
                                The Unofficial
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                               Release v2.2
                  Last Updated: May 31, 1996  15:44 GMT
             Written by: Edward Kenworthy (ekenworthy@cix.compulink.co.uk)
                                  and
              P&P Enterprises (Agent00god@aol.com or pauls@fast.net)
              visit us at HTTP://members.aol.com/agent00god/index.htm


===========================
***A PLEA FROM THE HEART***
===========================

I had a hard disk crash which meant I lost version 2.1 and all the contributions made by 
people after that. If you contributed and your contribution is not here can you get back to 
me. I'm particularly keen to get the naval strategy someone contributed - but I can't even 
get back to them to ask because my email address book went with the hard disk.

This is version 2.2

DISCLAIMER
     The purpose of this FAQ is to aid the public regarding strategies 
and tactics to use in the game Civilization II, by Micrprose.  In no 
way should this promote your killing yourself, killing others, or killing 
in any other fashion.

     Edward Kenworthy or P&P Enterprises claims NO responsibility regarding any illegal 
activity concerning this FAQ, or indirectly related to this FAQ.

TRADEMARK INFORMATION
     Civilization 2 is a trademark, and is so acknowledged. Any 
trademarks not mentioned here are still acknowledged.

COPYRIGHT NOTICE
     This article is Copyright 1996 by Edward Kenworthy and P&P Enterprises.  All rights 
reserved. You are granted the following rights:

I.  To make copies of this work in original form, so long as
      (a) the copies are exact and complete;
      (b) the copies include the copyright notice and these paragraphs
          in their entirety;
      (c) the copies give obvious credit to the author, Edward  Kenworthy;
      (d) the copies are in electronic form.
II. To distribute this work, or copies made under the provisions
    above, so long as
      (a) this is the original work and not a derivative form;
      (b) you do not charge a fee for copying or for distribution;
      (c) you ensure that the distributed form includes the copyright
          notice, this paragraph, the disclaimer of warranty in
          their entirety and credit to the author;
      (d) the distributed form is not in an electronic magazine or
          within computer software (prior explicit permission may be
          obtained from Edward Kenworthy);
      (e) the distributed form is the NEWEST version of the article to
          the best of the knowledge of the distributor;
      (f) the distributed form is electronic.

        You may not distribute this work by any non-electronic media, 
including but not limited to books, newsletters, magazines, manuals, 
catalogs, and speech.  You may not distribute this work in electronic 
magazines or within computer software without prior written explicit 
permission.  These rights are temporary and revocable upon written, oral, 
or other notice by Edward Kenworthy. This copyright notice shall be 
governed by international copyright law.

        If you would like additional rights beyond those granted above, 
write to the author at "ekenworthy@cix.compulink.co.uk" on the Internet.

CONTENTS:
[1] Introduction
     [1-1] Foreword
     [1-2] About the unofficial Civilization II Strategy FAQ
     [1-3] Getting the unofficial Civilization II Strategy FAQ
     [1-4] Adding to the FAQ
     [1-5] Acknowledgments
     [1-6] Accurate Information
     [1-7] The format of this FAQ

-Section One-  GAME ELEMENTS
[2] The Tools Of The Trade 
     *2-1* Infantry
     [2-2] Mounted
     [2-3] Vehicles
     [2-4] Big Guns
     [2-5] Naval Units
     *2-6* Aircraft
     [2-7] Trade Units
     *2-8* Buildings
     [2-9] Terrain Improvements
     *2-10* Governments
     [2-11] Wonders of The World

 [3] Important information not in the manual
          [3-1] [blank]

-Section Two- STRATEGIES
*5* The Early Game
[6] The Mid Game
*7* The Late Game
*8* Player tips
[9] War Stories

-Section Four- MISCELLANEOUS
*10* Internet resources
     [10-1] Third party programs
     [10-2] World Wide Web sites
     *10-4* Other FAQs and texts
*11* Bugs, updates, future games
     [11-1] The wishlist
     [11-2] Questions regarding Civ2 present and future
     *11-3* Update patches
     [11-4] Errors in the Civ2 manual
[12] Conclusion
*13* Revision History

-------------------------
CHAPTER [1]: Introduction
-------------------------
[1-1]: Foreword
==================

I was rather disappointed at the lack of any sort of strategy guide 
or faq for Civ2 - so rather whine about it I decided to write my own. 
And here it is. What are my credentials ? Well I've been playing Civ 
since 4000BC (or does it just seem that way) and Civ2 ever since it was 
published (about five minutes ago). I've never scored over 200% 
(basically because I declined to use the various "cheats" in Civ (goody 
two shoes!) but did regularly score over 100% on Emperor. I seem to be 
managing similar scores in Civ 2.

