; 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

#DESC_GCON_Hotkeys_Controls

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


#GCON_Plants
Power Plants
^
^
^Once a city has a $LINK<factory=BLDG_Factory>, it may also build a [Power Plant]. There are four kinds:
^
^$LINK<Coal Plant=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Hydro Plant=BLDG_Hydro_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Nuclear Plant=#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
^Monarchy				  2		  4		  8
^Communism			  2		  4		  8
^Republic				  0		  0		  0
^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<Monarchy=GOVT_Monarchy>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Communism=GOVT_Communism>
^* $LINK<Democracy=GOVT_Democracy>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.




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




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

#DESC_GCON_Espionage



#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<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>, and $LINK<Democracy=GOVT_Democracy> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your civilization is in $LINK<Anarchy=GOVT_Anarchy>.





#GCON_Corruption
Corruption and Waste
^
^
^[Corruption] is income lost to theft, embezzlement, and other illegal practices. [Waste] is shield production
lost to inefficiency. If left unchecked, corruption and waste will significantly slow the development of your
civilization. You can track the status of corruption and waste in your empire on the
[City Display] and [Domestic Advisor].
^
^
^{Causes}
^In general, the farther a city is from its capital city, the more corruption and waste it experiences. Also the more cities
in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^A $LINK<courthouse=BLDG_Courthouse>, $LINK<police station=BLDG_Police_Station>, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace>
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<Republic=GOVT_Republic> or $LINK<Democracy=GOVT_Democracy>
become [war weary] and $LINK<unhappy=GCON_Moods> as a result.
^
^When [you] initiate the conflict your people will tolerate it for a while, but then may become quite unhappy.
When someone else declares the war, especially a traditional enemy, your people are more forgiving.
Carrying on a defensive war, that is keeping your troops at home, is more tolerable than offensive campaigns.
^
^The only way to end [war weariness] is to stop the war. You can use all your normal tricks to
$LINK<make 'em happier=GCON_Moods>, but the war weariness remains until the war stops.



#GCON_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>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer, you're done. 
If you wanted a different specialist, click on the entertainer to cycle through all the specialists.

; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units










#PRTO_human warrior
^
^
^foot unit,	can be drafted

#DESC_PRTO_human warrior
^
^
^description to follow

;------------------------------
#PRTO_elfwarrior
^
^
^foot unit,	can be drafted

#DESC_PRTO_elfwarrior
^
^
^description to follow

;------------------------------
#PRTO_orcwarrior
^
^
^foot unit,	can be drafted

#DESC_PRTO_orcwarrior
^
^
^description to follow

;------------------------------

#PRTO_dwarfwarrior
^
^
^foot unit,	can be drafted

#DESC_PRTO_dwarfwarrior
^
^
^description to follow

;------------------------------
#PRTO_hobbitwarrior
^
^
^foot unit,	can be drafted

#DESC_PRTO_hobbitwarrior
^
^
^description to follow

;------------------------------
#PRTO_humanarcher
^
^
^foot unit,	lethal land bombardment

#DESC_PRTO_humanarcher
^
^
^description to follow

;------------------------------
#PRTO_elfarcher
^
^
^foot unit,	lethal land bombardment

#DESC_PRTO_elfarcher
^
^
^description to follow

;------------------------------
#PRTO_orccrossbow
^
^
^foot unit,	lethal land bombardment

#DESC_PRTO_orccrossbow
^
^
^description to follow

;------------------------------
#PRTO_dwarfarcher
^
^
^foot unit,	lethal land bombardment

#DESC_PRTO_dwarfarcher
^
^
^description to follow

;------------------------------
#PRTO_hobbitarcher
^
^
^foot unit,	lethal land bombardment

