearman>
^$LINK<Pikeman=PRTO_Pikeman>
^$LINK<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<Barracks=BLDG_Barracks>, $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<Bank=BLDG_Bank>, $LINK<Cathedral=BLDG_Cathedral>, 
$LINK<Colosseum=BLDG_Colosseum>, $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>, 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] occur between air units.
^
^{Repairing Damage}
^A unit that takes damage in combat but survives can heal, adding one $LINK<block=GCON_Experience> per turn back to
its health bar. To do so, it
^* must be in friendly or neutral territory.
^* must not move for a complete turn.
^
^{Repairing Faster}
^A city with a $LINK<barracks=BLDG_Barracks> heals ground units completely in one turn.
^A city with a $LINK<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 is moved to another city or a $LINK<carrier=PRTO_Carrier> within its 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 Missions
^
^
^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. Click the
"Espionage" button on the frame of the Info Box and spend the gold to fund the mission.
^
^{Expose Enemy Spy}
^If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Initiate Propaganda}
^You can use a spy to initiate propaganda against the city where the spy resides. If successful, the people will
revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Plant Spy}
^You can plant a double agent in a rival city, either in an existing $LINK<embassy=GCON_Embassies>, or into a
clandestine organization there.
^
^{Sabotage Production}
^Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^
^{Steal World Map}
^You can send an agent to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Steal Plans}
^You can have an agent steal military plans of a rival, which reveals the locations of all his or her military units.



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


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

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



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




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





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




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





#GCON_Culture
Culture
^
^
^[Culture] represents the impact of your civilization's customs, arts, and philosophy on the people in the countryside
surrounding your cities, and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{City Cultural Value and Borders}
^All Wonders of the World and many city improvements generate culture points every turn. These accumulate over time
and when the total culture value of a city reaches certain thresholds (10, 100, 1,000, 10,000, 20,000, etc.), a [border
expansion] is triggered. Pay attention to the culture box on the [City Display] to judge when expansions will occur.
The amount of culture each Wonder or improvement contributes doubles after 1000 years.
^ 
^
^{Civilization Culture Value}
^The sum of the cultural values of all of your cities is your [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<Mapmaking=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 22 [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<Game=GOOD_Game>			+2		+0		+0
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0





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





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





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






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





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





#GCON_Hurry_Production
Hurry Production
^
^
^City construction projects (improvements or units) can be hurried to completion if necessary.  Use the "Hurry" button
on the [City Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism>, and $LINK<Communism=GOVT_Communism> 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<City States=GOVT_CityStates>, $LINK<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>, and
$LINK<Modern Democracy=GOVT_Democracy> you can pay overtime and hire temporary workers to complete a project. This
costs gold from your treasury; the amount depends upon how much work remains to be done.
^
^
^$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> 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.
^
^We Love The ____ 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=#advisor>, 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
^
^
^{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.
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%. 
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Jungle (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle>.
^
^{Clear Pollution (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>. 
^
^{Build Colony (B)}
^Colonies are built atop $LINK<tradable resource=GCON_ResourcesN>. If $LINK<connected=GCON_Trade> to a city, a
[colony] provides the resource to that city.



#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Conscription=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce happy or content
$LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each content face
alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<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 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<City States=GOVT_CityStates>, $LINK<Republic=GOVT_Republic> or
$LINK<Modern 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_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's 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}
^Flood plains				3	4 if irrigated.
^Grasslands					2	3 if irrigated.
^Plains						1	2 if irrigated.
^Hills						1	cannot be irrigated.
^Forests					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.
^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.
^
^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}
^Flood plains				1	2 with road.
^Grasslands					0	1 with road.
^Plains						0	1 with road.
^Hills						0	1 with road.
^Mountains					0	1 with road.
^Forests					0	1 with road.
^Jungles					0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and  some $LINK<natural
resources=GCON_ResourcesN> provide bonus commerce as well.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].



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



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



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



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



#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists. Specialists do not
work in the city radius so they don't contribute to city production of food, shields, or commerce. Instead, they
produce extra happy faces, scientific research, or tax revenue.
^
^
^{Entertainers}
An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
A scientist produces extra $LINK<scientific research=GCON_Research>. Requires
$LINK<Philosophy=TECH_Philosophy>.
^
^{Tax Collector}
A tax collector produces extra $LINK<tax revenue=GCON_Commerce>. Requires
$LINK<Currency=TECH_Currency>.
^
^
^To create one of these specialists, on the Cit[City Display]lick any square currently being worked; the production
icons disappear and an Entertainer appears among the population. If you wanted an entertainer, you're done.  If you
wanted a different specialist, click on the entertainer to cycle through all the specialists.

; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

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

#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. They can also build $LINK<colonies=GCON_Colony>.

#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 Aztec [Jaguar Warrior] is a dangerous military unit. It's as strong as normal warriors, but moves twice as fast.

#DESC_PRTO_Jaguar_Warrior
^
^
^The most feared predator of their Mexican empire, the Aztecs embraced the wild jaguar as a totem for their warrior
elite. These soldiers were ferocious fighters, often emerging victorious even when badly outnumbered.



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

#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_Longbowman
^
^
^[Longbowmen] are excellent attackers in the ancient era.

#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.
^
^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.



#PRTO_Bowman
^
^
^[Babylonian bowmen] are excellent marksmen of the ancient era.

#DESC_PRTO_Bowman
^
^
^The Babylonians utilized a number of different archer types, typically categorized by the amount of armor they wore.
These units fulfilled a number of useful roles in the conquest-focused armies of the time, including sophisticated
combined-arms tactics. Their composite bows, when massed in sufficient numbers, could assist chariots and other horse
units in disrupting lines and  formations. When used in sieges, they would keep the ramparts clear of soldiers so that
the infantry could safely close and  scale the city walls. Sometimes these skilled warriors enjoyed the benefit of a
shield  carrier. These wicker, curved  shields would help protect the bowman from attacks coming from the front and
above.



#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_Pikeman
^
^
^The [pikeman] is an excellent defender.
^
^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_Hoplite
^
^
^Perhaps the best defender in the ancient era, the [Greek Hoplite] can dominate the Bronze Age world.

#DESC_PRTO_Hoplite
^
^
^Hoplites were well-trained citizen-soldiers of ancient Greece. Armed with spears and durable 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"... 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_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_Legionary
^
^
^The [Roman Legionary] is a highly-skilled swordsman good in both offense and defense.
^
^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 [Persian immortals] are highly-trained and skilled swordsmen that are excellent attackers in the ancient era.
^
^A Persian city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build
immortals.

#DESC_PRTO_Immortals
^
^
^The Immortals were a strong corps of heavy infantry deployed by the Persian Empire in the fifth century BC. Gifted
soldiers, they drew their moniker from the fact that regardless of the 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
^
^
^[Japanese Samurai], are  dedicated unmounted warriors armed with excellent weapons. 
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Samurai.

#DESC_PRTO_Samurai
^
^ Similar to the European knights, Japanese samurai were landowners who volunteered military service in exchange for a
larger warlord's protection. Their handsome lacquer armor gave them durable protection on the battlefield.  The warrior
code of "Bushido" placed exacting restrictions on their behavior, both on the field of battle and off. One such 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_Cavalry
^
^
^Fast and well-organized, [Cavalry] packs a huge offensive punch but will [withdraw] if  losing (unless fighting
another fast unit).
^
^A city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build cavalry.

#DESC_PRTO_Cavalry
^
^
^Cavalry is composed of soldiers trained to fight on horseback. Because of their speed, cavalry units were often  used
for reconnaissance missions and hit-and-run raids on enemy installations and troops. Although warriors  fighting from
horseback with a variety of weapons date back to ancient Egypt, horse-mounted cavalry as we  generally think of it
today actually began in the late 1700s. Under Napoleon, the cavalry became an elite  force, frequently deployed
simultaneously with foot soldiers to mask the movements of the main battle force.  Cavalry were used extensively in the
American Civil War, and in other conflicts throughout the mid to late  19th century. When the repeating rifle replaced
earlier single-shot firearms, horse-mounted troops became  easy targets for infantrymen. The South African War, from
1899 to 1902, was the last major conflict where  cavalry played an important role. Today, the roles once performed by
horse-mounted cavalry have been assumed by  troops utilizing armored assault vehicles and aircraft.



#PRTO_Chariot
^
^
^The first wheeled unit you can build, [chariots] move fast and [withdraw] from combat if losing the battle  (unless
fighting another fast unit). Chariots may not enter jungles or mountains unless on 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 Assyrian's enemies, who used the
chariot against them with good effect.



#PRTO_Cossack
^
^
^The Russian special unit, [Cossacks] take the place of $LINK<cavalry=PRTO_Cavalry>. Cossacks are fast-moving and will
[withdraw] from combat if losing (unless fighting another fast unit).
^
^A Russian city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build cossacks.

#DESC_PRTO_Cossack
^
^
^Skilled horsemen dwelling in the northern steppes of the Black and Caspian Sea regions, the Cossack hosts had a 
tradition of fierce independence and, after decades of conflict, finally received privileges from the Russian 
government in return for military services. In the 16th century there were six major Cossack hosts: the Don, the 
Greben (in Caucasia), the Yaik (along the Ural River), the Volga, the Dnieper and the Zaporozhian (west of the 
Dnieper). Under the Russian umbrella, the Cossacks expanded eastward from their settlements in the Don and were  early
colonizers of Siberia. From the 18th through the 20th centuries, the Czars used Cossacks extensively to  suppress
revolutionary activities and conduct foreign wars. During the Russian Civil War (1918-20), the Cossacks  in southern
Russia formed the core of the White armies there and suffered extensively. Under Soviet rule, the  Cossack communities
ceased to function as distinctive entities.



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

#DESC_PRTO_Knight
^
^
^Knights were heavily 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. Occasionally, brilliant  infantry
tactics allowed knights to be outmaneuvered, but it wasn't until the development of gunpowder that knights  were
rendered obsolete.



#PRTO_War_Elephant
^
^
^Indian [War Elephants] are powerful offensive units, and, like all fast units, will [withdraw] from battle if they
are losing the conflict. But when engaged with other fast units, they do not withdraw.
^Only India can build war elephants instead of $LINK<knights=PRTO_Knight>.

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


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

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



#PRTO_Rider
^
^
^[Chinese riders] move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^A Chinese city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a Rider.

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



#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).
^
^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_Musketman
^
^
^The first gunpowder unit, [musketmen] are powerful defenders.
^
^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
^
^
^[French Musketeers] are troops specifically trained to use the new weapon, the musket. They are better on offense
than normal musketmen.
^
^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.



#PRTO_Rifleman
^
^
^[Riflemen] are powerful defenders. By the time you can build these, saltpeter is in abundance and is not needed.

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



#PRTO_Infantry
^
^
^[Infantry] represents the first well organized ground troops with rifles. They are extremely good defenders  but are
also formidable on the offensive.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build infantry.

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


#PRTO_Marine
^
^
^[Marines] are infantry units specially trained to execute [amphibious assaults]. They can unload from a sea
$LINK<transport=PRTO_Transport> into any coastal land square, including enemy cities and enemy-occupied squares.
^
^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a marine.

#DESC_PRTO_Marine
^
^
^The Marines Corps is a branch of the military service whose training prepares them to  carry out integrated land,
sea, and air operations. The first marines were commissioned during the American  Revolution, only to be inactivated
after the war. Congress permanently reestablished the Marine Corps  in July, 1798. Legendary for their toughness, rigid
codes of behavior, and adaptability, they have played  an important role in almost every major war and conflict of the
19th and 20th centuries.



#PRTO_Paratrooper
^
^
^[Paratroops] are infantrymen specially trained to execute {airdrops}. When a paratrooper is active in a city with an
$LINK<airport=BLDG_Airport> it may perform an airdrop. Press [A] then click a target square within range to launch the
airdrop. Otherwise, paratroops act as normal infantry.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build a paratrooper.

#DESC_PRTO_Paratrooper
^
^
^Although the idea of the parachute was suggested in the 16th century drawings of Leonardo da Vinci, the  first
parachute was not invented until the late 1700s. For years, parachutes were standard emergency  equipment for
balloonists. Claire Chennault, an American pioneer of aviation pursuit tactics during World War  I, was the first to
suggest using parachutes to drop troops behind enemy lines. This idea was widely used during the World War II. 
Paratroopers were flown behind enemy lines in transport planes and dropped from low altitude, allowing them  to attack
the enemy from behind. Today, paratroopers are usually Special Forces personnel, trained to covertly  infiltrate enemy
territory.



#PRTO_Mech_Infantry
^
^
^[Mechanized infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting
another fast unit).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build mechanized infantry.

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



#PRTO_Tank
^
^
^[Tanks] are fast-moving offensive units that can [attack multiple times] in a single turn and [withdraw] from combat
if they are losing (unless fighting another fast unit, of course).
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build tanks.

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



#PRTO_Panzer
^
^
^The [German Panzer] is an awesome offensive and screening unit that can [attack multiple times] in a single turn and
[withdraw] from combat if losing the fight (unless fighting another fast unit, of course). 
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build Panzers.

#DESC_PRTO_Panzer
^
^
^The increased speed of the German Panzer makes their blitz maneuvers much more dangerous to their enemies, a power 
which is noted by all nations foolish enough to stand against Germany in the industrial age.



#PRTO_Modern_Armor
^
^
^[Modern armored units] are faster and much more powerful than ordinary tanks. These are truly awesome war machines
that can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting
another fast unit, of course).
^
^A city must have $LINK<aluminum=GOOD_Aluminum>, $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build modern armor.

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



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

#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_Cannon
^
^
^The cannon is a more advanced artillery unit, capabale of bombarding adjacent targets to reduce them before other
units attack outright. Cannons have no attack or defense value, so they should be protected by an escort. Further, they
are wheeled units, so they cannot enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following
a road.
^
^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_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.



