;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
-1,			; Advanced Flight
-1,			; Alphabet
-1,			; Amphibious Warfare
-1,			; Astronomy
-1,			; Atomic Theory
-1,			; Automobile
-1,			; Banking
-1,			; Bridge Building
-1,			; Bronze Working
-1,			; Ceremonial Burial
-1,			; Chemistry
-1,			; Chivalry
-1,			; Code of Laws
-1,			; Combined Arms
-1,			; Combustion
-1,			; Communism
-1,			; Computers
-1,			; Conscription
-1,			; Construction
-1,			; The Corporation
-1,			; Currency
-1,			; Democracy
-1,			; Economics
-1,			; Electricity
-1,			; Electronics
-1,			; Engineering
-1,			; Environmentalism
-1,			; Espionage
-1,			; Explosives
-1,			; Feudalism
-1,			; Flight
-1,			; Fundamentalism
-1,			; Fusion Power
-1,			; Genetic Engineering
-1,			; Guerrilla Warfare
-1,			; Gunpowder
-1,			; Horseback Riding
-1,			; Industrialization
-1,			; Invention
-1,			; Iron Working
-1,			; Labor Union
-1,			; The Laser
-1,			; Leadership
-1,			; Literacy
-1,			; Machine Tools
-1,			; Magnetism
-1,			; Map Making
-1,			; Masonry
-1,			; Mass Production
-1,			; Mathematics
-1,			; Medicine
-1,			; Metallurgy
-1,			; Miniaturization
-1,			; Mobile Warfare
-1,			; Monarchy
-1,			; Monotheism
-1,			; Mysticism
-1,			; Navigation
-1,			; Nuclear Fission
-1,			; Nuclear Power
-1,			; Philosophy
-1,			; Physics
-1,			; Plastics
-1,			; Plumbing
-1,			; Polytheism
-1,			; Pottery
-1,			; Radio
-1,			; Railroad
-1,			; Recycling
-1,			; Refining
-1,			; Refrigeration
-1,			; The Republic
-1,			; Robotics
-1,			; Rocketry
-1,			; Sanitation
-1,			; Seafaring
-1,			; Space Flight
-1,			; Stealth
-1,			; Steam Engine
-1,			; Steel
-1,			; Superconductor
-1,			; Tactics
-1,			; Theology
-1,			; Theory of Gravity
-1,			; Trade
-1,			; University
-1,			; Warrior Code
-1,			; The Wheel
-1,			; Writing
-1,			; Future Technology
-1,			; User Def Tech A
-1,			; User Def Tech B
-1,			; User Def Tech C
-1,			; Extra Advance 1
-1,			; Extra Advance 2
-1,			; Extra Advance 3
-1,			; Extra Advance 4
-1,			; Extra Advance 5
-1,			; Extra Advance 6
-1,			; Extra Advance 7
-2,			; MUST BE HERE! TERMINATOR!

@@Ship Artillery
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Parthian Tactics
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Captive Labour
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Furor Celtica
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Barbarian Armies
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Treasury
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Bridge Building
Humans have been constructing crude bridges from the first time they laid logs across a stream or river they needed to cross. Although a brick arch bridge is said to have existed in Babylon in 1800 BC, most bridges of this time period were probably made of wood. The Romans developed bridge building to a degree that it took Western medieval engineers many years to match. Roman bridges were often composed of several stone arches which supported a flat road. Bridges of this type date back to as early as 219 BC. It wasn't until the mid-1800s that bridge designs began to incorporate metal for added strength and permanence. Early truss bridges used wooden trusses bound with iron tie-rods. By 1850, wooden trusses gave way to steel. Modern bridges incorporate designs ranging from concrete and steel arches to steel girder and suspension styles. The development of modern bridges constructed of durable materials was vital to the expansion of the worlds railroad and highway systems.