#DESC_PRTO_hobbitarcher
^
^
^description to follow

;------------------------------
#PRTO_humanspear
^
^
^foot unit

#DESC_PRTO_humanspear
^
^
^description to follow

;------------------------------
#PRTO_elfspear
^
^
^foot unit

#DESC_PRTO_elfspear
^
^
^description to follow

;------------------------------
#PRTO_orchalb
^
^
^foot unit

#DESC_PRTO_orchalb
^
^
^description to follow

;------------------------------
#PRTO_dwarfhalb
^
^
^foot unit

#DESC_PRTO_dwarfhalb
^
^
^description to follow

;------------------------------
#PRTO_humanhorse
^
^
^foot unit

#DESC_PRTO_humanhorse
^
^
^description to follow

;------------------------------
#PRTO_elfhorse
^
^
^foot unit

#DESC_PRTO_elfhorse
^
^
^description to follow

;------------------------------
#PRTO_orcwarg
^
^
^foot unit

#DESC_PRTO_orcwarg
^
^
^description to follow

;------------------------------
#PRTO_dwarfpony
^
^
^foot unit

#DESC_PRTO_dwarfpony
^
^
^description to follow

;------------------------------
#PRTO_hobbitpony
^
^
^foot unit

#DESC_PRTO_hobbitpony
^
^
^description to follow

;------------------------------
#PRTO_humansword
^
^
^foot unit

#DESC_PRTO_humansword
^
^
^description to follow

;------------------------------
#PRTO_elfsword
^
^
^foot unit

#DESC_PRTO_elfsword
^
^
^description to follow

;------------------------------
#PRTO_orcscimitar
^
^
^foot unit

#DESC_PRTO_orcscimitar
^
^
^description to follow

;------------------------------
#PRTO_dwarfsword
^
^
^foot unit

#DESC_PRTO_dwarfsword
^
^
^description to follow

;------------------------------
#PRTO_hobbitsword
^
^
^foot unit

#DESC_PRTO_hobbitsword
^
^
^description to follow

;------------------------------
#PRTO_humanarmour
^
^
^foot unit

#DESC_PRTO_humanarmour
^
^
^description to follow

;------------------------------
#PRTO_elfarmour
^
^
^foot unit

#DESC_PRTO_elfarmour
^
^
^description to follow

;------------------------------
#PRTO_dwarfarmour
^
^
^foot unit

#DESC_PRTO_dwarfarmour
^
^
^description to follow

;------------------------------
#PRTO_humanknight
^
^
^foot unit

#DESC_PRTO_humanknight
^
^
^description to follow

;------------------------------
#PRTO_elfknight
^
^
^foot unit

#DESC_PRTO_elfknight
^
^
^description to follow

;------------------------------
#PRTO_wargrider
^
^
^foot unit

#DESC_PRTO_wargrider
^
^
^description to follow

;------------------------------
#PRTO_humanlord
^
^
^foot unit

#DESC_PRTO_humanlord
^
^
^description to follow

;------------------------------
#PRTO_elflord
^
^
^foot unit

#DESC_PRTO_elflord
^
^
^description to follow

;------------------------------
#PRTO_dwarflord
^
^
^foot unit

#DESC_PRTO_dwarflord
^
^
^description to follow

;------------------------------
#PRTO_hobbitlord
^
^
^foot unit

#DESC_PRTO_hobbitlord
^
^
^description to follow

;------------------------------
#PRTO_dwarfax
^
^
^foot unit

#DESC_PRTO_dwarfax
^
^
^description to follow

;------------------------------
#PRTO_hobbitadv
^
^
^foot unit,	all terrain as roads

#DESC_PRTO_hobbitadv
^
^
^description to follow

;------------------------------
#PRTO_hobbitsling
^
^
^foot unit,	lethal land bombard

#DESC_PRTO_hobbitsling
^
^
^description to follow

;------------------------------
#PRTO_orctroll
^
^
^foot unit

#DESC_PRTO_orctroll
^
^
^description to follow

;------------------------------
#PRTO_orccheif
^
^
^foot unit

#DESC_PRTO_orccheif
^
^
^description to follow

;------------------------------
#PRTO_settlers
^
^
^foot unit

#DESC_PRTO_settlers
^
^
^description to follow

;------------------------------
#PRTO_worker
^
^
^foot unit

#DESC_PRTO_worker
^
^
^description to follow

;------------------------------
#PRTO_trebuchet
^
^
^wheeled,	lethal land bombard