If you have any new tips, comments or questions please email them to 
ekenworthy@cix.compulink.co.uk. Good ones will be included in the next 
version of this document - with a credit of course.  

[1-2]: About the unofficial Civilization 2 Strategy FAQ
===============================================
     Welcome to v2.2 of the Unofficial Civilization 2 Strategy FAQ. 
Version 2.2 is an update from v2.0 but excludes material in v2.1 because
I had a hard disk crash. See top of this faq for a plea for help.

        'Unofficial' means that this FAQ is not supported by Microprose. 
Civilization II is the name of the game. FAQs are (F)requently (A)sked 
(Q)uestions.

     Revision classification works something like the following. If a new 
version of the FAQ has only a small amount of information changed or 
added, the version number is increased by 0.1, and is called a 'minor 
revision.' If a new version of the FAQ has a substantial amount of new 
information changed or added, the version number is increased by 0.5, and 
is called a 'standard revision.' If a new version of the FAQ has a huge 
amount of added or changed information, major parts of the FAQ are 
rearranged, or major parts of the FAQ are rewritten, the version number 
is increased by 1.0, and it is called a 
'major revision.'

     You may be wondering why chapter numbers are enclosed in either []'s 
or 
**'s. The definition of these is as follows:

     []: Chapters enclosed in square brackets mean that the information
         contained in the chapter has not been updated since the
         previous FAQ.
     **: Chapters enclosed in asterisks mean that the information
         contained in the chapter is new or has been updated for the
         current version of the FAQ you are reading.

[1-2-1]: Is the FAQ related to the Official Guide to Civilisation II?
============================================================

     No, the Unofficial Civilization II Strategy FAQ is not related in 
any way with the Official Guide to Civilization 2 other than in topic.

     Nor is the Unofficial Civ2 Strategy FAQ meant to be competition to 
the Official Guide.

[1-3]: Getting the unofficial Civ2 Strategy FAQ
=================================================

[1-3-2]: via Usenet
----------------------
     The unofficial Civ2 Strategy FAQ is posted on the first of every 
month (or earlier if a new version is released) on the following Usenet 
groups.

     (1) comp.sys.ibm.pc.games.strategic

     The 'Subject:' line of the post will be 'Unofficial Civ2 Strategy    
  FAQ v??.??' where '??.??' is the version number of the FAQ.

[1-3-3]: via Internet FTP
----------------------------

     New releases of the Unofficial Civ II Strategy FAQ can be found at 
the following Internet FTP sites:

[well actually nowhere yet. But if someone would care to carry it and let 
me know I'll note it here.]

     The file name of the upload will be 'civ2s??.faq' where '??' is the 
version number of the FAQ.  This filename is for FTP sites only. BBS 
filenames are outlined in [1-3-5]

[1-3-4]: via WWW
-------------------
     New releases of the Unofficial Civ2 Strategy FAQ will be found on 
the following World-wide Web sites:

	http://ourworld.compuserve.com/homepages/POde/
	Gamer's Site: http://www.cybernet.dk/users/kolstrup/
        http://members.aol.com/agent00god/

     HTML versions of the Unofficial Civ2 Strategy FAQ can be found on 
the following World-wide Web sites:

[None yet, but I'm working on it]

[1-3-5]: via BBS
-------------------
     New releases of the Unofficial Civ2 Strategy FAQ will be uploaded to 
other BBSes as the opportunity arises. They will be under the file name 
'civ2sfaq??' where '??' is the version number of the FAQ.

     ATTENTION: ALL BBSes, CompuServe, America On-line, and all other 
information services.  PLEASE conform to the naming standard of the 
Unofficial Civ2 Strategy FAQ when placing this file on your system.  The 
file name should be 'civ2s??.zip' where the '??' is the version number of 
the FAQ or 'civ2sfaq??.txt' if the FAQ is a text file instead of PKZIPped.

[1-4]: Adding to the FAQ
===========================

     Where you see the words [blank] or [incomplete] in this FAQ is a 
section that needs filling in. I depend heavily on contributions from 
people like yourself to make this FAQ whole. Please, don't make me beg. 
Help me fill in the blanks.