@@Noble Cavalry
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Mysticism
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Rostrum
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Chatti Raiders
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Code of Laws
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Barbarians
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Empire
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@University
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Mercenaries
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Construction
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Diplomacy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Coinage
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Democracy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Gladiators
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Greek Tragedy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Stone Masonry
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Sarissa
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Scythian Chariots
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Auxiliary Tactics
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Corvus
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Foreign Affairs
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Maniple Tactics
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Literacy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Aedilitary Council
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Ship Building
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Greek Ecclesia
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Hygiene
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Plate Armour
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Warior Code
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Fortified Harbors
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Oligarchy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Polytheism
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Navigation
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Torsion Weapons
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Sea Trading
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Philosophy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Conscription
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Slavery
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Throwing Engines
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Preexistent Unit
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Medicine
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Geographics
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Republic
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Manufacture
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Imperial Army
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@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 Semetic, was developed between 1700 and 1500 BC. Four other alphabets, South Semetic, Canaanite, Aramaic, and Greek, had evolved from the North Semetic 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.

@@Hellenism
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Purple Banner
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Elite Fleet
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Customs
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Engineering
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Chariots
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@The Great Kingdom
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@General Uprisings
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Military Parliament
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Elephant Armour
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Noble Hoplites
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Gentile Groups
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Praetoria Guards
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Architecture
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@New Knowledge
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Brick Masonry
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Carthaginian Cavalry
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Pax Romana
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Sanitation
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Seafaring
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Astrolabe
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Cohort Tactics
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Geometry
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Celts
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Persian Immortals
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Writing
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Metallurgy
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Horsemanship
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Mahouts
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Buleuterion
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Elephant Domestic.
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Scale Armour
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Iron Casting
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@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.

@@Trade
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Rhetorics
-Description of this technology may be activated by selecting DESCRFW in the SETUP.BAT file!

@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
15,			; Palace
2,			; Barracks
8,			; Granary
22,			; Temple
12,			; MarketPlace
10,			; Library
6,			; Courthouse
4,			; City Walls
0,			; Aqueduct
1,			; Bank
3,			; Cathedral
23,			; University
13,			; Mass Transit
5,			; Colosseum
7,			; Factory
11,			; Manufacturing Plant
18,			; SDI Defense
17,			; Recycling Center
16,			; Power Plant
9,			; Hydro Plant
14,			; Nuclear Plant
34,			; Stock Exchange
32,			; Sewer System
35,			; Supermarket
36,			; Superhighways
30,			; Research Lab
31,			; SAM Missile Battery
26,			; Coastal Fortress
33,			; Solar Plant
37,			; Harbor
27,			; Offshore Platform
24,			; Airport
28,			; Police Station
29,			; Port Facility
21,			; SS Structural
19,			; SS Component
20,			; SS Module
25,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct
A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem was an aqueduct. Aqueducts were large, elevated stone "canals" through which water from nearby hills and mountains was channeled into the city. Aqueducts allowed cities to grow much larger by significantly increasing the amount of available water. At the same time aqueducts reduced the chance of contracting water-borne diseases, by reducing the dependence on stagnant ponds and wells as water sources. Aqueducts also allowed cities to be built in normally inhospitable environments, such as deserts, by providing an outside water source.

@@Bank
When the first cities were built a new problem arouse: where to store the most valuable assets of the local comunity. Initially, the temple was the solution and the Parthenon on the Athenean Acropolis was, besides the place of worship, the first treasury of the Atheneans. Later on, the guarded treasury became the place where all the funds of the city were safely guarded. It eliminated the risks of theft and, by doing so, generated a large profit.

@@Barracks
Warfare has been a recurring phenomenon throughout the history of mankind. Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the possibility of war. When warring nations are closely matched in technology and manpower, battles are usually won by the army with the best training. Military schools and academies existed all over the world, established for the purpose of training armies in the latest methods, tactics, and technology.

@@Cathedral
In ancient times, almost every city had a temple dedicated to the city's patron god. Many cities also had temples dedicated to other gods as well. The orginal Pantheon in Rome, the "Temple of all Gods", was built under Hadrian between 115-125 AD as the biggest ancient dome building. The open, 43 metres high construction has influenced similar buildings of later times, for instance the Hagia Sophia in Constantinople.

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

@@Colosseum
Theatres and Amphitheatres provided entertainment for the common people of the ancient society by presenting them with spectacles and events as a temporary escape from day-to-day life. The most famous theatre in Athens was Dyonissos's Theatre. Amphitheatres are extended theatres used for acting but as arenas of gladiator fights as well. Fighting between humans and beasts was also very popular among the bloodthirsty crowd. 