#PRTO_Artillery
^
^
^The first long range unit, [Artilley] can bombard targets two squares distant. Artillery has no attack  or defense
value, so they should be protected by an escort.

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



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

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



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

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



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

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



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

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




#PRTO_Galley
^
^
^The [galley] is the first naval unit you can build. These tiny, primitive ships must end each turn in a 
$LINK<coastal=TERR_Coast>  square -- they are in danger of sinking if they end their turn in a $LINK<sea=TERR_Sea> or
$LINK<ocean=TERR_Ocean> square.  If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, 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_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.



#PRTO_Frigate
^
^
^The [Frigate] is the first purely military naval unit. It can safely traverse any water, bombard into adjacent
squares, and attack other naval vessels.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build Frigates.

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



#PRTO_Man-O-War
^
^
^The English [Man-O-War] is a powerful $LINK<frigate=PRTO_Frigate> that only the English may build.
^
^An English coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build the Man-O-War.

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



#PRTO_Privateer
^
^
^Privateers are small frigates that carry no nationality markings, allowing them to attack and be attacked [without
revealing the nationality] of the ship. Thus, you can attack another civilization's shipping without precipitating war.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build privateers.

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



#PRTO_Galleon
^
^
^The [Galleon] is a large, lightly-armed, wooden transport. It is incapable of bombardment but can carry numerous
units.

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



#PRTO_Ironclad
^
^
^The forerunner of the modern battleship, the [Ironclad] is a tough defender against anything but more modern
warships.
^
^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build an ironclad.

#DESC_PRTO_Ironclad
^
^
^Ironclads were the forerunners of future generations of armored naval vessels. Instead of the simple wooden  hulls
found on the other ships at the time, ironclads were covered with strong metal plating. This plating  made them nearly
impervious to large-caliber explosive shells that would easily penetrate and destroy wooden  vessels. Ironclads made
their first appearance during the American Civil War, and quickly gained dominance  over other ships of that era.
Perhaps the most famous naval battle of the Civil War was the battle between  the Confederate ironclad "Merrimack", and
the Union ironclad "Monitor", which lasted for several hours before  the "Merrimack" was forced to withdraw.



#PRTO_Transport
^
^
^While barely able to defend itself, the [Transport] can move large quantities of military forces over the bounding
main. A transport carrying $LINK<Marines=PRTO_Marine> can be a significant off-shore threat to any nation.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a transport.

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



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

#DESC_PRTO_Carrier
^
^
^The aircraft carrier first came into widespread use during World War II. Carriers act as floating airfields, 
carrying fighters and bombers far from friendly territory to be launched against enemy targets. This allows  an air
strike against targets on both land and sea that would otherwise be far out of range. The range of the aircraft
launched from carriers forever changed  the methodology of naval battles. Opposing fleets could now engage in battle
without either fleet ever entering  the other's visual range, ending the dominance of the battleship as the strongest
vessel on the sea.	



#PRTO_Submarine
^
^
^[Submarines] can operate invisibly to enemy units because they travel beneath the waves. They remain invisible until
they attack a surface ship, after which they again disappear. However, other submarines and $LINK<AEGIS
Cruisers=PRTO_AEGIS_Cruiser> can see them plainly.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a sub.

#DESC_PRTO_Submarine
^
^
^A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden underwater.  Although
defensively weak, submarines are feared because of their ability to make a stealthy approach and  attack without
warning. Often, the presence of a submarine is not detected until the first of the sub's  torpedoes strikes its target.
The Germans first used submarine warfare extensively during World War I.  Developments after the war, such as sonar,
made the submarine even more effective. During World War II,  submarines were used extensively by all the world's naval
powers. Today's submarines, in addition to their  role as fast attack vessels, also carry nuclear weapons that can be
fired from underwater positions just off  the coast of an enemy country.



#PRTO_Destroyer
^
^
^[Destroyers] are fast surface warships capable of bombardment and normal naval combat.
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.

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



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

#DESC_PRTO_Battleship
^
^
^The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy, its  massive
guns could accurately fire heavy projectiles at targets miles away. The battleship had two primary  functions: clearing
the seas of enemy ships and bombarding enemy coastal targets, usually in preparation for  an invasion. The battleship's
importance began to decline in World War II when the increasing use of fighters  and bombers launched from aircraft
carriers greatly extended the range of naval conflicts. Ship-to-ship combat  became less frequent than long-range air
attacks against enemy battle groups. The last of the U.S. Navy's  battleships was decommissioned shortly after the
Vietnam War, but the four battleships of the Iowa class were  remodeled and re-commissioned in the 1980s.




#PRTO_AEGIS_Cruiser
^
^
^[AEGIS Cruisers] are nimble and lethal. They can bombard up to two squares away; they have [radar] so they can see
two squares regardless of blocking terrain; and they can see $LINK<submarines=PRTO_Submarine> when within their radar
range. All in all the AEGIS Cruiser is a formidable warship.
^
^A coastal city needs $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build an AEGIS Cruiser.

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




#PRTO_Nuclear_Submarine
^
^
^[Nuclear Submarines] are faster than normal subs and have the ability to carry a Tactical Nuclear Missile on board.
They can launch these from the sea.
^
^A coastal city needs $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a
Nuclear Submarine.

#DESC_PRTO_Nuclear_Submarine
^
^
^Nuclear submarines are sea vehicles that are capable of remaining underwater for months at a time. This was possible
because of the transition into nuclear, rather than diesel, generators. Typically equipped with both nuclear and
anti-submarine  missiles, they presented a new threat to those nations engaging in nuclear deterrence. Since these
mobile, virtually invisible ships could close to within a few dozen miles of a target, the reaction time to a nuclear
attack could be reduced to minutes. Any nation who relied solely on land based missile launch systems stood a very good
chance of being crippled before any opportunity to retaliate. This imbalance was righted however, as all announced
nuclear powers soon had their own fleet of nuclear attack submarines. The difficulty in detection of nuclear submarines
means that only other nuclear submarines had a viable chance at stopping one. 




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

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



#PRTO_Bomber
^
^
^[Bombers] are not as versatile as fighters, but they have a larger operational range and greater bombardment power.
They may be based in any city or aircraft carrier on the map.
^
^A city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a bomber.

#DESC_PRTO_Bomber
^
^
^The bombing of strategic targets from the air dates back to the beginning of World War I, when the Germans used 
zeppelins to bomb Paris and London. Because zeppelins proved to be extremely vulnerable, they were withdrawn  from war
in favor of airplanes. By the end of World War I planes were being designed specifically as bombers.  The bomber's job
is to carry bombs into enemy territory, normally beyond the range of artillery, and destroy  targets of military and
economic value. Bombers were often designed for specific missions, such as attacking  ships, bombing vehicles and
railroads, daylight precision bombing, and carpet-bombing.



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

#DESC_PRTO_Helicopter
^
^
^The concept that was to become the modern helicopter was first explored by artist/engineer Leonardo da Vinci.  He
made sketches of a rotor-driven aircraft in the early 16th century. It was not until 1939, however, that the  first
practical helicopter design was developed. Helicopters have a distinct advantage over fixed-wing aircraft  in that they
can take off and land vertically. This makes it possible for helicopters to operate in many places  that would be too
small to accommodate a runway. Today, helicopters are used in civilian roles as rescue  vehicles and by law enforcement
agencies. All branches of the military utilize many different types of  helicopters, from giant cargo and troop
carriers to fast and maneuverable gunships used as air support for  ground troop operations.



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

#DESC_PRTO_Jet_Fighter
^
^
^The introduction of jet engines to fighter aircraft changed the way man wages war in the skies. The primary impact
was that of speed, since even early jet engines were able to outperform their rotary peers by three to one. While this
improvement was certainly appreciated by their pilots (speed advantages often translate to more options in air combat),
it was some time before the nature of this change was fully understood. Dogfighting became a significantly more
difficult task, since the window to 'take a shot' was reduced to an instant. The introduction of guided missiles helped
address this, as well as increase engagement ranges to beyond what the pilot could visually see. Though missiles
dramatically changed air combat, cannons still remained a staple of the vehicles' arsenal. Missiles could be jammed,
and early attempts were frought with unreliability. Without a backup weapon, pilots were often at the mercy of inferior
planes, but ones where the pilot wasn't  relying on shaky, emerging technologies.



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

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



#PRTO_Stealth_Fighter
^
^
^[Stealth fighters] can do almost everything normal jet fighters do and more. They can execute all $LINK<air
missions=GCON_Air_Missions>, except air superiority. Due to their stealth technology, stealth fighters are very
difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or
$LINK<SAM=BLDG_SAM_Missile_Battery> batteries. And they have [radar] that allows them to see two squares, regardless of
blocking terrain.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic
Resource=GCON_ResourcesS> box to build a stealth fighter.

#DESC_PRTO_Stealth_Fighter
^
^
^Starting in the Second World War, radar technology came into widespread use both for detection and targeting of 
aircraft. Because of this, aeronautical engineers began searching for ways to make aircraft less "visible" to 
electronic tracking and weapon systems. The earliest stealth technologies consisted of coating aircraft with  materials
that would absorb rather than deflect a radar signal. In the late 1970s, designs incorporating this  technology, as
well as a unique fuselage shape designed to deflect radar away from its source, were prototyped.  The first true
stealth fighter, the Lockheed F-117A, flew for the first time on June 18, 1981. This fighter,  incorporating the latest
anti-radar and anti-thermal innovations, is capable of entering enemy territory,  delivering its payload, and returning
to base with little chance of detection. These unique, black aircraft  served well in the Persian Gulf War in 1991, and
have served as the basis for further development of stealth  aircraft technology.



#PRTO_Stealth_Bomber
^
^
^[Stealth Bombers] can do everything normal bombers can do and more. They can execute all $LINK<air
missions=GCON_Air_Missions>, except air superiority. Due to their stealth technology, stealth bombers are very
difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or
$LINK<SAM=BLDG_SAM_Missile_Battery> batteries.
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic
Resource=GCON_ResourcesS> to build a stealth bomber.

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




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

#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.

#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. 



#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.

#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>:
^* 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.
^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 $LINK<marketplace
benefit=BLDG_Marketplace>. You must have a 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 Temple in the city in order to build a Cathedral.

#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 [Factory] increases $LINK<shield production=GCON_Shields> in its city by 50%. Building a power plant in the same
city increases this bonus. Note that facories produce $LINK<pollution=GCON_Pollution>.

#DESC_BLDG_Factory
^
^
^Early examples of factory-like production, where a number of individuals work cooperatively to produce goods for sale
or trade, can be  found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of
specialized labor, where each worker  performed a single step in the overall production of an item. This specialization
allows factories to increase the speed and efficiency of  the manufacturing process, far surpassing earlier means of
production. The development of the factory system as a means of production played  a key role in the Industrial
Revolution.


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

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


#BLDG_Manufacturing_Plant
^
^
^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its city by 50%. Note that  manufacturing
plants produce $LINK<pollution=GCON_Pollution>. A Factory is required to build a Manufacturing Plant.

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


#BLDG_Coal_Plant
^
^
^The [Coal Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It does produce $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Coal Plant.

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


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

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


#BLDG_Nuclear_Plant
^
^
^The [Nuclear Plant] increases $LINK<factory=BLDG_Factory> output by 100%. 
^It does not create any $LINK<pollution=GCON_Pollution>. A Factory is required to build a Nuclear Plant.
^Nuclear Plants can [meltdown], causing all hell to break loose...
^
^A city must have fresh water within its $LINK<radius=GCON_Radius> to build a Nuclear Plant. It replaces any other
power plant in the city.

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



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

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


#BLDG_Hospital
^
^
^A city with a [Hospital] can grow beyond population 12.

#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_Lab
^
^
^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%.
^This is in addition to any benefits from a $LINK<library=BLDG_Library> and/or $LINK<university=BLDG_University>. A
University is required to build a Research Lab.

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


#BLDG_Mass_Transit_System
^
^
^The [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by population.

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


#BLDG_SAM_Missile_Battery
^
^
^[SAM batteries] attack enemy air units that attempt to attack the SAM site's city.

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


#BLDG_Coastal_Fortress
^
^
^A [Coastal Fortress] gives the city a naval bombardment defense of eight and a 50% defensive bonus against naval
attacks.
^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.

#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_Offshore_Platform
^
^
^An [Offshore Platform} causes all worked coastal, sea, and ocean squares to produce one $LINK<shield=GCON_Shields>.

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


#BLDG_Airport
^
^
^A city with an [Airport] produces $LINK<veteran=GCON_Experience> air units instead of regulars.
^An [airport] is a link in the $LINK<trade network=GCON_Trade>, allowing luxuries and strategic resources to be traded
to other airports.

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


#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of  eight to one.
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to four 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_SS_Thrusters
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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




#BLDG_SS_Cockpit
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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


#BLDG_SS_Landing_Docking_Bay
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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


#BLDG_SS_Engine
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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


#BLDG_SS_Fuel_Cells
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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


#BLDG_SS_Life_Support_System
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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


#BLDG_SS_Stasis_Chamber
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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


#BLDG_SS_Storage_Supply
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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




#BLDG_Pyramids
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Religious civilizations.

#DESC_BLDG_Pyramids
^
^
^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.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.

#DESC_BLDG_Hanging_Gardens
^
^
^The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people,
and were often described in  accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600
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 Colossus] causes its city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that already
produces at least one.
^
^The Colossus may be built only in a coastal city.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Religious 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_Galley> 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.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.