#DESC_PRTO_trebuchet
^
^
^description to follow

;------------------------------
#PRTO_Catapult
^
^
^wheeled,	lethal land bombard

#DESC_PRTO_Catapult
^
^
^description to follow

;------------------------------
#PRTO_batram
^
^
^wheeled,	lethal land bombard

#DESC_PRTO_batram
^
^
^description to follow

;------------------------------
#PRTO_siege
^
^
^wheeled,	lethal land bombard

#DESC_PRTO_siege
^
^
^description to follow

;------------------------------
#PRTO_siege
^
^
^wheeled,	lethal land bombard

#DESC_PRTO_siege
^
^
^description to follow

;------------------------------
#PRTO_transport
^
^
^sinks in sea and ocean

#DESC_PRTO_transport
^
^
^description to follow

;------------------------------
#PRTO_beachhead
^
^
^sinks in ocean

#DESC_PRTO_beachhead
^
^
^description to follow

;------------------------------
#PRTO_armyship
^
^
^

#DESC_PRTO_armyship
^
^
^description to follow

;------------------------------
#PRTO_lightint
^
^
^sinks in sea and ocean,	lethal sea bombard

#DESC_PRTO_lightint
^
^
^description to follow

;------------------------------
#PRTO_naval
^
^
^sinks in sea ,	lethal sea bombard,	transports tact missiles

#DESC_PRTO_naval
^
^
^description to follow

;------------------------------
#PRTO_destroyer
^
^
^lethal sea bombard,	transports tact missiles

#DESC_PRTO_destroyer
^
^
^description to follow

;------------------------------
#PRTO_fireball
^
^
^ceuise and tact missile,lethal land bombard

#DESC_PRTO_fireball
^
^
^description to follow

;------------------------------
#PRTO_thunderbolt
^
^
^ceuise and tact missile,lethal land bombard

#DESC_PRTO_thunderbolt
^
^
^description to follow

;------------------------------
#PRTO_ilu
^
^
^nuclear weapon and tact missile,lethal land bombard (infinite range)

#DESC_PRTO_ilu
^
^
^description to follow

;------------------------------
#PRTO_ilu
^
^
^nuclear weapon and tact missile,lethal land bombard (infinite range)

#DESC_PRTO_ilu
^
^
^description to follow

;------------------------------
#PRTO_balrog
^
^
^footunit

#DESC_PRTO_balrog
^
^
^description to follow

;------------------------------
#PRTO_darkelf
^
^
^footunit,invisible

#DESC_PRTO_darkelf
^
^
^description to follow

;------------------------------
#PRTO_defender
^
^
^footunit

#DESC_PRTO_defender
^
^
^description to follow

;------------------------------
#PRTO_dragon
^
^
^footunit, lethal land and sea bombard

#DESC_PRTO_dragon
^
^
^description to follow

;------------------------------
#PRTO_winged dragon
^
^
^footunit, lethal land and sea bombard

#DESC_PRTO_winged dragon
^
^
^description to follow

;------------------------------
#PRTO_dunlending
^
^
^footunit, may start golden age

#DESC_PRTO_dunlending
^
^
^description to follow

;------------------------------
#PRTO_eagle
^
^
^lethal land and sea bombard, detect invisible units

#DESC_PRTO_eagle
^
^
^description to follow

;------------------------------
#PRTO_ent
^
^
^foot unit

#DESC_PRTO_ent
^
^
^description to follow

;------------------------------
#PRTO_hourn
^
^
^foot unit

#DESC_PRTO_hourn
^
^
^description to follow

;------------------------------
#PRTO_icemen
^
^
^foot unit

#DESC_PRTO_icemen
^
^
^description to follow

;------------------------------
#PRTO_istar
^
^
^foot unit, blitz, detect invisible units