@@Courthouse
As kingdoms and empires expanded, it became increasingly difficult for the rulers to maintain control over the more distant regions of their realm. To ensure that the far-flung cities of the empire contributed their expected share of duties and taxes to the government, local magistrates and courts were established. In the courthouse, the ruler's representatives listened to the grievances of the people and defined and enforced the laws that governed social interaction. This reduced crime, and thereby kept the local population productive.

@@Factory
Forges are the first blacksmith workshops which need relative low amounts of raw materials and can increase resource production in your city.

@@Granary
Cities became possible only when the development of agriculture made the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary was designed for the storage and protection of surplus food. Food storage technology meant that a smaller percentage of the population could produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.

@@Hydro Plant
^Not available

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

@@Manufacturing Plant
^Not available

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

@@Mass Transit
Hospitals provide for the sick people and prevent the spread of desease across the countryside. As a result the contagious desease caused  by your citizens is eliminated.

@@Nuclear Power Plant
^Not available
 
@@Palace
When populations began to organize their communities into cities, their governments became more structured and formalized. At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped to reinforce the aura of power surrounding the ruler.

@@Power Plant
^Not available

@@Recycling Center
One of the fallbacks of large urban manufactures is a vast amount of human waste. As the city continues to grow, steps need to be taken to move the sewage away from inhabited areas and "treat" it so that it does not become a health hazard to humans or harm the surroundings. Catacombs carry wastewater out of the city, into rivers and the sea, thus reducing the risks of infection and disease of the inhabitants. The catacombs of Rome, for example, served as burial grounds for the everincreasing population of the city.

@@SDI Defense
^Not available

@@Spaceship Component
^Wership Caravel-Spanish trade ship, with a very large hull, travelling entirely on the use of sails.

@@Spaceship Module
^Wership Drakkar-Viking Longboat used for inland incursions in Normandy, Britain, Russia, Spain and even Sicily. Most atrocious!

@@Spaceship Structural
^Wership Gauloi-ancient Sumerian trade vessel

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

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

@@Airport
Not available

@@Capitalization
When the first cities were built a new problem arouse: where to store the most valuable assets of the local comunity. Initially, the temple was the solution and the Parthenon on the Athenean Acropolis was, besides the place of worship, the first treasury of the Atheneans. Later on, the guarded treasury became the place where all the funds of the city were safely guarded. It eliminated the risks of theft and, by doing so, generated a large profit.

@@Coastal Fortress
The construction of defensive structures such as city walls and fortified castles dates back to ancient times. City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately in such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city wall left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of the city. This was accomplished by constructing fortresses to cover the approach to the city and to effectively close the harbor entrances with massive chains. These coastal fortresses, built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or thinning out the attacking force and minimizing damage to the city's port. An example of a formidable "harbor gate" was Constantinoples which resisted to several naval attacks, before finally being conquered.

@@Offshore Platform
Mankind's dependence on wood as a main source of fuel and building material in the ancient times was becoming a problem in areas like Egypt where wood was scarce. The Egyptians imported most of their wood from modern day Lebanon, but when this was not available for certain reasons, they had to use similar materials like papyrus and reeds that grew abundently near water. Plants like bulrush, reeds and even some types of algae and sea weed were put to use in the construcion of vessels that cruised along the Nile and even the sea.

@@Police Stations
The concept of a Plebis Tribunal operating to solve the needs of the lower class citizens that had to enlist in the army but were not guaranteed any civil rights, apeared in Rome, in the various civil wars between the Optimate party (the wealthy patricians) and the Populares. The presence of a Plebis tribune serves to uphold the laws of society, and to control civil unrest. A tribune has also the right of "veto" in the Roman Senate to asure that the rights of the plebeians are respected.

@@Port Facilities
Seagoing vessels have been used for both commercial transport and military purposes for thousands of years. Cities built on rivers and on the coasts of seas and oceans built facilities, like warship warfs to receive cargo and to house military vessels stationed in the area. Many of the larger cities built large port facilities that included shipyards for the construction of new vessels, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels. Heavily damaged ships can be repaired much more quickly when such facilities are available.