#DESC_BLDG_Lighthouse
^
^
^The Pharos was a marble watchtower and lighthouse built in 280 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
^
^
^The civilization that builds the [Great Library] gets any Civilization Advance already discovered by two other known
civilizations for free.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Great_Library
^
^
^The Great Library of Alexandria was one of the two most important libraries of the ancient world. Ptolemy I  founded
it around 300 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<happy faces=GCON_Moods>
instead of one.
^
^
^
^
^
^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
^
^
^The [Great Wall] doubles the effects of $LINK<Walls=BLDG_Walls> in cities that have them. 
^Doubles unit combat values versus $LINK<Barbarians=GCON_Barbarians>. 
^
^
^
^
^
^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
^
^
^Puts a $LINK<barracks=BLDG_Barracks> in every city on the same continent.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#DESC_BLDG_Art_of_War
^
^
^One of the earliest pieces of military literature is "The Art of War", written by Chinese general Sun Tzu in the 6th
century BC. This book contained  a detailed explanation and analysis of the Chinese military, from weapons and strategy
to rank and discipline. Sun Tzu also stressed the importance  of intelligence operatives and espionage to the war
effort. Because Sun Tzu has long been considered to be one of history's finest military tacticians  and analysts, his
teachings and strategies formed the basis of advanced military training for centuries to come.



#BLDG_Sistine_Chapel
^
^
^Doubles the effects of all $LINK<Cathedrals=BLDG_Cathedral> in your cities. 
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

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



#BLDG_Circumnavigation
^
^
^The movement rate of all naval units is increased by one.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.

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



#BLDG_Solar_System
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.

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



#BLDG_Great_Playhouse
^
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. 

#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
^
^
^Obsolete military units can be upgraded at half price.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

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



#BLDG_Grand_Cathedral
^
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city .
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

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


#BLDG_Great_University
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Great_University
^
^
^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He
is credited with many important  discoveries including the laws of gravity, the color spectrum of light, calculus,
fluid dynamics, and an understanding of ocean tides. He also built the  world's first reflecting telescope. For 32
years, he held an important teaching post at Cambridge University, where he continued his own research  while
instructing a generation of students.





#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>, and $LINK<Airports=BLDG_Airport>).
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.

#DESC_BLDG_Trading_Company
^
^
^Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed
the economic processes of  supply and demand, and discussed how free trade and individual ambition would lead to both
economic and social growth. Smith favored a political  environment where the government would only become involved in
business and trade to preserve justice and order. Smith's ideas of economics and  the lack of government involvement
form the basis of modern economic liberalism.





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

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





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

#DESC_BLDG_Hoover_Dam
^
^
^For centuries, mankind has been harnessing the power of rivers to move waterwheels for various purposes. With the
advent of electrical power, it  was found the rivers were also very useful for generating electricity. Hydroelectric
power plants derive power from rivers by constructing dams to  ensure a dependable supply of water. The overflow is
then released through special chambers where the moving water turns giant turbines,  generating electricity. When
planned and engineered properly, this system provides an excellent power source with very limited environmental 
impact. The Hoover Dam, constructed on the Colorado River near Las Vegas, was one of the earliest hydroelectric power
plants.





#BLDG_Manhattan_Project
^
^
^Allows the construction of nuclear weapons by {all} civilizations.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.

#DESC_BLDG_Manhattan_Project
^
^
^The Manhattan Project was the code name for an intensive and costly research effort during World War II that resulted
in the development of  atomic weapons. The first two such weapons, the bombs dropped on Nagasaki and Hiroshima in 1945,
brought an end to the Second World  War. For a short time, the United States held a monopoly on atomic weapons.
However, by 1949 the Soviet Union had also developed similar  technology, based in part on Manhattan Project
information obtained through espionage. The nuclear standoff that has resulted from this balance  of power may be
largely responsible for the absence of major wars since World War II.


#BLDG_Cure_for_Cancer
^
^
^Makes one unhappy citizen $LINK<content=GCON_Moods> in every city.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

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


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

#DESC_BLDG_Longevity
^
^
^As the lifespan of a human being has slowly increased over the centuries, a shift in medical focus began to take
place. Infectious diseases, once the  leading cause of death, began to be tamed by modern vaccinations. This allowed
the field to spend more time combating those ailments associated  with advanced aging, such as cancer and heart
disease. This trend shows no signs of slowing, but rather accelerating. Modern technology permits  sophisticated
diagnosis and treatment of illness, while at the same time identifying their genetic roots.


#BLDG_Theory_of_Evolution
^
^
^Grants two Civilization Advances as soon as completed.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

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



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

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



#BLDG_SETI_Program
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.

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


#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat.
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.

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


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

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


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

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


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

#DESC_BLDG_Military_Academy
^
^
^Methods of passing down the tactics and arts of war from generation to generation vary based on culture and era. The
United States solution, which  up to that point relied on foreign instructors, lay in creating the United States
Military Academy, located at West Point, New York. Established on  the site of a 18th century fortress in 1802, West
Point went on to craft most of the nations military leaders. Cadets are selected for training via a  diverse number of
methods, including competitive and non-competitive methods. Graduates earn the commission as Second Lieutenants and
receive  a Bachelor of Science degree. One paramount function of this institution is to stay current in the practice of
warfare, typically by having officers from  previous conflicts become instructors.


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

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


#BLDG_Wall_Street
^
^ The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^{Requires:} The civilization must have at least five banks in cities it controls.

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


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


#BLDG_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.



#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
^
^
^
^
^
^$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> start the game with the [Alphabet].

#DESC_TECH_Alphabet
^
^
^The ancestors of modern alphabets were the iconographic and ideographic symbols developed by ancient man, such as
cuneiform and  hieroglyphics. 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> start the game with [Pottery].

#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 and right of passage $LINK<agreements=GCON_Agreements>.

#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.


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


#DESC_TECH_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 trade $LINK<world maps=GCON_Maps> in diplomacy.

#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>.

#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.


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


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


#DESC_TECH_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} $LINK<Galleys=PRTO_Galley> 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.


#DESC_TECH_Democracy
^
^
^Democracy enables new government type: the $LINK<City States=GOVT_CityStates>. 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.


#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} $LINK<Galleys=PRTO_Galley> and $LINK<Caravels=PRTO_Caravel> can safely traverse ocean squares.

#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 application, however they do provide a basic understanding of the laws
governing the universe, thus forming the basis for practical  advances in technology.


#DESC_TECH_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
^
^
^In the 17th century, Sir Isaac Newton developed the law of universal gravitation. This law recognized that every mass
in the universe exerts  an attraction on every other mass. Newton postulated that gravity was a universal force that
affected all matter. Newton's theory served to  explain the forces of attraction between the Earth and nearby objects,
as well as the forces that affect the motion of planets and other  astronomical bodies. In the early 20th century,
Albert Einstein's special theory of relativity led to a major reinterpretation and clarification of  Newton's theory of
gravity. Scientists now believe that gravity affects energy as well as matter, and that gravity is actually a
fundamental  warping of the fabric of space-time. Some theorize that the force of this warping is transmitted by
as-yet-unobserved particles called  gravitons.


#TECH_Magnetism
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} $LINK<Galleys=PRTO_Galley> and $LINK<Caravels=PRTO_Caravel> 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.


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


#TECH_Nationalism
^
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.
^{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. Its  important to know that nationalism can come in a variety of forms,
some permutations bearing little resemblance to each other. Many early  nationalistic leaders preached the superiority
of their country over all others. While this type isnt extinct today (as evidenced by the  ethnocentric nationalism in
the former Yugoslavia), most promote national determinism. Sanctioned by the United Nations, this is the belief that
each  nation should be responsible for its own growth and independence. 


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


#DESC_TECH_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 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.

#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
^
^
^New government type $LINK<Modern Democracy=GOVT_Democracy> is available.
^
^
^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 todays internal combustion engine in 1876. Refinements on Otto's design over the next ten years led
to more efficient and powerful  engines. The internal combustion engine forever changed world transportation. Early
automobiles utilizing steam engines had proven to be  both underpowered and impractical, but the fuel efficiency and
compact size of the internal combustion engine allowed the automotive  industry to flourish. Several variations,
including the diesel engine designed by Rudolf Christian Karl Diesel, went on to revolutionize  propulsion in shipping
and other transportation industries.


#DESC_TECH_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.

#DESC_TECH_Replaceable_Parts
^
^
^With the advent of machine manufacturing, craftsmen were able to set manufacturing to exacting specifications. One 
advantage of this was being able to manufacture complex objects, such as guns, in separate pieces. The benefit of this
was  realized when manufacturers replaced only the broken parts of the objects that they made rather than replacing or
repairing  the entire instrument. By setting machine manufacturing guidelines manufacturers were able to make large
quantities of the  components of their products and then later assemble the finished product, increasing efficiency
greatly. Replaceable parts  revolutionized nearly every industry in the industrial age, paving the way for mass
production and assembly line manufacture.


#DESC_TECH_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.


#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.


#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, from everything from
clothing to parachutes.  Some non-fabric applications, such as seat belts and Kevlar vests, have helped to save lives.
New uses for these amazing  substances are still being developed, and our world is becoming more indebted to the
development of synthetic fibers.


#DESC_TECH_Satellites
^
^
^Artificial satellites are spacecraft that maintain an orbit around a celestial body. What differentiates an orbit
from other types of space flight is it  doesnt require any additional propulsion. Satellites can hold a number of
different orbits. One type is a polar orbit, which causes the  spacecraft to pass over the north and south poles.
Another is an equatorial orbit, which causes the satellite to circle the Earths equator. The  farther the orbit from
the surface of the earth, the longer it takes to complete a circuit of the earth. If the vessel uses an equatorial
orbit at a  distance of 22,300 miles from Earth, it can achieve geo-synchronous orbit, which causes the satellite to
remain stationary over a specific area.  The first satellite was the Soviet Union vehicle Sputnik 1, which was launched
in October 1957. Today satellites fulfill many roles, including  scientific research, weather forecasting, personal and
business communication, and military intelligence gathering. 


#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 organisms DNA and replacing it with
that of another organism can alter the  characteristics of the organism. Since its inception, genetic engineering has
produced a number of important benefits, such as isolating the  gene for interferon, a rare substance that may be of
great value in the treatment of viral diseases and cancer. Genetic manipulation may  someday also provide a cure for
birth defects and inherited diseases. Unfortunately, there are also potential dangers involved in this  technology.
Genetically engineered diseases, more communicable and virulent than any occurring in nature, could potentially be
created in the  laboratory by accident or maliciously. Such viruses could be used as a dreadful biological weapon.
Domestic and international regulations  regarding genetic experimentation exist to prevent such a situation from
occurring.


#DESC_TECH_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 Maverick
munitions, which  use a separate laser to designate the bombs target. The source of this laser can be a plane, a
soldier close to the target, or even an orbiting  satellite. With the target painted by this laser, the Maverick can
adjust and refine its path to the target based on the lasers reflection.  Another type of smart weapon is one that
uses a TV camera to feed visual information to a human technician. Using this information they  could make small or
great course changes throughout the flight, right up until impact. A benefit of both these types of guidance is extreme
 precision. Since many modern conflicts  take place among non-combatants, these high tech weapons can ensure that only
the  actual target is affected by the attack.


#DESC_TECH_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.



#GOOD_Horses
^
^
^[Horses] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mounted military units.
^
^Horses appear when your civilization discovers $LINK<The Wheel=TECH_The_Wheel> and can be found in:
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.

#DESC_GOOD_Horses
^
^
^Arguably the most useful domesticated animal in mankinds history, horses have existed for some 50 million years.
While significant  evolution has taken place (early ancestors were under a foot tall), the basic appearance of horses
has remained relatively  unchanged. The earliest interaction between horses and men was of game, with early man hunting
them for food. Around 2500  B.C. the first signs of domesticated breeds began appearing in Asia, but the idea took hold
and spread rapidly. Their contribution  to mans conquest of his fellow man were immense, enabling the vast campaigns
by Genghis Khan and Alexander the Great.  The Spaniards introduced the modern breed to North America in the 16th
century, often turning their imported herds loose  before returning to Europe (making valuable room for gold and other
treasures). While horses importance has dwindled since  the advent of the internal combustion engine, they remain a
boon in the form of entertainment and farming.



#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Ancient and Middle Ages sword and  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> and $LINK<desert=TERR_Desert>.

#DESC_GOOD_Oil
^
^
^Humans have known oil since ancient times. Oil deposits found on the surface were used for centuries for
waterproofing and  fuel purposes. But it was not until the coming of the Industrial Revolution that civilizations began
to form a dependence on  petroleum products. The widespread use of oil for fuel, lubrication, and other purposes led to
a search for larger supplies. In  the mid 1800s, the first oil wells were drilled, marking the beginning of a
tremendously important and profitable industry. Today,  with the worlds oil supplies dwindling and the demand for oil
constantly rising, oil is a more valuable resource than ever.



#GOOD_Rubber
^
^
^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units.
^
^Rubber sources appear when your civilization discovers $LINK<Replaceable Parts=TECH_Replaceable_Parts> and can be
found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Rubber
^
^
^Rubber was a common resource for the Indians of Central and South America since well before Columbus landed in the
New  World. This naturally occurring rubber allowed waterproofed shoes, playing balls, and other pragmatic benefits,
but had the  problem of shortly losing its elasticity. The process of vulcanizing, discovered accidentally by Charles
Goodyear in 1839,  improved not only its elasticity but also its ability to stay pliable in hot or cold weather. The
first synthetic rubbers began appearing  towards the end of the 19th century in Europe. Though they were of limited
benefit (because of inferior quality compared to  natural rubber) one advantage was independence from having to import
the material from regional plantations. The Germans  learned this lesson well during World War I, when the British Navy
shutdown much of their naval shipping routes.