#DESC_PRTO_istar
^
^
^description to follow

;------------------------------
#PRTO_lakearcher
^
^
^foot unit, lethal land bombard

#DESC_PRTO_lakearcher
^
^
^description to follow

;------------------------------
#PRTO_maia
^
^
^foot unit, detect invisible units

#DESC_PRTO_maia
^
^
^description to follow

;------------------------------
#PRTO_nazgul
^
^
^foot unit, blitz

#DESC_PRTO_nazgul
^
^
^description to follow

;------------------------------
#PRTO_winged nazgul
^
^
^imobile

#DESC_PRTO_winged nazgul
^
^
^description to follow

;------------------------------
#PRTO_numknight
^
^
^footunit, blitz

#DESC_PRTO_numknight
^
^
^description to follow

;------------------------------
#PRTO_oathkeeper
^
^
^footunit

#DESC_PRTO_oathkeeper
^
^
^description to follow

;------------------------------
#PRTO_ranger
^
^
^footunit, all terrain as roads, invisible

#DESC_PRTO_ranger
^
^
^description to follow

;------------------------------
#PRTO_rohanrider
^
^
^footunit, blitz

#DESC_PRTO_rohanrider
^
^
^description to follow

;------------------------------
#PRTO_marcher
^
^
^footunit, all terrain as roads

#DESC_PRTO_marcher
^
^
^description to follow

;------------------------------
#PRTO_father
^
^
^footunit

#DESC_PRTO_father
^
^
^description to follow

;------------------------------
#PRTO_skin changer
^
^
^foot unit

#DESC_PRTO_skin changer
^
^
^description to follow

;------------------------------
#PRTO_spy birds
^
^
^lethal land and sea bombard, immobile

#DESC_PRTO_spy birds
^
^
^description to follow

;------------------------------
#PRTO_swan ship
^
^
^

#DESC_PRTO_swan ship
^
^
^description to follow

;------------------------------
#PRTO_uruk-hai
^
^
^foot unit

#DESC_PRTO_uruk-hai
^
^
^description to follow

;------------------------------
#PRTO_vala
^
^
^foot unit, detects invisible units

#DESC_PRTO_vala
^
^
^description to follow

;------------------------------
#PRTO_wainrider
^
^
^wheeled

#DESC_PRTO_wainrider
^
^
^description to follow

;------------------------------
#PRTO_wildmen
^
^
^foot unit, invisible

#DESC_PRTO_wildmen
^
^
^description to follow

;------------------------------
#PRTO_leader
^
^
^leader

#DESC_PRTO_leader
^
^
^description to follow

;------------------------------
#PRTO_army
^
^
^army, blitz

#DESC_PRTO_army
^
^
^description to follow

;------------------------------
 

; End Units______________________________________________________________________________End Units

















; City Improvements______________________________________________________________________________City Improvements

#BLDG_Palace
^
^
^expansionist,center of empire

#DESC_BLDG_Palace
^
^
^description to follow

;------------------------------------
#BLDG_Barracks
^
^
^militaristic, veteren ground units

#DESC_BLDG_Barracks
^
^
^description to follow

;------------------------------------
#BLDG_Pier
^
^
^expansionist,commercial,coastal installation, allows water trade,imprroves food in water

#DESC_BLDG_Pier
^
^
^description to follow

;------------------------------------
#BLDG_eyrie
^
^
^expansionist,commercial,allows air trade,veteren air units

#DESC_BLDG_eyrie
^
^
^description to follow

;------------------------------------
#BLDG_enclosed harbour
^
^
^expansionist,militaristic,coastal installation,veteren sea units

#DESC_BLDG_enclosed harbour
^
^
^description to follow

;------------------------------------
#BLDG_boundry ditch
^
^
^defense bonus = 20,bombard defense = 2, militaristic

#DESC_BLDG_boundry ditch
^
^
^description to follow

;------------------------------------
#BLDG_high wall
^
^
^defense bonus = 60,bombard defense = 6, militaristic