@@Research Lab
Universities are institutions of higher learning. Early universities, in the form we know them, date back to the Middle Ages, although the classical age was a flourishing environment for young talents. Studies at these institutions focused on matters concerning the arts and sciences and expanded to include classical art, literature, and languages. 

@@SAM Missile Battery
^Not available

@@Sewer System
Hygiene is a major component to city wellfare by ensuring a longer, healthier life for the inhabitants. Without Thermal Baths your citizens will not accept to live into your city over the size of 12.

@@Manufacture
The Imperial Manufactures of Rome where the most famous and productive specialized workshops of the Antiquity. They where used by the Emperors to provide the needed armour and weapons for the Imperial Legions. In doing so they generate an extra 50% resource production, cumulative with the Forge. 

@@Stock Exchange
The Roman Forums and Basilicas, were the places where citizens would come and discuss politics, deciding the city's finances just like the Greeks in their Agoras. Sometimes a politician would find it in his interest to contribute with a donation to the city treasury or a large feast. Oriental civilizations, like Persians and Egyptians, would organize festivals in honour of the local deities. By doing so they contribute along with the Market and Treasury to a grand total of 150% increase in the city's trade.

@@Supermarket
Not available

@@Customhouse
Customs are places of profit for the city's authorities where travellers and merchants have to pay a tax for crossing a bridge or road and therefore generate large amounts of revenue

@@Harbor
Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide channels deep enough to accommodate large vessels.

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
21,			; Pyramids
9,			; Hanging Gardens
2,			; Colossus
15,			; Lighthouse
7,			; Great Library
20,			; Oracle
8,			; Great Wall
25,			; Sun Tzu's War Academy
13,			; King Richard's Crusade
18,			; Marco Polo's Embassy
19,			; Michelangelo's Chapel
3,			; Copernicus' Observatory
16,			; Magellan's Expedition
23,			; Shakespeare's Theatre
14,			; Leonardo's Workshop
12,			; J. S. Bach's Cathedral
11,			; Isaac Newton's College
0,			; Adam Smith's Trading Co.
5,			; Darwin's Voyage
24,			; Statue of Liberty
6,			; Eiffel Tower
27,			; Women's Suffrage
-1,			; Hoover Dam
17,			; Manhattan Project
26,			; United Nations
1,			; Apollo Program
22,			; SETI Program
4,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co.
The Gracchi Brothers,Tiberius(162-133) and Caius Sempronius (154-121) came from a plebeian Roman family. Their political career as Tribunes was swiftly ended with their assassination by the aristocrates, but their agricultural reform could have solved the crisis of the Republic.

@@Apollo Program
The Greek Klaudios Ptolemaios of Alexandria(90-168) is the most important ancient astronomist. His main work was "Megale Syntaxis" in which he afirms the geocentrical theory which lasted until Copernicus. In "Geographia", he created around 140 AD a worldmap, that represents the peak of ancient geography.

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

@@Copernicus' Observatory
Archimedes of Syracusae (287-212) formulated the hidrostatic principle which bears his name. As a goemetrician, he considered the ratio of the length of the circle and the diameter ( the "pi" number). He contributed greatly when the Romans sieged his home city by inventing some effective siege weapons. He suposably died when the Romans entered Syracusae because he insulted a centurion who was "disturbing his circles" in the sand.

@@Cure for Cancer
Situated in Salisbury Plain, Stonehenge, is a monumental trilithical structure that dates back to the New Stone Age ( 1800-1400BC). Its real purpose has been a mistery, although it is believed to serve as a religious site for the cult of the Sun (hence its circular shape and orientation). The outer diameter measures more than 30 m and the tallest stones stand more than 4 m above the ground.

@@Darwin's Voyage
While the most ancient people believed, that everybody that tries to go further westwards than Gibraltar is doomed to death the Carthaginians already had done voyages to the Azores. Around 450 BC Hannon sailed along the Western coast of Africa until he reached today´s Sierra Leone.

@@Eiffel Tower
The Greek Pheidias was the most important ancient sculptor. Around 425 BC he created the 17m high bronze statue of the Athena on the Akropolis, the painting decoration of the Parthenon and the Gold Ivory Statue of Zeus in the Holy Shrine of Olympia. This statue was regarded as one of the Seven Wonders of the World. 