#GOOD_Aluminum
^
^
^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and Spaceship Parts.
^
^Aluminum sources appear when your civilization discovers $LINK<Rocketry=TECH_Rocketry> and can be found in
$LINK<hills=TERR_Hills> 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 Earths composition, aluminum wasnt
discovered until 1825, thousands of years  after copper and iron. The primary reason for this was the difficulty in
extracting the metal from the ore (in modern aluminum,  the ore bauxite). Charles Hall, a 22-year-old American, created
what was to become the most cost effective method of  separating aluminum in 1886. His process involved passing an
electrical current through aluminum oxide, resulting in two  separate components of pure aluminum and oxygen. This
breakthrough had the impact of reducing the cost of the metal from  $545 a pound to around $8. Today, a pound of
aluminum costs approximately 18 cents. 



#GOOD_Uranium
^
^
^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and power plants.
^
^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fission> and can be found in
$LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Uranium
^
^
^One of the most valuable metals in the world, uraniums use has dramatically changed since its discovery in 1789.
Originally  used for making steel alloys, for which it improved its strength and elasticity without making it brittle,
since 1939 its rarely been  used for anything besides atomic energy. This heavy, white metals greatest contribution
is to the process of nuclear fission.  Radioactive manipulation of uranium atoms can eject neutrons, which can travel
at speeds up to 12,000 miles per second. If  such a neutron impacts the nucleus of a neighboring atom, the target atom
can completely fragment. Not only is the resulting  energy released immense, but also the shattered atom can also
potentially collide with additional atoms. This chain reaction is  the phenomenon underlying all nuclear fission
applications including nuclear weapons and power.


#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>,
and $LINK<hills=TERR_Hills>

#DESC_GOOD_Wine
^
^
^Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the
Middle  East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making
of wine are  grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate
regions. Wine making  as an industry has been perfected over several centuries. Many regions such as the Rhine and
Loire valleys of Europe are well  known for their fine wines, and derive a significant portion of their economy from
wine making.



#GOOD_Furs
^
^
^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Furs
^
^
^Throughout history, animal furs have been valuable commodities for trade and sale. Many different  types of animals
including minks, rabbits, and beavers have been captured by trappers for the  purpose of obtaining their pelts for use
in the making of clothing and other items. The  exploration and colonization of the New World caused the fur industry
to boom by making a  variety of furs readily available. By the late 1800s, farms were set up specifically to raise 
animals for the fur industry. Starting in the 1970s, environmentalists and animal rights groups  have lobbied to change
public opinion concerning the harvesting and sale of furs. Despite these  vocal groups, the fur industry remains
profitable, if not as wide spread, in the world today.



#GOOD_Dye
^
^
^[Dyes] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $$LINK<trade routes=GCON_Trade>.
^
^Dyes are always visible on map and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Dye
^
^
^Dyeing is the process of applying colors to fabrics. A human practice for over three thousand years, it enabled the
natural white  color of silk, wool and cotton to be enhanced with a varied spectrum of color. Natural dyes are created
from a myriad of  sources, including shells, animals and plants, though these were not always permanent and frequently
expensive. Modern dyes  are based around artificial or processed substances such as coal and other chemicals. One
benefit for a nation with an extensive  dye industry is that the processes involved in creating dye can be easily
retooled to other purposes. Germany discovered this in  World War I when it was determined that factories producing
artificial dye could be easily modified to create explosives and  other tools of war.



#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.

#DESC_GOOD_Incense
^
^
^A potent luxury today as well as throughout history, this dried perfume produces a potent and wide variety of odors
when  burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into
many facets of  their daily lives. One use of incense is with a censer, which was an ornately decorated bowl. The
ancient Egyptians used such a device in many of their religious ceremonies. Two of the three gifts brought by the Three
Wise Men to the birth of Christ were  myrrh and frankincense, both types of incense. Today incense is used for the
pleasing aromas they give off and for ceremonies  in many Christian churches.



#GOOD_Spice
^
^
^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Spice
^
^
^Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor
or flavor  distasteful to animals. Oddly enough, humans because of these smells and tastes sought out many of these
plants. Merchants  in the Middle East began a profitable spice trade before 2000 BC. Spices are used now, as they were
in the ancient world, to  preserve food and enhance its flavor. Although spices are now commercially cultivated and
prepared, most types can still be  found in abundance in nature. Many of the most popular spices, such as cloves and
nutmeg, are extracted from plants that grow  in tropical or swampy regions of the world.



#GOOD_Ivory
^
^
^[Ivory] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.

#DESC_GOOD_Ivory
^
^
^Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental
objects. Most  ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses
and the fossilized tusks of  prehistoric elephants and mammoths found in the northern glacial regions of the world.
Although importation of ivory has been  banned in many countries due to the fact that many of the species from which it
is obtained are now endangered, the ivory trade  was once a widespread and profitable venture.



#GOOD_Silk
^
^
^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Silk
^
^
^Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is
obtained from  the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of
the cocoon are woven into  cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia
until 550 AD, when two monks sent  from the Roman Empire secretly stole silkworm eggs from China and brought them to
Europe. Eventually, silkworms were found  in many areas throughout the world. Less expensive synthetic fibers of the
20th century led to a decline in the silk market, but silk  is still very popular in many types of clothing and other
goods.



#GOOD_Diamonds
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Diamonds
^
^
^Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile substance has many uses. The
hardest  material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora
dies and is covered  by earth, it is turned into carbon over the centuries. Diamonds are pure carbon, but in the form
of a mineral. There is no shortage  of uses for such a resilient substance, including wartime applications like
manufacturing, cutting and drilling. World War II found  the Allies in strong position because of these benefits, since
the British colony of South Africa produced over half the worlds  supply. 


#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> and
$LINK<tundra=TERR_Tundra>.

#DESC_GOOD_Game
^
^
^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas
containing a large  concentration of deer, elk, and smaller game were very valuable as a source of food for nearby
settlements and cities. Though the  widespread practice of farming domestic animals for food purposes has made hunting
for sport much more common than hunting  for food, certain animals such as geese, ducks, and deer are still frequently
hunted and killed for food.



#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the resource must
be inside the city's $LINK<radius=GCON_Radius> and a citizen 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.

#DESC_GOOD_Fish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum
for fishing.  In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface
waters out to deeper  waters. Underwater currents push cold, nutrient-rich water from deep below the surface back
toward the coast. The high  concentration of nutrients in this colder water, caused by decomposition of organic matter
at extreme depths, creates an ideal  environment for fish and other sea life. Civilizations with access to areas such
as this can significantly increase their food supply  by establishing a thriving fishing industry.


#GOOD_Cattle
^
^
^[Cattle] are a $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get the bonus, the resource
must be inside the city's $LINK<radius=GCON_Radius> and a citizen 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 mans past and present. Originally wild herds of
these beasts  roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind were those of
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<flood plains=TERR_Flood_Plain>.

#DESC_GOOD_Wheat
^
^
^Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times.
There is  archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though
naturally occurring  wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has
become the primary food  crop. It is particularly well suited for growth in vast, open plains like those found in the
central United States.



#GOOD_Gold
^
^
^[Gold] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances city production of commerce (gold). To
get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the
square. 
^
^Gold is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.

#DESC_GOOD_Gold
^
^
^Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything
from jewelry  to electronics, and has been established as the basis for monetary systems worldwide. The factor that
makes gold valuable is its  rarity. Although gold can be found in many different areas, the most valuable deposits are
large veins of gold ore running through  mountains. When a large deposit is found, mining the deposit greatly boosts
the economy in settlements and cities near the mine.  Historical examples of this phenomenon are the many towns that
grew and prospered over a relatively short time during the  California gold rush in America during the 1800s.


#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain $LINK<incense=GOOD_Incense>, $LINK<oil=GOOD_Oil>, or $LINK<saltpeter=GOOD_Saltpeter>.

#DESC_TERR_Desert
^
^
^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. 
Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures. Only the 
hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are
composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry
away nutrients. Through  the use of artificial irrigation, humans have managed to grow crops in desert environments. If
this is not done carefully, it can lead  to irreversible environmental damage when the meager water supply that is
tapped for the irrigation process is depleted.



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

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


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

#DESC_TERR_Grassland
^
^
^These fertile  regions, covered with various types of vegetation, once occupied large areas of North and South
America, Africa, and Eurasia.  These areas are characterized by marked wet and dry seasons, with annual periods of
drought. Although many types of grassland  are naturally occurring, grasslands can also be created through
deforestation of woodland areas. Grasslands are often cultivated  and used as pastures and grazing lands. Because of
the relatively low rainfall in these regions, the topsoil is high in nutrients.  Grasslands are, therefore, well suited
for growing crops, especially grain crops.



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

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



#TERR_Flood_Plain
^Incredibly rich farm land, [flood plains] appear along $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  flood plains surrounding them, depositing the nutrients and the water into these areas and making them
unparalleled in value. Many great cultures such as those in the Nile river basin or those dependent on the flooding of
the Tigris and Euphrates  rivers have harvested the bounty of these lands, plains which transform lifeless wastelands
into lush oases of life.



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

#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. 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<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 forestation and burning to yield areas of
grassland. While this improves the usefulness of the land for humans,  it destroys the habitat of the indigenous
animals of the region. It is estimated that hundreds of undiscovered species of insect and  animal life are made
extinct every day as a result of the destruction of jungles and rain forests.



#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the discovery
of $LINK<astronomy=TECH_Astronomy>, this danger 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<whales=GOOD_Whales> or $LINK<fish=GOOD_Fish>.

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



#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the discovery
of $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism>.

#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.



#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy  if the
government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. But during that period corruption  and
waste are so high that no production occurs and no taxes are collected; scientific research comes to halt, as well.
There is no improvement maintenance when a civilization is in Anarchy.
^
^Worker efficiency				50%
^Hurry Method					None
^Corruption / Waste				Catastrophic
^Draft Rate						0
^Military Police Limit				0
^Units Support:
^    per town					0
^    per city						0
^    per metropolis				0
^Notes: No city production, no research.

#DESC_GOVT_Anarchy
^Change of rule in cultures are often periods of unrest, but when the very framework for government is transformed  it
almost always results in a period of anarchy. The massive political and social upheaval experienced by the  culture
during a period of anarchy brings commerce and production to a standstill as cities rise up and government 
organizations try to restructure. Despite the fact that corruption and waste are absolute, there is a positive side  to
anarchy-it is temporary. When the smoke clears and the citizens calm down they are ready to embrace a new form  of
order in your society.


#GOVT_Despotism
^
^
^In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This  system has a
tendency to minimize individual freedom and reduce the efficiency of production efforts. 
^
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Rampant
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					4
^    per city						4
^    per metropolis				4
^In addition, any city production square which produces more than two $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, or $LINK<commerce=GCON_Commerce> in a despotic government instead produces one less.

#DESC_GOVT_Despotism
^Despotism is, without a doubt, the simplest form of government. It is based on a simple concept: might makes  right.
In a despotism, the power is held unquestionably by those who hold power over the military and who therefore  can
enforce their decrees. Because of the oppression experienced in this type of regime, despots often find that  their
ability to control the population is proportional to their use of armed troops in towns and cities in which  the people
live. Furthermore, because it is such a centralized form of government despotism makes it difficult to  effectively put
down rebellions and prevent the misappropriation of funds if their empire grows too large. Despots  pay a terrible
price in waste and corruption in their society and with the development of more sophisticated forms  of government
despots often find that staging a coup is necessary for further growth. 


#GOVT_Monarchy
^
^
^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all citizens except for
nobility and the rich upper-class. However, there is a sense among the populace that you rule by sanction of the gods
(or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>. $LINK<Corruption
and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8

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

#GOVT_Communism
^
^
^Under Communism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman.
Although Communism allows greater production than despotism, the system restricts personal freedoms, limiting
$LINK<commerce=GCON_Commerce>. One positive aspect of Communism is its effect upon $LINK<corruption and
waste=GCON_Corruption>: all cities suffer the same, limited effects.
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Communal
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8

#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_CityStates
^
^
^Under a City States government, you rule over autonomous city states. The effects of corruption are reduced as each
city is ruled by its governor that is often voted by people.  However your government is affected by $LINK<war
weariness=GCON_War_Weariness>, which can cause significant $LINK<civil disorder=GCON_Disorder> problems in times of
war, especially if you are the aggressor.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Communal
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					3
^    per city						5
^    per metropolis				9

#DESC_GOVT_CityStates
 The City states is a a political system consisting of independent cities having sovereignty over contiguous territory and serving as centres and leaders of political, economic, and cultural life. The term originated in England in the late 19th century and has been applied especially to the cities of ancient Greece, Phoenicia, and Italy and to the cities of medieval Italy.
^


#GOVT_Republic
^
^
^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows
the people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>. However
your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant $LINK<civil
disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Nuisance
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0

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



#GOVT_Democracy
^
^
^You are elected by the people to rule with their interests at heart. And you are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness> is a
significant problem and war must be entered into only after much consideration.
^
^
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0

#DESC_GOVT_Democracy
 Modern 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.


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


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


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


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



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


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


#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 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 terrian beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.



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



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



#TFRM_Clear_Pollution
^
^
^A worker can clean up pollution in a contaminated square, restoring it to its former production capacity.
^
^A worker is ordered to clear pollution by pressing [Shift-C] or the "Clear Pollution" button.