#DESC_BLDG_high wall
^
^
^description to follow

;------------------------------------
#BLDG_trialcircle
^
^
^expansionist, resistant to corruption and propaganda

#DESC_BLDG_trialcircle
^
^
^description to follow

;------------------------------------
#BLDG_lorehouse
^
^
^scientific, +50% science output

#DESC_BLDG_lorehouse
^
^
^description to follow

;------------------------------------
#BLDG_diverted stream
^
^
^expansionist, allows city size level 2

#DESC_BLDG_diverted stream
^
^
^description to follow

;------------------------------------
#BLDG_healing house
^
^
^expansionist, allows city size level 3

#DESC_BLDG_healing house
^
^
^description to follow

;------------------------------------
#BLDG_storage cave
^
^
^expansionist,commercial , doubles city growth rate

#DESC_BLDG_storage cave
^
^
^description to follow

;------------------------------------
#BLDG_rubbish hole
^
^
^industrious, +2 prod

#DESC_BLDG_rubbish hole
^
^
^description to follow

;------------------------------------
#BLDG_smithy
^
^
^industrious, +2 prod

#DESC_BLDG_smithy
^
^
^description to follow

;------------------------------------
#BLDG_forge
^
^
^industrious, +2 prod,replaces other factories

#DESC_BLDG_forge
^
^
^description to follow

;------------------------------------
#BLDG_watermill
^
^
^industrious, +2 prod,replaces other factories,must be near river

#DESC_BLDG_watermill
^
^
^description to follow

;------------------------------------
#BLDG_windmill
^
^
^industrious, +2 prod,replaces other factories

#DESC_BLDG_windmill
^
^
^description to follow

;------------------------------------
#BLDG_magic center
^
^
^industrious, +2 prod,replaces other factories,can explode or meltdown

#DESC_BLDG_magic center
^
^
^description to follow

;------------------------------------
#BLDG_academy
^
^
^scientific, +50% science

#DESC_BLDG_academy
^
^
^description to follow

;------------------------------------
#BLDG_mastershall
^
^
^scientific, +50% science

#DESC_BLDG_mastershall
^
^
^description to follow

;------------------------------------
#BLDG_market
^
^
^commercial, +50% tax output

#DESC_BLDG_market
^
^
^description to follow

;------------------------------------
#BLDG_tradingpost
^
^
^commercial, +50% tax output

#DESC_BLDG_tradingpost
^
^
^description to follow

;------------------------------------
#BLDG_sherrif
^
^
^millitaristic,commercial, reduces corruption and war weariness

#DESC_BLDG_sherrif
^
^
^description to follow

;------------------------------------
#BLDG_shrine
^
^
^religious, +1 happy face

#DESC_BLDG_shrine
^
^
^description to follow

;------------------------------------
#BLDG_festival yard
^
^
^commercial, +2 happy face

#DESC_BLDG_festival yard
^
^
^description to follow

;------------------------------------
#BLDG_temple
^
^
^religious, +3 happy face

#DESC_BLDG_temple
^
^
^description to follow

;------------------------------------
#BLDG_ponytrail
^
^
^expansionist, removes pop. pollution

#DESC_BLDG_ponytrail
^
^
^description to follow

;------------------------------------
#BLDG_sanitation office
^
^
^commercial, reduces building pollution

#DESC_BLDG_sanitation office
^
^
^description to follow

;------------------------------------
#BLDG_attacktower
^
^
^militaristic, air power = 4

#DESC_BLDG_attacktower
^
^
^description to follow

;------------------------------------









; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


#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.



#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.