     If you have something to add to the FAQ, please send E-mail to 
'ekenworthy@cix.compulink.co.uk' (no quotes), with the subject 'Civ2 
Strategy Guide' explaining what your addition is. It will be reviewed, 
and if accepted, added to the next FAQ version.  In the E-mail, please 
supply your name and E-mail address.

     Please note that all submissions to the FAQ become property of the 
author (Edward Kenworthy) and that they may or may not be acknowledged. 
By submitting to the FAQ, you grant permission for use of your submission 
in any future publications of the FAQ in any media.  The author reserves 
the right to omit information from a submission or delete the submission 
entirely.

[1-5]: Acknowledgments
==========================

     Microprose Studios for making this great game.

     My wife. (Hi Angela!)

     And big thanks to everyone else who sent something my way, or posted 
answers to questions in comp.sys.ibm.pc.games.strategic. You are all 
listed next to your contributions in this FAQ!

     Forgive me if I miss anyone. If for some reason I HAVE missed you, 
PLEASE send me E-mail so I can give credit where credit is due.


Jim Venn <100071.2311@CompuServe.COM> who has made contributions all over the
place - rather than scatter his name all over the place I've listed it here as
an acknowledgement.

[1-6]: Accurate Information
==============================
     An attempt has been made to make the information in this FAQ as 
accurate as possible.

     Harder still is verifying the correctness of every hint and tip. I 
do try hard to make sure there are no bogus entries in this FAQ, but, 
undoubtedly, one or two will probably slip by. Please let me know 
immediately if there is any information in this FAQ that you know is 
incorrect.

     Also, because the game was recently released, future updates and 
add-ons may render parts of this FAQ obsolete.

[1-7]: The format of this FAQ
================================
     I have been copying the format and style of the granddaddy of all 
FAQ keepers, Hank Leukart (ap641@cleveland.freenet.edu) of the 'Official' 
DOOM FAQ.

==============================
-SECTION ONE- GENERAL OVERVIEW
==============================

-------------------------------------------
CHAPTER[2]: The Tools Of The Trade
-------------------------------------------

     This chapter contains information on the various units, buildings, 
wonders etc available for use in Civ2.

*2-1*: Foot Troops
==================

        *2-1-1*: Settlers
        --------------------

                Settlers are replaced by Engineers with the discovery of Explosives.
	   Cost:40	Attack:0      Defense:1    Movement:1	    HP:2      Fire Power:1 

        *2-1-2*: Engineers
        ----------------------

                Engineers work at twice the speed of settlers - so for 
		example a road across a plain is completed in 1 turn rather than two. They 
		also move at a speed of 2 and can actually radically change terrain -
		for example mountains to hills and desert to plains !

             Cost:40 Attack:0 Defense:2 Movement:2 Hit Points:2 Fire Power:1

        *2-1-3*: Warrior
        ---------------------

                These are the worst combat unit in the game. Only build 
		them if you’re desperate and have no better technology.
             Cost:10 Attack:1 Defense:1 Movement:1 Hit Points:1 Fire Power:1

       *2-1-4*: Phalanx
        ---------------------

	Best value for money in terms of defence in the early
	part of the game.  Great when used in conjuction with 		
	Elephants and eventually Crusaders.

                Phalanxes are upgraded to Pikemen.
	Cost:20 Attack:1 Defense:2 Movement:1 Hit Points:1 Fire Power:1

        *2-1-5*: Legion
        ---------------------

                Legions are upgraded to Musketeers.  Legions are slightly
                better than the phalanx, but take twice as long to make
        Cost:40 Attack:4 Defense:2 Movement:1 Hit Points:1 Fire Power:1        

        *2-1-6*: Explorer
        ---------------------

		An extremely underrated unit. The explorer
                has a movement of 1/3 regardless of terrain and it
                ignores enemy zones of control.  Very useful for
                manouvering combat troops through enemy zones of
                control.

		If adjacent to an enemy unit just move the explorer
                forward and wait them,  move a combat unit on top of
                the explorer then pull the explorer back out of the
		front line reducing the risk of them being attacked.
                Repeat until troops have flowed past the enemy
                fortifications.

                A good substitue until you've researched guerrilla warfare
                in which case partisans can be used
                Explorers are never upgraded by Leonardo's Workshop.
                They also never become obsolete !