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_Romans
^The Romans are $LINK<militaristic and commercial=GCON_Strengths>. They start the game with $LINK<Warrior
Code=TECH_Warrior_Code> and $LINK<Alphabet=TECH_Alphabet> and build $LINK<legionaries=PRTO_Legionary> instead of normal
$LINK<swordsmen=PRTO_Swordsman>. 
^
^The founding of Rome on the fertile Tibur River is obscured by myth and legend, but it is generally accepted that 
Rome was first settled in 753 BC and that the Republic was founded in 509 BC, following the overthrow of Lucius 
Tarquinius Superbus, the last of Rome's seven kings. Rome was built on a site highly prized by the Etruscans, who 
dominated the Italian peninsula in the 6th century BC. The Etruscan king Porsenna defeated the Romans and expelled 
Tarquinius Superbus. Yet before Porsenna could establish himself as monarch over the unruly Romans, he was forced  to
withdraw. Rather than restoring their inept king, the citizens replaced the monarchy with two elected consuls, 
generals whose primary task it was to lead Rome's armies, and a Senate to serve as an advisory body. Where the 
Etruscans had failed, the people of Rome succeeded in the task of unifying the various Italian peoples into a 
political whole.
^    Toward the end of the 5th century BC, the Romans, propelled by the pressures of unchecked population growth, 
began to expand at the expense of nearby city-states. Rome's first two wars were fought with Fidenae, an independent 
city near Rome, and against Veii, an important Etruscan city. In the process, the expanding Roman Republic found the 
Greek phalanx formation too unwieldy for fragmented fighting in the hills and valleys of central Italy; accordingly, 
Rome evolved a new tactical system based on flexible ranks of cohorts, organized into self-contained {Legions}, the 
means by which Imperial Rome conquered and ruled the ancient world.
^    When Rome became increasingly powerful, the remaining city-states took up arms; the ensuing Latin War (340-338
BC)  was quickly decided in Rome's favor. By 264 BC all Italy south of the Alps was united under the leadership of
Rome,  its members either incorporated in or allied with the Republic. Rome's growing influence led it into conflict
with  Carthage, an established commercial power in northern Africa. The defeat and destruction of Carthage in the three
 Punic Wars (264-146 BC) sustained Rome's acquisitive momentum, and the Republic set its sights on dominating the 
entire Mediterranean area. In short order, the

#DESC_RACE_Romans
^
^
^Romans overran Syria, Macedonia, Greece and Egypt, all of which had  until then been part of the decaying Hellenistic
empire created by Alexander the Great.
^    But such expansion was not without costs; tensions grew and civil war erupted. The ensuing period of unrest and 
revolution marked the transition of Rome from a republic to an empire. The later stages of these civil wars encompassed
 the careers of the brilliant Pompey, the orator Cicero, and the consul {Julius Caesar}, the conqueror of Gaul (58-50
BC),  who eventually was given power over Rome as its dictator. After his assassination in 44 BC, it was not long
before civil  war again erupted; but following his victory at Actium (31 BC), Octavian, Julius' nephew, was crowned
Rome's first  emperor, Augustus 27 BC-14 AD). Although there were exceptions such as Caligula (37-41) and Nero (54-68),
Rome was  blessed with a series of able and brilliant leaders who expanded the frontiers until Rome's empire reached
from Britain  to Egypt and from Spain to Persia.
^    Imperial Rome was distinguished not only for its military - the foundation upon which the empire rested - but 
also for its accomplishments in engineering and statecraft. The Romans were gifted in the applied arts of law, 
record-keeping and city planning, yet they also acknowledged and adopted the contributions of earlier peoples -  most
notably, those of the Greeks, much of whose culture was thereby preserved. Roman law was a complex body of  precedents
and opinions, which were finally codified in the 6th century as the Justinian Code. The empire's road  network was
without match in the ancient world, designed for rapid movement of commerce, agriculture, mail delivery  as well as the
army. Roman city planners achieved unprecedented standards of hygiene with their plumbing, sewage  disposal, dams and
aqueducts. Roman art and architecture, though often imitative of Greek styles, was boldly planned  and lavishly
executed. Roman science and culture, in short, became the foundations of the European world.



#RACE_Egyptians
^The Egyptians are $LINK<religious and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build $LINK<war
chariots=PRTO_War_Chariot> instead of normal $LINK<chariots=PRTO_Chariot>. 
^
^Few civilizations have left such an indelible mark on history as that of ancient Egypt. Though the first settlers  of
the Nile valley are thought to have arrived as early as 7000 BC, it wasn't until the legendary king Menes unified 
Upper and Lower Egypt that the region began to develop a cohesive sense of culture and identity. This First Dynasty 
(2925-2775 BC), with its capital at Memphis, was followed by 26 more over the next 2700 years. Writing was the major 
instrument in the centralization and self-preservation of Egypt. The two basic forms of writing, hieroglyphs and the 
cursive form known as hieratic (used on papyrus), were invented at much the same time in late pre-dynastic Egypt 
(about 3000 BC). Writing was used chiefly for administration and until about 2650 BC no continuous texts were recorded;
 the only literary texts written down before the early Middle Kingdom (1950 BC) seem to have been lists of religious 
practices and medical treatises. Another strength was the Egyptian religion, which was one of the most enduring of  the
ancient world, through which Egypt became a highly stratified, highly efficient society. Egypts economic strength 
allowed for the support of a priestly class, who were tasked with the spiritual well being of the people yet able to 
devote their time to the study of religion, astronomy, philosophy and mathematics. The priesthood also served the 
functions of a state bureaucracy, carrying out the edicts of the Pharaoh and managing his financial and diplomatic 
affairs. The great organizational and economic power of Egypt allowed the rulers to accomplish unmatched works of 
construction. The Great Pyramids of Giza, completed in the Fourth Dynasty (2575-2465 BC), still stand as one of
mankinds  most impressive feats of engineering and logistics.
^    Previous to 1700 BC, no outsiders had ever held dominion over Egypt. That changed when the Hyksos, a Semitic 
people, overran Lower Egypt. Thereafter, Egypts borders were defended by capable Libyan warriors and the elite often 
rode into battle in {War Chariots}, which were able to use speed to outflank opponents and break up organized
formations  of troops. Egypts greatest military strength,

#DESC_RACE_Egyptians
^
^ however, lay in the employment of mercenaries from Macedonia, Greece,  Nubia and many other neighboring peoples -
Egyptian gold was always their most valuable military asset. However,  this was not enough to guarantee the isolation
of the richest land in the Mediterranean world. Egypt fell to the  Assyrians, and then to the Persians yet even during
the plunder of Xerxes governors, Egyptian culture and religion  survived. Alexander the Great liberated the Egyptians
from Persian rule in 332 BC and established the city of  Alexandria, which was to become the new capital of Hellenic
Egypt under the rule of the Macedonian Ptolemaic dynasty  (332-30 BC), the last Egyptian kingdom. The kingdom was one
of several that emerged in the aftermath of Alexander's  death and the struggles of his successors. It was the
wealthiest, however, and for much of the next 300 years,  the most powerful politically and militarily. The able
Ptolemies ruled in an unbroken line until the death of  {Cleopatra} VII in 30 BC. Cleopatras infamous liaisons with
Julius Caesar and Mark Antony proved the eventual  downfall of independent Egypt. Her ambition rivaled theirs, and
sadly it served her no better. Her suicide marked  the end of Pharaohic rule and the beginning of Egypt's centuries as
a Roman and Byzantine province. Although swept  by the Islamic tide in 642 AD, Egypt was to remain under foreign
occupation - Arabic, Ottoman, French and British -  until after World War I, when she finally gained her independence
from a British administration weary of overseas  conflict. From 1922 through 1952, Egypt appeared to be one of the
worlds most successful constitutional monarchies.  But it was ripe for revolution; the military coup of July 1952 led
by Gamal Nasser, ironically, finally made Egypt  an island of stability in a turbulent Middle East.


#RACE_Greeks
^The Greeks are $LINK<scientific and commercial=GCON_Strengths>. They start the game with $LINK<Bronze
Working=TECH_Bronze_Working> and $LINK<Alphabet=TECH_Alphabet> and build $LINK<Hoplites=PRTO_Hoplite> instead of
$LINK<spearmen=PRTO_Spearman>. 
^
^The period following the catastrophic collapse of the Mycenaean civilization in Greece (about 1200 BC) was marked  by
a series of migrations by barbarian peoples from the north, leading to a number of city-states - prominent among 
these, Sparta and Athens - and a phase of Greek colonization along the shores of the Mediterranean. For two centuries,
Greek history was a provincial tale of neighbors squabbling over scarce resources.  But it was also the dawn of
philosophy and science. There seems to be no good reason why the Hellenes,  clustered in isolated city-states in a
relatively poor and backward land, should have struck out into intellectual  regions that were only dimly perceived, if
at all, by the splendid civilizations of the Yangtze, the Tigris and  Euphrates, and the Nile valleys but they did.
^    The Persian Wars (492-449 BC) were sparked by a revolt of Greek colonies in Asia Minor and brought the Greeks 
onto the stage of world history. Athens and Eretria sent a small fleet in support of the revolt, which the Persian 
emperors took as a pretext for launching two invasions of the Greek mainland. In 490 BC a Persian army under  Darius I
(522-486 BC) landed unopposed on the plain of Marathon; following an appeal to the Spartans, the Athenian-led  Greeks
won a decisive victory. A second invasion ten years later, blunted by the valiant stand by the Spartans and  Thespians
at Thermopylae (481 BC), ended with the crushing defeat of the Persian fleet at Salamis. Sporadic fighting  between
Greek alliances and Persia continued for another 30 years, before the Peace of Callas (449 BC) finally ended  the
hostilities. The surprising Greek triumph ensured the survival of Greek culture and political structures. 
^    Growing tensions among the victors led to the Peloponnesian Wars (431-404 BC), fought between Athens and Sparta. 
The Athenian league was, in fact, an empire that included most of the island and coastal states around the shores of 
the Aegean Sea, while Sparta was leader of an alliance of independent cities that included most of the major land 
powers of the peninsula. The end finally came in 404 BC when, starved by an impenetrable blockade, Athens capitulated. 
Athens' devastation and decline was perhaps the worst casualty in a war that crippled Greek unity.

#DESC_RACE_Greeks
^
^
^    By this time, a new power was growing in the north of Greece. In 353 BC, Philip I was in undisputed control of a 
much-enlarged Macedonia. Phalanx tactics were known from ancient Sumer and Egypt, but Philip perfected the tactical 
use of spear-wielding {Hoplites} in dense, massive blocks of eight, or even 16-20 ranks, sacrificing flexibility  and
mobility in order to achieve maximum protection and power. Unless {Alexander} (336-323 BC) was himself  responsible for
his father's assassination in 336 BC, he cannot have foreseen the moment of his succession.  But he was certainly
prepared. Educated by Aristotle and left in charge of Macedonia during Philip's attack on  Byzantium, Alexander
defeated the Maedi; two years later he commanded the left wing at the battle of Chaeronea,  in which Philip defeated
the allied Greek states. By the time of his death at the age of 33, Alexander had moved  the great centers of
civilization westward and initiated a new age, spread Hellenism in a vast colonizing wave  throughout the Middle East
and created, if not politically at least economically and culturally, a single civilization  stretching from Gibraltar
to the Punjab, open to trade and intellectual intercourse.
^    But the Greek empire could hardly survive Alexander's death. During a 40-year (323-280 BC) interregnum,  the
provinces became independent kingdoms, with various of Alexander's generals rising to rule through bloodshed  and
assassination, yet unable to ally against the coming of a new military power. By 350 BC, Rome was encroaching  on the
westernmost Greek settlements, beginning a 200-year conquest of the Hellenic world that Alexander had created.  With
the defeat of Cleopatra and Mark Anthony, Octavian's forces occupied Egypt and the last kingdom of Alexander's 
successors fell to Rome. For two millennia, Greece was part of the Roman, then Byzantine and finally the Ottoman 
empires. Following an uprising supported by Britain, Russia and France, Greece's existence as an independent nation 
gained formal recognition in 1832.



#RACE_Babylon
^The Babylonians are $LINK<scientific and religious=GCON_Strengths>. They start the game with $LINK<Bronze
Working=TECH_Bronze_Working> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build $LINK<bowmen=PRTO_Bowman>
instead of normal $LINK<archers=PRTO_Archer>. 
^
^Because of the historical significance and legendary status achieved by the city of Babylon, the term "Babylonian" 
is often used to refer to all of the ancient cultures and tribes of Mesopotamia. The oldest known urban and literate 
culture in the world was developed by the Sumerians in Mesopotamia beginning in the late 4th millennium BC.  For
centuries, Babylon was an insignificant suburb of the Sumerian capital of Ur until {Hammurabi} (1792-1750 BC)  came to
power. Hammurabi unified the bickering Sumerians and Akkadians and created the famous Code of Hammurabi,  the most
comprehensive code of laws of antiquity with 283 entries covering topics from criminal punishments to  family laws.
Under Hammurabi, Babylon became the commercial and political center of southern Mesopotamia, but  its prestige and
wealth made it a target for foreign conquerors. The city and empire would be ruled, in succession,  by the Hittites,
Kassites, Assyrians, Arameans and Chaldeans.
^    Under the Chaldean leader Nebuchadnezzar II (605-561 BC), Babylon entered its second golden age, spanning  the
7th and 6th centuries BC. Aside from the destruction of Jerusalem and Judah, Nebuchadnezzar II is best known  for his
efforts to rebuild Babylon and reorganize its military forces, returning it to glory as one of the great  cities in the
ancient world. The fabled Hanging Gardens were constructed at Nebuchadnezzar's decree, reportedly  to help his Median
wife overcome her longing for the "mountainous scenery" of her homeland. He also rebuilt the  great Temple of Marduk
and its ziggurat, collectively known as the Tower of Babel. Following Nebuchadnezzar's  death, his successor Nabonidus
failed to maintain the skilled {Bowmen} formations and the massive fortifications  of the great city. When the Persians
under Cyrus attacked in  539 BC, the capital fell almost without resistance.  Babylon remained in Persian hands until
Alexander the Great  overthrew the Persian Empire. Alexander planned to make Babylon the center of his expanded
Hellenic empire; however,  he died in Nebuchadnezzar's palace before those plans could be completed. Alexander's empire
would not 

#DESC_RACE_Babylon
^
^ survive his  death; after a power struggle among Alexander's generals, Babylon passed to the Seleucid dynasty in 312
BC.  The city's importance was much reduced by the building of a new capital, Seleucia, on the Tigris, to which most of
 Babylon's population was forcibly transferred in 275 BC. In the 2nd century BC Mesopotamia became part of the 
Parthian empire, and Babylon itself a buffer region between the Parthians and the Roman Empire. By the time of  Christ,
the city was an extensive field of ruins and largely deserted. In the 7th century AD, Mesopotamia was  conquered by
Muslim Arabs. Babylon passed into legend, and from that time forward the history of the Babylonian  realm is that of
Iraq and Iran. The city itself would not be re-discovered until the initial surveys by the  British archaeologist C.J.
Rich in 1811 and 1817. Major excavation began in 1899, under the auspices of the  German Oriental Society, and have
continued unabated since, revealing more of the wonders of the lost city of Babylon.