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS


#BLDG_twotrees
^
^
^religious, +2 happy in all cities
#DESC_BLDG_twotrees
^
^
^description to follow

;------------------------------------
#BLDG_lamps
^
^
^expansionist, commercial, + 1 trade in each trade producing tile
#DESC_BLDG_lamps
^
^
^description to follow

;------------------------------------
#BLDG_thousandcaves
^
^
^scientific, gain any advance discovered by any 2 other civs
#DESC_BLDG_thousandcaves
^
^
^description to follow

;------------------------------------
#BLDG_silmarils
^
^
^militaristic,industrious, reduces war weariness in all cities
#DESC_BLDG_silmarils
^
^
^description to follow

;------------------------------------
#BLDG_ringsofpower
^
^
^militaristic, +2 free advances
#DESC_BLDG_ringsofpower
^
^
^description to follow

;------------------------------------
#BLDG_blessing
^
^
^religious, allows all civs to build nuclear devices
#DESC_BLDG_blessing
^
^
^description to follow

;------------------------------------
#BLDG_girdle
^
^
^militaristic, doubles combat strenght versus barbarians, double city defenses
#DESC_BLDG_girdle
^
^
^description to follow

;------------------------------------
#BLDG_3peaks
^
^
^militaristic, industrious, storage cave in every city on same continent
#DESC_BLDG_3peaks
^
^
^description to follow

;------------------------------------
#BLDG_whiteconcil
^
^
^expansionist, allows diplomatic victory
#DESC_BLDG_whiteconcil
^
^
^description to follow

;------------------------------------
#BLDG_whitetowers
^
^
^expansionist, +1 ship movement
#DESC_BLDG_whitetowers
^
^
^description to follow

;------------------------------------
#BLDG_raised island
^
^
^expansionist, city growth causes +2 growth
#DESC_BLDG_raised island
^
^
^description to follow

;------------------------------------
#BLDG_earendil
^
^
^expansionist, +1 ship movement
#DESC_BLDG_earendil
^
^
^description to follow

;------------------------------------
#BLDG_moria
^
^
^scientific, double research output
#DESC_BLDG_moria
^
^
^description to follow

;------------------------------------
#BLDG_laketown
^
^
^commercial, pays maintanaince for trade installations
#DESC_BLDG_laketown
^
^
^description to follow

;------------------------------------
#BLDG_orthanc
^
^
^militaristic, barracks on every city on same continent
#DESC_BLDG_orthanc
^
^
^description to follow

;------------------------------------








; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_broken sword
^
^
^militaristic, increases chance of leader appearing,requires victorious army
#DESC_BLDG_broken sword
^
^
^description to follow

;------------------------------------
#BLDG_mountdoom
^
^
^industrious, +4 prod. ,required goods must be within city radius
#DESC_BLDG_mountdoom
^
^
^description to follow

;------------------------------------
#BLDG_hiddencity
^
^
^expansionist,reduces city  corruption
#DESC_BLDG_hiddencity
^
^
^description to follow

;------------------------------------
#BLDG_ironcrown
^
^
^militaristic, build armies without leader, requires victorious army
#DESC_BLDG_ironcrown
^
^
^description to follow

;------------------------------------
#BLDG_thraldom
^
^
^militaristic, build larger armies
#DESC_BLDG_thraldom
^
^
^description to follow

;------------------------------------
#BLDG_arkenstone
^
^
^commercial, treasury earns 5% interest
#DESC_BLDG_arkenstone
^
^
^description to follow

;------------------------------------
#BLDG_palantiri
^
^
^militaristic, expansionist, allows spy missions
#DESC_BLDG_palantiri
^
^
^description to follow

;------------------------------------
#BLDG_forwardbases
^
^
^militaristic, expansionist, allows healing in enemy terratory.
#DESC_BLDG_forwardbases
^
^
^description to follow

;------------------------------------



; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


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



#TECH_Masonry
^
^
^
^
^
^$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 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.


#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
^
^
^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.


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


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






; ___________________________________________Luxury Resources____________________________________________

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



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



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



#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Incense
^
^
^A potent luxury today as well as throughout history, this dried perfume produces a potent and wide variety of odors when 
burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into many facets of 
their daily lives. One use of incense is with a 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. 




; _______________________________________________Bonus Resources_______________________________________________

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


#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest> 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.

; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

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

; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy 
if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. 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_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
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.

; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

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


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^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.

#EOF