        *2-1-7*: Pikemen
        ---------------------

                Pikemen have their defensive strength doubled if 		they're attacked by mounted troops. Legions still walk 		all over them however. (Perhaps this should have been 		modified so that they receive the same bonus against to 		non-gun powder infantry. Remember the Swiss ?)
                Phalanxes are upgraded to this unit. Pikemen are
                upgraded to Musketeers.
         Cost:20 Attack:1 Defense:2(x 2 against mounted) Movement:1 Hit Points:1 Fire Power:1

        *2-1-8*: Musketeer
        ---------------------

		A good defensive and reasonable offensive unit.  It's
                hit points are double that of the non-gunpowder troops
                so don't be affraid of taking on fortified pikemen.
        Cost:30 Attack:3 Defense:3 Movement:1 Hit Points:2 Fire Power:1

        *2-1-9*: Rifleman
        ---------------------

                On a cost/strength ratio these are probably the best 
		defensive unit.

                These are the final troop type that infantry are 
		automatically upgraded to by Leonardo's Workshop.
           Cost:40 Attack:5 Defense:4 Movement:1 Hit Points:2 Fire Power:1

        *2-1-10*: Alpine Ski Troops
        ---------------------

                The major ability of Alpine Ski Troops is that they can 
                travel three squares regardless of the terrain type.
                They do still take advantage of Railroads, but Roads
                have no effect.

                These troops are never upgraded by Leonardo's Workshop-
                nor is any other infantry type upgraded to it.
           Cost:50 Attack:5 Defense:5 Movement:1 Hit Points:2 Fire Power:1

        *2-1-11*: Marines
        ---------------------

                The major ability of Marines is that they can directly 
		attack a city from a transport ship (what Civ2 calls an 
		Amphibious assault).

                These troops are never upgraded by Leonardo's Workshop -
                nor is any other infantry type upgraded to it.
            Cost:60 Attack:8 Defense:5 Movement:1 Hit Points:2 Fire Power:1

        *2-1-12*: Paratroopers
        ---------------------

                The computer makes extensive use of these. If you leave
                a city undefended (or all the defenders are killed)
                you can be sure there'll be one of these around ready
                to drop in for a cup of tea and a bite to eat.

		Great when used in conjuction with bomber strikes
                across bodies of water that leave an enemy city defenceless.
                The computer AI seems to be particularly keen on this tactic.
                
                These troops are never upgraded by Leonardo's Workshop-
                nor is any other infantry type upgraded to it.
             Cost:60 Attack:6 Defense:4 Movement:1 Hit Points:2 Fire Power:1

       *2-1-13*: Psycopaths (available to download c2psyco.zip)
       ____________________

                Great attack units, created by Nick Puleo of P&P Enterprises
                Psycopaths are gained after Psycopathism, are great at attack
                but suck on defense, good for killing fortified guys.
            Cost:30 Attack:8 Defense:2 Movement:2 Hit Points:2 Fire Power:2
*2-2*: Mounted
===================

        *2-2-1*: Horsemen
        ---------------------

                One of your first things you should research is horseback
                riding.  This way you can explore the map alot faster since
                horsemen have a movement of two
           Cost:20 Attack:2 Defense:1 Movement:2 Hit Points:1 Fire Power:1

        *2-2-2*: Chariots
        ---------------------

                Chariots were significantly down graded from Civ. If
                you want to go an early crusade - choose Elephants.
                They are gained once you get the wheel, good for exploring
                and early attack.
           Cost:30 Attack:3 Defense:1 Movement:2 Hit Points:1 Fire Power:1

        *2-2-3*: Elephants
        ---------------------

                A great attacking unit for early game, but not good at
                defense, gotten after polytheism
           Cost:40 Attack:4 Defense:1 Movement:2 Hit Points:1 Fire Power:1

        *2-2-4*: Knights
        ---------------------

                Slightly better than the horsemen
           Cost:40 Attack:4 Defense:2 Movement:2 Hit Points:1 Fire Power:1

        *2-2-5*: Crusaders
        ---------------------

                Slightly better than knights, gained after monotheism
           Cost:40 Attack:5 Defense:1 Movement:2 Hit Points:1 Fire Power:1

        *2-2-6*: Dragoons
        ---------------------

                Not quite as good as the Calvary but get the job done
          Cost:50 Attack:5 Defense:2 Movement:2 Hit Points:2 Fire Power:1

        *2-2-7*: Cavalry
        ---------------------

                The best of the mounted troops.  Still good towards later
                portions of the game.
          Cost:60 Attack:8 Defense:3 Movement:2 Hit Points:2 Fire Power:1