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

@@Great Wall
The Praetorian Prefect was the commander of the Roman Emperor's guard. During the glorious years of the Empire the Praetors played an important role in the Imperator's safety. Praetors where also named the Governors of the Imperial (border) provinces of the Empire because of their military capacities which asured an effective defense against barbarian raids.

@@Hanging Gardens
The Great Mausoleum in Halicarnassos was the tomb of Mausol, king of Caria. Mausol began work on it but it was only finished by his wife, Artemisa, around 350 BC. It was also considered as one of the Seven Wonders of the World.

@@Hoover Dam
The Great Wall of China, a huge stone structure stretching from the Yellow Sea to the Asian deserts, was built over a period of approximately 1,800 years. The wall is 25 feet high and 12 feet thick, and runs nearly 1,500 miles across northern China. The purpose of the Great Wall was to make it difficult for raiders to escape with their booty, and thereby discourage invasion. Despite its overwhelming size, the wall was not intended to keep invaders out, since manning such a defensive structure would have been prohibitively expensive.

@@Isaac Newton's College
Aristoteles from Stageira, 384-322 BC, is the most important ancient philosoph who has even influenced several other sciences. Aristoteles was in Platon´s school, from which he parted when founding his Liceum. Later he was the teacher of Alexander the Great. 

@@J.S. Bach's Cathedral
The Circus Maximus, the oldest and biggest place for the popular chariot races in Rome, had room for cca. 60000 visitors in Augustus´ times, after some changes even for 185000. 

@@King Richard's Crusade
Situated at the junction of the palatine, the Capitoline and Esquiline hills, The Roman Forum dates back to the 6'th century BC and represents the very heart of Roman political, economic and religious life. It is the place where the debates between Caesar and Cato took place and where Cicero gave life to "The Catilinares".Guarded by monuments, like the Temple of Saturn, Vespasian and Castor and Polux, it stands for Roman power itself.

@@Leonardo's Workshop
Although military service was compulsory all over the Mediteranean, it was only regarded as a favour by the smaller states like the Greek poleis and, initially, by Rome. Thus most of these armies, like the huge Persian army, where ineficient because they lacked motivation and training.This was not the case for mercenaries who fought for money,so the armies of kings became more effective.

@@Lighthouse
The big arsenal for Carthage´s Warfleet was the main part of the impressive naval base of the city. The warships were stored in giant, round buildings including magazines and offices during the winter or when not in operation.  

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

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

@@Marco Polo's Embassy
Pytheas lived in the 4'th century BC and was a greek navigator and geographer from Massalia who explored the occidental coasts of Spain and the British Isles in the hope of establishing a secure trade route to the tin mines here. His voyage was among the first to sail the unsecure waters of the Atlantic. He also elaborated the theory of tides and managed to make contact with the inhabitants of these distant parts of the world.

@@Michelangelo's Chapel
Artemis's temple in Ephessus, the Artemision, dates back to the 6'th century BC and was considered one of the seven wonders of the world because of its size and splendor until it was destroyed by Herostrates in 356 BC. Built in Ionic stile, it had 127 highly decorated columns, as compared to the Parthenon in Athens which had only 64.

@@Oracle
In ancient Greek religion, an oracle was a priest or priestess through whom the gods spoke in response to questions. The oracle interpreted dreams, the actions of entranced persons, and physical signs found in the entrails of sacrificed animals. The most famous oracle resided in the shrine of Apollo at Delphi, located on the slopes of Mount Parnassus. This oracle was consulted for centuries by Greeks, Romans, and others about public policy and private matters. A priestess called the Pythia would, for a fee, make public predictions for the future. These ecstatic pronouncements became infamous for their ambiguity.

@@Pyramids
Ostia was founded at the end of the fourth century BC to secure the Roman sea trade and became soon the most important seaport for Rome especially for the import of wheat from Egypt and Sicily. 

@@SETI Program
Acropolis, the Greek for "high polis", is the name of  fortified, mainly military places of the Greek Poleis. It was used as a refuge in front of the enemies and the most reknown is the Athenean Acropolis with great buildings like the Parthenon or the big Athena statue. In Athens, it symbolized a sacred place, a religious site, which inspired most of the city's philosophers and scientists and atracted many wisemen well into the Middle Ages

@@Shakespeare's Theatre
The biggest ancient amphitheatre, named after the nearby standing giant statue of Nero, dates back to the time of Vespasianus and Titus. It was opened in the year 80 AD with a hundred days long games.The huge building was eliptic and had more than 80 rows of steps on four levels. It could acomodate cca. 80000 visitors.