#RACE_Germans
^The Germans are $LINK<scientific and militaristic=GCON_Strengths>. They start the game with $LINK<Bronze
Working=TECH_Bronze_Working> and $LINK<Warrior Code=TECH_Warrior_Code> and build $LINK<panzers=PRTO_Panzer> instead of
$LINK<tanks=PRTO_Tank>.
^
^Julius Caesar's Gallic Wars brought the Germanic tribes into the spotlight of history. Although Roman efforts to 
establish hegemony across the Rhine continued for decades, the frontier eventually stabilized along the Rhine and 
Danube rivers. At that time, Germanic culture extended from Scandinavia as far south as the Carpathians. Although  it
was heavily fortified, the frontier was never a barrier to trade or culture. Germanic fear of the Huns meant  that the
Roman Empire could, in moments of crisis, mobilize at least the Goths, Burgundians, and Franks for mutual  defense.
Soon after Attila's death in 453, however, the Hun empire collapsed, and Rome lost this hold over the  Germans.
^    The Merovigian kings and their Carolingian successors eventually brought much of what would later constitute 
Germany under Frankish control, but the ceaseless blows from Danes, Saracens and Magyars in the later 9th and 10th 
centuries weakened the kingdom's cohesion. Because the Carolingians themselves were unable to provide effective defense
 for the empire, there arose in nearly all the German lands powerful lines of margraves, counts and hereditary rulers, 
their intrigues and wars against each other interrupted only briefly by the rise of strong electors such as Frederick 
Barbarossa (1155-1190). The subsequent history of Germany is, despite the role of the central rule of the Holy Roman 
Empire, one of the rise and fall of feuding principalities. 
^    It would be a thousand years before Germany was again unified under a single ruler. Troubled by the mass 
insurrections and diplomatic defeats that had followed the Napoleonic Wars, William I of Prussia (1861-1888) 
considered abdicating in favor of his son, who was believed to have political views close to those of the liberal 
opposition. He was persuaded, however, to consider forming a new government led by {Otto von Bismarck}, the  Prussian
ambassador to Paris.
^    In September 1862, Europe was startled by the news that a statesman with a reputation  for conservatism,
nationalism and [realpolitik] had become the prime minister of Prussia. The new German Empire was proclaimed in January
1871, in the aftermath of three short

#DESC_RACE_Germans
^
^ and decisive wars against Denmark, Austria and France by  coalitions of German states. Bismarck had unified Germany.
^    The same nationalism that brought unity would bring disaster. Already staggering under a vengeful peace  imposed
by the Western Allies following World War I, the worldwide economic collapse that began in 1929 proved  the catalyst
for political extremism. Although bitterly opposed to each other, the Nazis and Communists during  the next decade
succeeded in mobilizing the political and economic resentments generated by defeat and depression.   When Hitler
finally became chancellor in January 1933, it was not on the crest of a wave of popular support but as  the result of
ruthless political intrigue.
^    World War II is appropriately called "Hitler's War." Spearheaded by {Panzer}  formations using revolutionary new
tactics, Hitler came close to realizing his aim of establishing German hegemony in  Europe. But the turning point of
the war came with his decision to send his Panzers into Soviet Russia. Though at the  end of 1942 an ultimate German
victory still seemed possible, by spring 1945 the Third Reich was prostrate. As a  legacy of surrender and the ensuing
Cold War, a truncated Germany was divided into two zones of military occupation.  While under Soviet rule East Germany
suffered and stagnated, West Germany's recovery from total economic and political  prostration at the end of World War
II was of such dramatic proportions as to become a modern legend.
^    The swift and  unexpected downfall of the Soviet order in Europe led to a unification treaty, ratified by the
West German Bundestag  and the East German People's Chamber in September 1990. After 45 years of division, Germany was
once again a united  nation.


#RACE_Russian
^The Russians are $LINK<scientific and expansionist=GCON_Strengths>. They start the game with $LINK<Bronze
Working=TECH_Bronze_Working> and $LINK<Pottery=TECH_Pottery> and build $LINK<cossacks=PRTO_Cossack> instead of normal
$LINK<cavalry=PRTO_Cavalry>. 
^
^Indo-European, Ural-Altaic, and other races have occupied what is now the territory of Russia since 2000 BC,  but
little is known about their institutions and activities. Modern Russia dates from about 770, when Viking  explorers
began an intensive penetration of the Volga region. From bases in estuaries along the eastern Baltic,  Scandinavian
bands, probably in search of new trade routes to the east, began to penetrate territory populated  by Finnish and
Slavic tribes, where they found unlimited natural resources.
^    Within a few decades the Rus, as the Viking settlers were known, together with other Scandinavians operating 
farther west, extended their raiding activities down the main river routes toward Baghdad and Constantinople,  reaching
the Black Sea in 860. In the period from 930 to 1000, the region came under complete control by the Rus  from their
capital at Novgorod.
^    The lifeblood of this sprawling Kievan empire was the commerce organized by these Viking princes. Novgorod's 
burghers even forged an accommodation with the invading Mongols during the 13th century, but its absorption by the 
growing Slavic principality of Muscovy in 1478 ended its political independence.
^    Ivan III (1462-1505) consolidated the gains his father, Vasily II, had won in the saddle. This "gathering of  the
Russian lands" became a conscious and irresistible five-century drive by Moscow to annex all Slavic lands, both  the
Russian territories and the Belorussian and Ukrainian regions. The accession of Peter I (the Great; 1694-1725)  ushered
in and established the social, political and intellectual trends that were to dominate Russia for the next  two
centuries. The location of his capital, St. Petersburg, on the shores of the Gulf of Finland symbolized this  shift
toward a European involvement. 
^    {Catherine the Great} (1762-1796) would prove to be Peter's true intellectual and political heir. Catherine's 
reign was notable for imperial expansion. Most important were the securing of the northern shore of the Black Sea,  the
annexation of the Crimea, and the expansion into the steppes beyond the Urals. This permitted the protection of  Russian

#DESC_RACE_Russian
^
^
^agricultural settlements in the south and the establishment of trade routes through the Black Sea. In the  process,
the military democracies of the {Cossack} hosts along the Dnieper, Don and Volga rivers lost their autonomy  and
special privileges; the wealthier officers became Russian nobles, receiving the right to own and settle serfs on  their
own lands, while the fierce horsemen sank to the level of peasants with special military obligations.
^    Despite the heritage of Peter and Catherine, by the time of Nicholas II (1894-1917) Russia was in disarray, 
fighting an onerous war and plagued by internal misery and oppression. The Kerensky provisional government, a  moderate
attempt to resolve the problems, collapsed in the face of the Bolshevik revolution. Given the Bolshevik  desire to
dominate the whole of Russia and the rest of the former tsarist empire, civil war was inevitable. Stalin  would
complete the consolidation of Communist power begun by Lenin. And he would lead Soviet Russia through the  greatest
threat to its existence, and help it emerge as one of the world's superpowers following the Second World War. 
^    But in the ensuing Cold War, Russia's economy tottered towards collapse. The people turned to Boris Yeltsin,  a
liberal Party functionary. Elections to the Congress of People's Deputies in March 1989 saw him score a stunning 
victory. He used his newfound legitimacy to promote Russian sovereignty, to advocate and adopt radical economic reform,
 to demand Gorbachev's resignation, and to negotiate treaties with the Baltic republics, in which he acknowledged their
 right to secede from the union. An ill-conceived, ill-planned, and poorly executed coup attempt to unseat Yeltsin 
occurred August 1991, bringing an end to the Communist Party and accelerating the movement to disband the Soviet 
Union. Yeltsin dissolved the Union of Soviet Socialist Republics in December 1991, banned the Communist Party in 
Russia and seized all of its property.


#RACE_Chinese
^The Chinese are $LINK<militaristic and industrious=GCON_Strengths>. They start the game with $LINK<Warrior
Code=TECH_Warrior_Code> and $LINK<Masonry=TECH_Masonry> and build $LINK<riders=PRTO_Rider> instead of normal
$LINK<knights=PRTO_Knight>. 
^
^Despite political and social upheavals that frequently ravaged the country, China is unique for its longevity  and
resilience as a politico-cultural entity. Most of China's cultural progress has been accomplished with relatively 
little outside influence; even when the country was ruled by such "barbarian" peoples as the Chin or Mongols, these 
were soon absorbed into the fabric of Chinese culture. The casting of bronze and the development of an alphabet date 
from the period of the Shang dynasty, China's first, believed to have dominated north China from the mid-16th to 
mid-11th century BC. The overthrow of the Shang dynasty by the Chou (1111-255 BC) spanned three generations; although 
the vibrant Chou culture produced some of history's greatest philosophers and artists, among them Confucius and Lao-zi,
 it was eventually supplanted by a "barbarian" invasion that established the brief Ch'in Empire (221-206 BC).  The
subsequent Han dynasty was founded by Liu Pang, who assumed the title of emperor in 202 BC. The four centuries of  the
Han was one of considerable changes in imperial, political, cultural and social development, as well as massive 
engineering projects (including the Great Wall), and established a Chinese identity that would survive until the 
advent of Communism.
^    By the end of the 2nd century AD the Han Empire had virtually ceased to exist, followed by a lengthy period of
rival kingdoms that did not end until 618 AD, when the T'ang dynasty came to power. The T'ang were followed by the Sung
dynasties (960-1279 AD), which collapsed in the face of the Mongol invasions. By securing the allegiance of the Hsi
Hsia in Tibet (1209), Genghis Khan disposed of a potential enemy and prepared the ground for an invasion of China. For
several years Mongol armies pillaged the country; finally, in 1214 Genghis overwhelmed the capital of the northern Chin
(modern Peking). During the next decades there was an uneasy truce between the Mongols in the north and the Sung state
in the south. The Mongols resumed their advance in 1250 under Kublai Khan, grandson of Genghis. From 1267 onward, the
Mongols, this time assisted by the armored horsemen {Riders} and auxiliary troops of north China,

#DESC_RACE_Chinese
^
^
^attacked on several fronts. When organized resistance ceased soon afterward, foreign invaders controlled the whole of
China for the only time in history.
^    The Mongols occupied China for a century, but ineptitude on the throne, factionalism at court, and rivalries
among generals weakened their rule. Out of this turmoil emerged a new native dynasty, the Ming (1368-1644), known for
patronage of the arts. The Ming were followed by the Manchus (1644-1911), the last imperial dynasty of China, marked by
continuous warfare, Western imperialism, rampant corruption and bureaucratic ineptitude. In the wake of the disastrous
Boxer Rebellion, the imperial court could no longer maintain support among the peasantry and army; revolution
(1911-1912) followed. The first half of the 20th century saw the disintegration of the old order in China and the
foundations of a new society, begun by the short-lived democratic Republic (1912-1920), which quickly degenerated into
the dictatorship of Yuan Shih-k'ai. A new revolution, led by the Nationalist Party (KMT) and the Chinese Communist
Party (CCP), erupted. Although united against the Japanese invasion, by the end of World War II civil war raged in
China. Nationalists and Communists raced to take over Japanese-held territories, built up their forces, and fought
limited engagements while still conducting negotiations; during 1947-1948, after initial Nationalist victories, the
strategic balance shifted in favor of the Communists. Four years after Japan's surrender, a profound and popularly
based revolution had swept China, and, in October 1949 {Mao Tse-tung} proclaimed the People's Republic of China. In
1966, the Communists launched the disastrous "Cultural Revolution," a ten-year assault on "traditional values" and
"bourgeois thinking" which ultimately left the country in disarray. After Mao's death in 1976, his rival Deng Xiaopeng
assumed power and began social and economic reforms that would see China return to world prominence.