                

*2-3*: Vehicles
===================

     *2-3-1* Armor:
     -----------------
         Great attack units, good for taking over cities
     Cost:80 Attack:10 Defense:5 Movement:3 Hit Points:3 Fire Power:1

    * 2-3-2*  Mechanized Infantry:
    -------------------------------
         Not as good as the armor, but can help alot cheaper
     Cost:50 Attack:6 Defense:6 Movement:3 Hit Points:3 Fire Power:1

*2-4*: Big Guns
===================

     * 2-4-1 * Catapult:
     -------------------
       Not really a gun, but really helps in the begining of the game
       for taking over many things
     Cost:40 Attack:6 Defense:1 Movement:1 Hit Points:1 Fire Power:1

    * 2-4-2 * Cannon:
    --------------------
       The first real big gun, great for defense of cities
     Cost:40 Attack:8 Defense:1 Movement:1 Hit Points:2 Fire Power:1

   * 2-4-3 * Artillery:
   ----------------------
       Upgrade of the cannon, good for stoping pesky invaders, take out a
       horde of them
    Cost:50 Attack:10 Defense:1 Movement:1 Hit Points:2 Fire Power:2

   * 2-4-4 * Howitzer:
   ---------------------
       Great attack units on cities, they ignore city walls
   Cost:70 Attack:12 Defense:2 Movement:2 Hit Points:3 Fire Power:2


*2-5*: Naval Units
===================

     * 2-5-1 * Tireme:
     -------------------
          Only good for transport, has a 1/2 chance of getting lost at
          sea if not end turn by land, unless you have a light house.
          Can transport 2 ground units
      Cost:40 Attack:1 Defense:1 Movement:3 Hit Points:1 Fire Power:1

     * 2-5-2 * Caravel:
     -------------------
          An upgrade from the Tireme, can transport 3 ground units, and no
          chance of getting lost at sea
      Cost:40 Attack:2 Defense:1 Movement:3 Hit Points:1 Fire Power:1

     * 2-5-3 * Galleon:
     ___________________
          Good transport ship, can't attack, you get it once you get magnetism.
          Can transport 4 ground units
      Cost:40 Attack:0 Defense:2 Movement:4 Hit Points:2 Fire Power:1
          
     * 2-5-4 * Frigate:
     -------------------
          Gained at the completion of magnetism, good attack ship, can only
          transport two people, use it as an escort for the Galleon
      Cost:50 Attack:4 Defense:2 Movement:4 Hit Points:2 Fire Power:1

     * 2-5-5 * Transport:
     --------------------
           An upgrade of the galleon, can transport 8 ground units, it can't
           attack
      Cost:50 Attack:0 Defense:3 Movement:5 Hit Points:3 Fire Power:1

     * 2-5-6 * Destroyer:
     ---------------------
           A destroyer can see subs, good for escort of a transport, and
           has a good movement for exploring
      Cost:60 Attack:4 Defense:4 Movement:6 Hit Points:3 Fire Power:1

     * 2-5-7 * Cruiser:
     --------------------
          A little better than the destroyer, can see subs
     Cost:80 Attack:6 Defense:6 Movement:5 Hit Points:3 Fire Power:2
     
     * 2-5-8 * Submarine:
     --------------------
          Invisible to most enemy ships, can transport missile units
     Cost:60 Attack:10 Defense:2 Movement:3 Hit Points:3 Fire Power:2

     * 2-5-9 * Iron Clad:
     ---------------------
           One of the first attack ships, predecessor to destroyer
     Cost:60 Attack:4 Defense:4 Movement:4 Hit Points:3 Fire Power:1

     * 2-5-10 * Battle Ship:
     -----------------------
            The Best Sea unit by far!!!  Especially a veteran, can attack
            5 or 6 guys in one turn, and sink them all.  We once were attacked
            by 10 or 11 units of destroyers and sunk them all!!
     Cost:160 Attack:12 Defense:12 Movement:4 Hit Points:4 Fire Power:2

     * 2-5-11 * Carrier:
     ---------------------
            Good for transporting all air units, can hold 8.
     Cost:160 Attack:1 Defense:9 Movement:5 Hit Points:4 Fire Power:2

     * 2-5-12 * AEGIS Cruiser:
     --------------------------
            Not as good as the battle ship, but it has good air defense
     Cost:100 Attack:8 Defense:8 Movement:5 Hit Points:3 Fire Power:2

*2-6*: Aircraft
===================
All air units do not get an effect from the road or rail road

        *2-6-1*: Fighter
        ---------------------

                Fighters are only really useful for a couple of jobs:
                taking out bombers that are hanging around and for
                attacking that spy or diplomat that's just out of reach.