@@Statue of Liberty
Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens of thousands of workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remain in existence today.

@@Sun Tzu's War Academy
The power of the Macedonian army raised since Phillip II, who had introduced the heavy Phalanx fighting with long lances, the so called Sarissa. The heavy Hetairoi cavalry and the medium armoured Hypaspists became the major attack forces in the battles against the Greeks and the Persians. These elite forces are responsible for the collapse of the Ahemenid Empire.

@@United Nations
The Delos Ligue was a confederation of most of the Greek Poleis (except Sparta and Thebes) under the hegemony of Athens. It lasted from 478 BC until the Peloponesian War (431-404) bringing huge tribute profits to Athens before losing the war.

@@Women's Suffrage
The Roman Legions were disciplined army formations that consisted mainly of heavy swordsmen who exceled in melee. However the main reasons for this war machine to function properly was the morale and motivation that their status as veterans should be reasuring. This is why, over the years the Senate has passed the Veteran Law which asured the soldiers a small fortune on retirement.   

@UNIT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the UNITS.PDE and UNITS2.PDE text ;files in the original Civilopedia, strung together to make one contiguous section. (French and German ;versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@UNIT_INDEX
-1,			; Settlers
-1,			; Engineers
-1,			; Warriors
-1,			; Phalanx
-1,			; Archers
-1,			; Legion
-1,			; Pikemen
-1,			; Musketeers
-1,			; Fanatics
-1,			; Partisans
-1,			; Alpine Troops
-1,			; Riflemen
-1,			; Marines
-1,			; Paratroopers
-1,			; Mech. Inf.
-1,			; Horsemen
-1,			; Chariot
-1,			; Elephant
-1,			; Crusaders
-1,			; Knights
-1,			; Dragoons
-1,			; Cavalry
-1,			; Armor
-1,			; Catapult
-1,			; Cannon
-1,			; Artillery
-1,			; Howitzer
-1,			; Fighter
-1,			; Bomber
-1,			; Helicopter
-1,			; Stlth Ftr.
-1,			; Stlth Bmbr.
-1,			; Trireme
-1,			; Caravel
-1,			; Galleon
-1,			; Frigate
-1,			; Ironclad
-1,			; Destroyer
-1,			; Cruiser
-1,			; AEGIS Cruiser
-1,			; Battleship
-1,			; Submarine
-1,			; Carrier
-1,			; Transport
-1,			; Cruise Msl.
-1,			; Nuclear Msl.
-1,			; Diplomat
-1,			; Spy
-1,			; Caravan
-1,			; Freight
-1,			; Explorer
-1,			; Extra Land
-1,			; Extra Ship
-1,			; Extra Air
-1,			; Test Unit 1
-1,			; Test Unit 2
-1,			; Test Unit 3
-1,			; Test Unit 4
-1,			; Test Unit 5
-1,			; Test Unit 6
-1,			; Test Unit 7
-1,			; Test Unit 8
-2,			; MUST BE HERE! TERMINATOR!

@@AEGIS Cruiser
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Alpine Troops
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Archers
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Armor
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Artillery
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Battleship
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Bomber
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Cannon
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Caravan
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Caravel
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Carrier
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Catapult
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Cavalry
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Chariot
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Crusaders
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Cruise Missile
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Cruiser
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Destroyer
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Diplomat
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Dragoons
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Elephant
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Engineers
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Explorer
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Fanatics
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Fighter
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Freight
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Frigate
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Galleon
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Helicopter
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Horsemen
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Howitzer
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Ironclad
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Knights
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Legion
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Marines
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Mechanized Infantry
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Musketeers
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Nuclear Missile
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Stealth Bomber
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Stealth Fighter
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Submarine
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Transport
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Trireme
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Warriors
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Paratroopers
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Partisans
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Phalanx
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Pikemen
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Riflemen
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Settlers
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@@Spy
-Description of this military unit may be activated by selecting DESCRFW in the SETUP.BAT file!