#RACE_American
^The Americans are $LINK<expansionist and industrious=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Masonry=TECH_Masonry> and build $LINK<F-15s=PRTO_F-15> instead of normal
$LINK<jet fighters=PRTO_Jet_Fighter>. 
^
^The United States is relatively young by Civilization standards, being barely more than 200 years old; it achieved 
its current size and influence only in the mid-20th century. America was the first of the European colonies to separate
 successfully from its motherland, and it was the first nation to be established on the premise that sovereignty rests 
with its citizens and not with the government. In its first century and a half, the country was mainly preoccupied with
 its own territorial exploration and expansion and with economic growth. American politics became increasingly
democratic  during the 1820s and '30s. But a matter of freedom would bring the nation to its greatest crisis: the
American Civil War.  On February 4, 1861 - a month before {Abraham Lincoln} (1860-1865) could be inaugurated in
Washington - six Southern  states sent representatives to Montgomery to declare a new independent government. With
Jefferson Davis at its head, the  Confederate States of America came into being, set up its own bureaus and offices,
occupied federal buildings, issued its  own money, raised its own taxes, and flew its own flag.
^    With the Union preserved, the nation entered a period of unprecedented prosperity after the long conflict and 
reconstruction. In the ensuing two decades industrial production, the number of industrial workers, and the number  of
factories all more than doubled. European immigration, westward expansion, urban growth, technological advances  and a
host of American inventions - including the telephone, typewriter, linotype, phonograph, electric light, cash 
register, air brake, refrigerator car, and the automobile - contributed to the American explosion, while widespread 
use of corporate organization offered new opportunities for large-scale financing of business enterprise and attracted 
new capital.
^    Militarily speaking, the Spanish-American War of 1898 was so brief and relatively bloodless as to have been a 
mere passing episode in the history of modern warfare but it catapulted the United States into the arena of world. 
Before the 1890s, roughly speaking, most Americans had stubbornly adhered to the belief, as old as the

#DESC_RACE_American
 Revolution  itself, that their country should remain aloof from European affairs and offer an example of democracy and peace to  the rest of the world. But the United States had become a great power by virtue of its prodigious economic growth  since the Civil War; now many thought it ought to begin to act like one. In World War I, and again in World War II,  American industrial might and military technology proved decisive. However, the debacle of Vietnam, set in the morass  of the Cold War, shook America's belief in its "victory culture" and "manifest destiny," a malaise that would not pass  for 20 years. Lasting but 40 days, the Gulf War was easily won by the U.S.-led coalition at only slight material and  human cost, but its sophisticated weapons - spearheaded by the American {F-15} fighters - caused heavy damage to  Iraq's military and economic infrastructure. With the declining power (and subsequent collapse in 1991) of the  Soviet Union, the war also emphasized the role of the United States as the world's single superpower at the beginning  of the 21st century, its culture and technology spreading around the globe.


#RACE_Japanese
^The Japanese are $LINK<religious and militaristic=GCON_Strengths>. They start the game with $LINK<Ceremonial
Burial=TECH_Ceremonial_Burial> and $LINK<The Wheel=TECH_The_Wheel> and build $LINK<samurai=PRTO_Samurai> instead of
$LINK<knights=PRTO_Knight>.
^
^It is not known when humans first settled on the Japanese archipelago, but the Jomon people might be called 
proto-Japanese, and they were spread throughout the archipelago by 250 BC. The Yayoi culture that arose in Kyushu, 
while the Jomon culture was still evolving, spread gradually eastward, overwhelming the Jomon. Culturally, the  Yayoi
represents a notable advance and flourished for some five or six centuries, from the 3rd century BC to the  3rd century
AD. The unification of Japan under the Yamato court, with the tenno ("Emperor of Heaven") at its center,  occurred
around the mid-4th century. The 6th century reign of Kentai (507-531 AD) represents a decline of Yamato  influence both
at home and abroad; the period can be characterized by the growing accumulation of power by regional  leaders and a
weakening of royal influence.
^    After the Onin War, the power of independent local leaders increased markedly, and in many instances deputies  of
great shugo houses usurped the domains of their superiors; a new type of feudal lord, the daimyo, took their place. 
This Sengoku ("Warring States") period was marked by constant conflict among many such lords. The Yamato court was 
resuscitated by efforts made within the royal family itself, primarily the reforms of Prince Shotoku, who drafted  the
Seventeen-Article Constitution of 604 AD. The death of Shotoku in 622 prevented his Confucian ideals of government 
from bearing full fruit when the Soga family, regaining its former power, executed Shotoku's son Yamashiro and all  his
family in 643. Two years later, princes Nakano and Nakatomi engineered a coup d'tat within the palace, killing  the
Soga family and wiping out all forces opposed to the imperial family. They then set about establishing a system  of
centralized government with the emperor as absolute monarch that would last 1000 years.
^    In the late Heian period, the more powerful of the {Samurai} gathered in or near the capital, where they served 
both the military needs of the emperor and also as bodyguards for the great noble houses. Emerging from provincial 
warrior bands, the aristocratic Samurai caste of the Kamakura period (1192-1333), with their military

#DESC_RACE_Japanese
^
^
^skills and deep  pride in their stoicism, developed a disciplined culture distinct from the earlier, quiet refinement
of the imperial  court.
^    During the Muromachi period (1338-1573) under the growing influence of Zen Buddhism, the samurai culture produced
 many uniquely Japanese arts that continue today. Eventually, from among these warring Samurai clans arose the able 
{Tokugawa} Takechiyo, founder of the Edo shogunate (1603-1867 AD), which ended the incessant conflicts and brought 
reform and peace to the islands. Although Spanish and Portuguese traders and missionaries had been in Japan since  the
mid-1500s, it was the arrival of a squadron of U.S. warships commanded by Commodore Matthew C. Perry in Uraga Bay  in
July 1853 that finally opened the nation to Western influence - and brought pressure for political reforms and a 
national identity. The Meiji government that followed the overthrow of the shogunate set about the task of 
westernization and the creation of a modern state, and moved Japan onto the world stage.
^    Ironically, Japan's new, influential role - marked by the ensuing Russo-Japanese War (1904-1905),  Japan's
involvement in the First World War and in the Allied intervention in Siberia following the Bolshevik  Revolution of
1918 - led indirectly to the attack on Pearl Harbor and the horrors that followed. The summer of  1945 brought disaster
for the Japanese: the Americans took Okinawa in a bloody invasion, in August the Soviet  Union declared war and swept
over Manchuria, and atomic bombs largely destroyed the cities of Hiroshima and  Nagasaki on August 6 and 9,
respectively. The Pacific War came to an end on August 14, with the formal surrender  signed on September 2 in Tokyo
Bay aboard the battleship USS Missouri. With postwar American aid, from 1952 to 1973  Japan experienced accelerated
economic growth and social change. By the 1990s, Japan was again a first-class power,  the senior partner in the
emerging Asian economic bloc.



#RACE_French
^The French are $LINK<commercial and industrious=GCON_Strengths>. They start the game with $LINK<Masonry=TECH_Masonry>
and $LINK<The Alphabet=TECH_Alphabet> and build $LINK<musketeers=PRTO_Musketeer> instead of
$LINK<musketmen=PRTO_Musketman>.
^
^Modern France has its roots in ancient Gaul. In the 2nd century BC Rome intervened on the side of Massilia
(Marseilles),  a Greek colony founded in 600 BC, in its struggle against the barbarian tribes of the hinterland. The
result was the  formation, in 121 BC, of the Roman Provincia; between 58 to 50 BC Caesar seized the remainder. From 395
the internal  problems of the Empire encouraged barbarian penetration of  Transalpine Gaul. By 418, the Franks and
Burgundians were established west of the Rhine, and the Visigoths had settled  in Aquitaine. The period of the
Merovingian and Carolingian Frankish dynasties (476-887) frames the Early Middle Ages. 
^    Following his ascension, the first Merovingian, Clovis (481-511), consolidated the position of the Franks in
northern  Gaul. Clovis came to believe that his victories were due to the Christian God. Clovis' subsequent conversion
assured  the Frankish rulers of the support not only of the Catholic Church but of the majority of their own subjects.
By the  rise of the house of Valois in 1328, France was the most powerful kingdom in Europe. Its ruler could muster
larger  armies than rivals; he could tap enormous fiscal resources; and the king's courts maintained royal supremacy.
The  history of France in the Late Middle Ages is dominated by efforts of its kings to maintain their suzerainty,
efforts  that, despite French advantages, were long frustrated. 
^    The Hundred Years War was an intermittent struggle between  England and France in the 14th-15th centuries over a
series of dynastic disputes, including the legitimate succession  to the French crown. The war's turning point was
reached in 1429, when an English army was forced to raise its siege  of Orlans by a relief force organized by {Joan of
Arc}. Her insistence that only consecration at Reims could make a  true king, chosen by God, led to further victories.
Charles III was anointed in Reims in July 1429. By 1453, England  retained only Calais, which it finally relinquished
in 1558.
^    With the ascension of the infant Louis XIII (1610-1643), the security of the country was again threatened as
factions  disputed the throne. Crown and country, however, were rescued by the most controversial 

#DESC_RACE_French
^
^
^figure of the Bourbon dynasty:  Armand-Jean du Plessis, Cardinal de Richelieu. He proved an  indefatigable servant of
the French crown, intent on securing absolute obedience to the monarchy and on raising  its international prestige
through the military prowess of the Kings elite {Musketeers}. Under the last Bourbons,  France became the industrial
and commercial center of Europe.
^    These developments, although significant by themselves,  gave rise to a still more momentous change: the French
Enlightenment, a cultural transformation based on rationalism;  empiricism, and an amorphous concept of freedom found
in the influential writings of Rousseau (1712-78). Hence, what  began in 1787 as a conflict between royal authority and
aristocrats became a triangular struggle, with "the masses"  opposing both absolutism and privilege. By any standard,
the fall of the Bastille to the Parisian crowd was a monumental  event, a seemingly miraculous triumph of the people.
But the Revolution soon degenerated in a reign of terror and chaos.  Unlike others before him, Napoleon terminated the
bloodshed, but at the price of suppressing freedom altogether.  In utter contrast to the Revolution, militarism became
the defining quality of the Napoleonic regime. However, the  revolutionary fervor of the French citizenry was
undiminished by the Napoleonic experience, and led to further  revolutions in 1830 and 1848, the latter leading to the
Second Republic followed by the Second Empire (1852-1870). 
^    Following defeat in the Franco-Prussia War, the Third Republic was formed - surviving the First World War but 
collapsing in the face of the German invasion in 1940. The period of the short-lived Fourth Republic (1947-59)  was
succeeded by the Fifth, adopted in September 1958 by popular referendum.


#RACE_Indian
^The Indians are $LINK<commercial and religious=GCON_Strengths>. They start the game with $LINK<Ceremonial
Burial=TECH_Ceremonial_Burial> and $LINK<The Alphabet=TECH_Alphabet> and build $LINK<war elephants=PRTO_War_Elephant>
instead of $LINK<knights=PRTO_Knight>. 
^
^The Indian subcontinent is the home of one of the world's oldest and most influential civilizations. From about  5000
BC, increasing numbers of settlements of subsistence agriculturalists began to appear throughout the Indus  Valley; by
2600 BC some of these villages grew into urban centers, forming the basis for the early Harappan  civilization, the
peer of contemporary Egyptian and Babylonian civilizations. However, unlike these regions,  centralized imperialism,
which was attempted in the Mauryan Period (325-185 BC), collapsed. Nonetheless, the  accession of Candra Gupta Maurya
(321-297 BC) is significant because it inaugurated the first Indian empire;  the Mauryan dynasty was to rule almost the
entire subcontinent except the southern coasts.
^    Using {War Elephants} to good effect, he defeated Alexander's successor Seleucus, the ruler of the eastern  Greek
holdings in Iran and India. The result was a treaty by which Seleucus ceded the trans-Indus provinces to  Chandra and
the latter presented Seleucus with 500 elephants for his own army. A century later, the disintegration  of the Mauryan
empire gave rise to a number of feuding kingdoms, the Guptas and Pajputs in the north and Chola,  Hoysalas and Pandyas
in the south, unable to stand alone against the coming Islamic tide.
^    The first Arabic raids in the subcontinent were made along the western coast and in Sind during the 7th and  8th
centuries, and there had been Muslim trading communities in India for decades before. The permanent military  movement
of Muslims into northern India, however, dates from the late 12th century and was carried out by the  Turkish dynasty
that arose on the ruins of the Abbasid caliphate. Sultan Mahmud, who conducted more than 20  campaigns in India from
1001 to 1027 AD and established a large but short-lived empire, laid the road to conquest.  By 1186 AD, the Mahmud
realm had been destroyed by the Ghurids, who proceeded to conquer the Rajput kingdoms and  establish a Muslim sultanate
in Dehli, from which a series of able Turkish overlords ruled the north until 1526 AD.

#DESC_RACE_Indian
^
^
^The Muslim states were themselves supplanted by the Mughul Empire (1526-1761 AD), founded by Zahir-ud-Din  Muhammad
Babur (1526-1530 AD). Babur was a Mongol, a fifth-generation descendant of Timur and a 14th-generation  descendant of
Genghis Khan. In a lightening series of campaigns commencing in 1511 AD, he overran the Punjab and  Hindustan. Akbar
the Great (1556-1605 AD), his grandson, continued the conquest of the subcontinent, overrunning  Gujarat, Bengal and
Rajasthan. At its zenith, the Mughal realm commanded resources unprecedented in Indian history  and covered almost the
entire subcontinent.
^    The 16th and 17th centuries also saw the establishment and expansion of European trading organizations in  the
subcontinent, principally for the procurement of rare resources. By 1740, the Portuguese, Dutch, English and  French
had all founded colonial settlements, but with the Seven Years' War the French holdings were surrendered  to the
British East India Company. The quarter-century following the bitter Indian revolt of 1857-59, which transferred  the
company's rule to the crown, ended with the birth of nationalist agitation.
^    The Indian National Congress held its first meeting in December 1885 in Bombay even as Indian troops were 
fighting in upper Burma under the British flag. {Mohandas Gandhi} (1869-1948), later known as Mahatma ("Great-Souled"),
 was recognized throughout India as the spiritual leader of a nationwide movement for independence. The Jallianwala 
Bagh (1919) massacre turned millions of moderate Indians from patient and loyal supporters of the British raj into 
fervent nationalists. The last years of British rule were racked by increasingly violent Hindu-Muslim conflict and 
intensified opposition to foreign rule. In July 1947, Britain's Parliament passed the Indian Independence Act, ordering
 the demarcation of the dominions of India and Pakistan by midnight of August 14, 1947, and dividing within a single 
month the assets of history's largest and richest colony.