                Forget trying to escort bomber groups - it just don't 
		work.
        Cost:60 Attack:4 Defense:2 Movement:10 Hit Points:2 Fire Power:2

        *2-6-2*: Bomber
        ---------------------

		Can be used for interdiction as it exerts a zone of
		control and grounds units are not able to attack it.
		Particularly effective if your oppent hasn't discovered
                flight yet.

                Useful for taking out marauding stacks of enemy units.
        Cost:120 Attack:12 Defense:1 Movement:8 Hit Points:2 Fire Power:2

        *2-6-3*: Stealth Fighter
        ---------------------

                Calling this unit a Stealth fighter is a bit of a 
		misnomer. A better name would have been Jet Fighter.

                There is a rules.txt and unit.gif file that adds Jet 
		Fighters Bombers between Fighter/Bomber and their
                Stealth versions.
         Cost:80 Attack:8 Defense:3 Movement:14 Hit Points:2 Fire Power:2

        *2-6-4*: Stealth Bomber
        ---------------------

                Useful for taking out marauding stacks of enemy units.
            A strong attack unit definately better than the bomber
        Cost:160 Attack:14 Defense:3 Movement:12 Hit Points:2 Fire Power:2
               

        *2-6-5*: Cruise Missile
        ---------------------

                An expensive unit to use - it dies regardless of
                whether it  wins. As with all air units it causes
                unrest in a Republican or Democratic city. (Remember
                Greenham common ?)

                Useful for a quick surgical strike against a stack of
		naval units. But not if there's an AEGIS Cruiser 
		present (and you're playing a version after 1.07).

                Not very strong, i would recomend just using a nuke
         Cost:60 Attack:20 Defense:0 Movement:12 Hit Points:1 Fire Power:3

        *2-6-6*: Nuclear Missile
        ---------------------

                Expensive and as with all aircraft causes unrest.
                Besides who wants a nuclear arsenal planted in their
		driveway?

                Here's a tip:
                "I have noticed that if you build an airbase 2 hexes
                from your  city and station nukes there, the Ai does
                not seem to be able to detect them.  Wala! Missile silos."
                [jeferi@inlink.com (JefEri)]

                When a nuke hits its target it cause pollution in a 1 square radius
                of the target, if the target is a city, it cause the population to
                descrease by 1/2.
           Cost:160 Attack:99 Defense:0 Movement:16 Hit Points:1 Fire Power:1

*2-7*: Trade Units
===================

        *2-7-1*: General Comments
        ---------------------

                Trade as much as possible.  Make trade routes with everybody.
                It gives good income, even establish routes with yourself.



        *2-7-2*: Caravan
        ---------------------

                The first trade unit before the Freight
                Ignores zones of control.
          Cost:50 Attack:0 Defense:1 Movement:1 Hit Points:1 Fire Power:1


        *2-7-3*: Freight
        ---------------------

                No different from the Caravan except it moves one more space
          Cost:50 Attack:0 Defense:1 Movement:2 Hit Points:1 Fire Power:1


*2-8*: Buildings
===================

        *2-8-1*: Palace
        ---------------------

                Important for corruption calculation. The further a 		city from the one with your Palace in - the greater the 		corruption (except at Democracy of course).

                Without a capital EVERY city is treated as being the 
		maximum range away !!

        *2-8-1*: Temple
        ---------------------

                Reduces the number of unhappy citizens by 2. Increased 
		effect with Mysitcism and double effect if you control 		the Oracle.

        *2-8-1*: Granary
        ---------------------

                Allows you to create a food stockpile. This is 
		important for two reasons a) it gives you a buffer zone 		in case of famine and b) it halves the amount of stored 		food you need to build up to create a new citizen.

                The Pyramid gives a granary in each of your cities. 
		Perhaps something to with the story of Joseph and his 		Coat of Many Colours ?

		Not a particularly useful improvement.  Happiness 		improvements are more
		valuable as the best mechanisim for growth is gaining 		We Love ? Day in your cities. But this of course 		depends on being democracy or republic.

        *2-8-1*: Barracks
        -----------------
                 Barracks allow troops to be healed in 1 turn in a city, also
                 creates veteran units.

        -------