#RACE_Persian
^The Persians are $LINK<industrious and scientific=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Bronze Working=TECH_Bronze_Working>  and build $LINK<Persian
Immortals=PRTO_Immortals> instead of $LINK<swordsmen=PRTO_Swordsman>.
^
^
^The term Persia has been used for centuries, chiefly in the West, to designate a region of southern Iran formerly 
known as Persis or Parsa, the name of the Indo-European nomadic people who migrated into the region about 1000 BC, 
eventually supplanting the Assyrians and Chaldeans. The first mention of the Parsa occurs in the annals of Shalmanesar 
III, an Assyrian king, in 844 BC. Cyrus II (559-529 BC), heir to a long line of ruling chiefs in Mesopotamia, was a 
tolerant and venerated monarch, called the father of his people by the ancient Persians. After a successful revolt 
against his Achaemenian overlords in 550 BC and inheriting the kingdom of the Medes, Cyrus consolidated his rule on 
the Iranian Plateau and extended it westward across Asia Minor.
^    In October 539 BC, Babylon, the greatest city of the ancient world, fell to his Persian forces. Following the 
death of Cyrus' heir, Darius I (522-486 BC), a leading general and one of the princes of the Achaemenid family, 
proclaimed himself king following suppression of a number of provincial rebellions and challenges from other pretenders
 to the throne. Darius was in the mold of Cyrus the Great - a powerful personality and a dynamic ruler. To consolidate 
his accession, Darius I founded his new capital of Parsa, known to the Greeks as Persepolis ("Persian City") and 
expanded the ranks of his personal bodyguard, the {Immortals}.
^    Although Darius consolidated and added to the conquests of his predecessors, it was as an administrator that  he
made his greatest contribution to Persian history. During his reign, political and legal reforms revitalized the 
provinces and ambitious projects were undertaken to promote imperial trade and commerce; coinage, weights and measures 
were standardized and new land and sea routes explored and established.
^    Such activities, however, did not prevent Darius from following an active expansionist policy. Campaigns in the 
east confirmed gains made by Cyrus the Great and added large sections of the northern 

#DESC_RACE_Persian
^
^
^Indian subcontinent to the list  of Persian-controlled provinces. Expansion to the west began about 516 BC when
Darius moved against the Greek colonies  along the coast of Asia Minor.
^    {Xerses} (486-465 BC), son and successor of Darius I, was determined to continue the Persian conquest of the west
 and is best known for his massive invasion of Greece from across the Hellespont in 480 BC, a campaign marked by the 
battles of Thermopylae, Salamis and Plataea. Although successful in the pacification of Egypt and suppression of a 
Babylon revolt, his defeat by the allied Greek city-states spelled the beginning of the decline of the Persian Empire. 
Soured by these reversals, Xerxes retired to his palaces at Susa and Persepolis. In his last years, he squandered the 
once-enormous treasury he had gathered through trade and taxation by launching vast construction programs, most never 
finished.
^    The death of Xerxes was the final turning point in Persian influence. Occasional flashes of vigor and ability by 
some of Xerxes' successors were too infrequent to prevent eventual collapse. The final act was played out during the 
reign Darius II (423-404 BC), who rose to the throne through palace intrigue. Darius was able to put down yet another 
rebellion in Egypt in 337-336 BC, but the beginning of the end came soon afterward with his defeat at the Battle of 
Granicus (334 BC) by Alexander the Great. Persepolis fell to the young Macedonian conqueror in April 330 BC, and
Darius,  the last Achaemenid, was murdered in the summer of the same year while fleeing the Greek forces. In the
struggle for  power after Alexander's death, Seleucus I brought under his control the Persian provinces of Alexander's
empire. But  this unity was short-lived, as the Indian holdings successfully revolted and the Seleucid kingdom broke
into the  competing nations of Parthia and Bactria. The last vestiges of Persian culture disappeared with the advent of
Islam  and the Arab conquest (640-829 AD) of Iran.



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

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


#RACE_Zulu
^The Zulus 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<Impi=PRTO_Impi> instead of normal
$LINK<spearmen=PRTO_Spearman>. 
^
^The Zulu are a tribe of Nguni-speaking people centered in what is now the Natal province of South Africa.  They are a
branch of the southern Bantu and have close ethnic, linguistic and cultural ties with the Swazi  and Xhosa. Before they
overwhelmed the neighboring tribes under their leader {Shaka} in the early 19th century  to form an empire, the Zulu
were only one of the many patrilineal Nguni clans in the Mtetwa empire. Traditionally  grain farmers, the Zulu also
kept large herds of cattle on the lightly wooded grasslands, replenishing their herds  by raiding neighboring tribes.
Boys in Shaka's militaristic society were initiated at adolescence in groups called  age sets. Each age set constituted
a unit of the Zulu army and was stationed away from home at royal barracks under  direct control of the King. Formed
into regiments ({Impi}), these men could marry and leave service only when the  king gave permission to the age set as
a whole. 
^    On the death of the last Mtetwa emperor in 1817, Shaka (1816-28) established his clan's dominance over their 
neighbors and, using a well-disciplined and efficient fighting force, conquered most of the Natal region. During  the
reign of Shaka's successor, Dingane, Boer settlers, who formed an alliance with Dingane's brother and deposed  him in
1840, penetrated the Zulu empire. The empires survived, but under King Mpande (1840-72) portions of Zulu  territory
were occupied by the Boers and by the British, who moved into Natal in 1838 and annexed it in 1843.  War broke out in
1878 when Mpande's successor, Cetshwayo, refused to disband his Impi and to place himself under  British control.
Despite stiff resistance, the British defeated the poorly armed Zulu in July 1879, occupied the  remainder of their
country, and divided Zululand into 13 small kingdoms. Zululand was made a British crown colony  in 1887 under the
Native Law of Natal, and bloody Zulu rebellions were put down in 1888 and 1906. By British edict  in 1894, two-thirds
of the Zulu's remaining land was confiscated, and they were confined to native reserves.  The incorporation of Zululand
into Natal in 1897 ended its separate existence. Under the apartheid system, a Bantu  Homeland (later called a "black
state") named KwaZulu was established for the Zulu in the 1970s and was composed 

#DESC_RACE_Zulu
^
^
^of discrete areas of historical Zululand. With the abolition of the apartheid system, KwaZulu in 1994 was 
reincorporated into Natal province. The Zulu were the single largest ethnic group in modern South Africa and now 
number about nine million.



#RACE_Iroquois
^The Iroquois are $LINK<expansionist and religious=GCON_Strengths>. They start the game with $LINK<Ceremonial
Burial=TECH_Ceremonial_Burial> and $LINK<Pottery=TECH_Pottery> and build $LINK<mounted warriors=PRTO_Mounted_Warrior>
instead of normal $LINK<horsemen=PRTO_Horseman>. 
^
^Loosely speaking, Iroquois is the term for any member of the Five (later, Six) Nations composed of several  Native
American tribes speaking a language of the Iroquoian family: the Cayuga, Mohawk, Oneida, Onondaga, Seneca,  and
Tuscarora (after 1722). At its greatest extent, the Five Nations occupied a vast territory around Lakes Ontario,  Huron
and Erie, in present-day New York state and Pennsylvania and southern Ontario and Quebec. Tradition credits  the
formation of the Iroquois Confederacy, forged between 1570 and 1600, to Dekanawidah, born a Huron, who is said  to have
persuaded {Hiawatha}, an influential Onondaga who had become the Mohawks' war chief, to abandon cannibalism  and
advance "peace, civil authority, righteousness, and the great law" as sanctions for confederation. Cemented mainly  by
their desire to stand together against invasion, the five tribes united in a common council composed of clan and 
village chiefs; each tribe had one vote, and unanimity was the rule. In this form, the Iroquois used a combination  of
military prowess and skilled diplomacy to conquer an empire. Until their internal unity finally failed them during  the
American Revolution, the Iroquois dealt with even the European powers as equals.
^    For nearly two centuries before the American Revolution, the Iroquois stood athwart the path from the Eastern 
coast to the Great Lakes, blocking the route to permanent settlement by the French and containing the Dutch and the 
English. Throughout the 18th century the Six Nations remained consistent and bitter enemies of the French, who were 
allied with their traditional foes, the Algonquins and Hurons. The Iroquois' success in maintaining their autonomy 
from both the French and English was a remarkable achievement for an aboriginal people. But during the American War  of
Independence, a schism developed within the Iroquois Confederation. The Oneida and Tuscarora espoused the American 
cause, while the rest of the league, led by Chief Joseph Brant's Mohawks, fought for the British, decimating isolated 
American settlements.

#DESC_RACE_Iroquois
^
^
^Eventually, the villages, fields, orchards and granaries, as well as the morale of the Iroquois, were destroyed  in
1779 when Major-General John Sullivan led a retaliatory expedition of 4000 American regulars, and crushed their 
assembled warriors near present-day Elmira. Having finally acknowledged defeat in the Second Treaty of Fort Stanwix 
(1784), the Iroquois Confederacy effectively came to an end by ceding western Pennsylvania, New York and Kentucky to 
the United States. At the end of the Revolutionary War, there were less than 8000 Iroquois left. Even the 1940 U.S. 
census listed only 17,000 Iroquois in both the United States and Canada, but current figures approach 70,000 in about 
twenty settlements on eight reservations in New York, Wisconsin, Oklahoma, Ontario and Quebec.



#RACE_English
^The British are $LINK<expansionist and commercial=GCON_Strengths>. They start the game with $LINK<the
Alphabet=TECH_Alphabet> and $LINK<Pottery=TECH_Pottery> and build $LINK<men-o-war=PRTO_Man-O-War> instead of
$LINK<frigates=PRTO_Frigate>. 
^
^In Roman times Britain lay on the periphery of the civilized world, and it emerged into the light of history  only
after the Saxon settlements in the 5th century AD. Tribal migrations into Britain began about the middle  of the 5th
century. The first arrivals were invited by a British chieftain to defend his kingdom against the Picts  and Scots. The
first mercenaries were from three tribes - the Angles, Saxons, and Jutes - which located on the  coastlands of
northwestern Germany. Eventually, these peoples would themselves topple the native kingdoms. But  unity was fleeting;
the subsequent Norman Conquest (1066) resulted in the subordination of England to a Frankish  aristocracy, and the
introduction of feudalism to the Isles.
^    The English Normans would eventually give rise to a  purely British line of kings, the Plantagenets. Three
centuries later, the Wars of the Roses was the final struggle  between the Yorkist and Lancastrian descendants of the
Plantagenets for control of the throne. When Henry Tudor, earl  of Richmond, seized the crown in 1485, leaving the
Yorkist Richard III dead upon the field of battle, few Englishmen  would have predicted that 118 years of Tudor rule
had begun. {Elizabeth} I (1558-1603) proved to be the most able Tudor  monarch. No observer in 1558, any more than in
1485, would have predicted  that despite the social discord, political floundering, and international humiliation of
the past decades, the kingdom  again stood on the threshold of an extraordinary age. Her reign ushered in two centuries
of British exploration,  colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Queen," died
childless, Parliament  offered the crown to the closest blood kin, James VI of Scotland (16031625) and the United
Kingdom was born,  defended by the "wooden wall" of the Royal Navys {Men-o-War}. 
^    Every major war Britain engaged in during this period increased its colonial power. The Seven Years' War  was
particularly notable in this respect, and so were the Napoleonic Wars. By 1820 the total population   of the British
Empire was 200 million, 26% of the world's total population. However acquired, all these acquisitions added to the
crowns and the country's power and reputation. For the privileged and the rich,  the Victorian era was pre-eminently
one of confidence 

#DESC_RACE_English
^
^
^and arrogance, under the able guidance of Britains two  Prime Ministers, Gladstone and Disraeli. But the "long
summer of peace" came to an end in the bloodbath of Flanders.  Although Britain suffered far less physical damage than
France and underwent no political revolution, World War  I may have affected it more fundamentally than any other
European power. The war was a catalyst for social and  economic change. The mainstays of the Industrial Revolution,
such as coal mining, textile production, and  shipbuilding, upon which British prosperity had been built, were now
impoverished or redundant. British  foreign policy for much of the postwar period aimed at rehabilitating Germany,
while domestic policy focused  on institutionalizing socialism to counter public concerns. In general, these movements
were opposed by France  and resulted in a rupture between Britain and its wartime ally, forcing France into a position
of isolation that  would have prodigious consequences for Europe with the rise of Hitler in the 1930s. Margaret
Thatcher (1979-1990)  set out to end socialism in Britain. Her most dramatic acts consisted of a continuing series of
statutes to  denationalize nearly every industry that Labour had brought into public ownership during the previous 40
years.  Promising that "we shall govern as New Labour," the Blair government installed in general elections in 1997
accepted  some of Thatcher's foreign policies but also carried out the economic reforms it promised in its manifesto. 
In retrospect, the 1990s were a period of transition, controversy and continuity in the United Kingdom, and for the 
royal family... Europes oldest surviving monarchy.



#SS_Planetary_Party_Lounge
^
^ One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_SS_Planetary_Party_Lounge
^
^
^Described as the most expensive discotheque and museum gallery ever made, the Planetary Party Lounge is the ultimate
in  terrestrial entertainment. With a full copy of the Library of the National Archives, including all human data able
to be  put on disk, the Planetary Party Lounge computers allow the colonists to read books, play video games,
holographically  browse art museums, and sample every existing bit of human culture from the most sublime to the least
savory. Holographic  instructional videos exist on all manners of craft and skill, from woodcarving to belly dancing,
to help keep cultural  traditions alive and archived for future generations of colonists. The finest entertainers from
around the world have been  recruited to accompany the colonists and keep them happy in their journey to the next star
system, and professional masseuses and physical therapists are on hand to see to the pleasures of the body. But the
center of social life on board the Space  Ship is bound to be the 13 tiered central lounge, boasting a quaint rural
pub, a bustling casino, a hip disco, an auditorium and concert hall, a full featured gymnasium with hot tub and
swimming pool, and a number of restaurants, both large and  small. With so much to do, the colonists and crew aren't
likely to want to get back into their Stasis Chambers!



#SS_Exterior_Casing
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

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

#EOF