@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
0,			; Desert
8,			; Plains
3,			; Grassland
1,			; Forest
4,			; Hills
6,			; Mountains
11,			; Tundra
2,			; Glacier
10,			; Swamp
5,			; Jungle
7,			; Ocean
24,			; Oasis
12,			; Buffalo
3,			; Grassland
18,			; Pheasant
13,			; Coal
21,			; Gold
32,			; Game
23,			; Ivory
26,			; Peat
20,			; Gems
14,			; Fish
25,			; Desert Oil
30,			; Wheat
3,			; Grassland
27,			; Silk
31,			; Wine
22,			; Iron
16,			; Furs
33,			; Glacier Oil
28,			; Spice
15,			; Fruit
29,			; Whales
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Sand Desert
Sand Deserts are arid stretches of land characterized by an annual rainfall of less than ten inches. Adding to the dry environment is the fact that, 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 night time 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.

@@Forest
Extensive areas of land covered by a thick growth of trees and related ground vegetation are classified as forests. 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.

@@Groves
Groves, light woods and glens in warm climate areas where the famous poplar and cypress tree thrive are encountered close to fertile plain regions, mainly near rivers. These areas are inhabited by all sotrs of songbirds and little herbivorous animals like rabits which can be hunted down for their furs. Trees of good essence grow in abundence and wild fruit trees can be sometimes encountered in these areas which are very productive for humans.

@@Plains
The areas of land between the endless steppe regions of the eastern Europe regions and the forests in temperate climates usually consist of plains. These fertile regions, covered with various types of vegetation, once occupied large areas of Europe. These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many plains are naturally occurring, they can also be created through deforestation of woodland areas. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. Plains are, therefore, well suited for growing crops, especially grain crops and as pastures.

@@Hills
Rolling areas of the countryside, often found between plains and more mountainous regions are known as hills, or foothills. These areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Stone, 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 below-ground resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as citrics and grapes thrive in these regions, given the proper climate.

@@Palm Trees
In heavily forested areas where rainfall is high, the growth of both palm trees and other indigenous plants is profuse. This environment is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can sometimes be found in these regions, palm trees themselves offer low amounts of wood when cleared. This, combined with the presence of certain predators, makes palm trees regions inhospitable to humans. In order to make these areas more useful, palms are often replaced with other trees through forestation or burnt down to yield areas of steppes. While this improves the usefulness of the land for humans, it destroys the habitat of the indigenous animals of the region, like elephants.

@@Mountains
Mountains are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Most 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. Although 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.

@@Sea
The Mediterranean sea is home to millions of life forms ranging from microscopic plankton to mammals like dolphins. 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.

@@Steppe
Steppes are vast, open tracts of land, usually with very few trees and covered with vegetation such as sage brush and various grasses. Steppes are similar to Plains, except that the topsoil is often not as well suited for growing food. Often, rich deposits of minerals are also found in steppes regions. The indigenous plants of the steppes makes them well suited for grazing. Large herds of cattle, horses and other animals can often be raised in these areas. With the proper irrigation, steppes can be easily cultivated into adequate farmland for the production of grains and some other plants like olive trees.

@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. Rivers can be found in almost any terrain, from lush jungles and forests to arid desert regions. Since the dawn of civilization, towns and cities have grown up around rivers because the land in river valleys is usually very fertile, and well-suited for farming. In addition, the river provided easy and quick access between towns by boat for trade and travel. Water could be channeled from rivers via aqueducts to cities some distance from the river for the purposes of irrigation. Rivers are also good sources of mineral resources, and can provide power to run machinery and generate electricity.

@@Swamp
Swamps are wetlands which are largely uninhabitable by humans. These areas are usually flooded with water, ranging in depth from a few inches to several feet, due to heavy rainfall and overflow from nearby lakes and rivers. Although inhospitable for human life, swamps are teeming with both animal and plant life. Certain spices and useful substances such as peat, which is used as a fertilizer, can be found in abundance in certain swamp areas. Swampland is often drained, and converted into plains in order to make it more useful for resource and food production.

@@Tundra
Streching on the northern side of the Sahara desert, between the ifinite sand and the more fertile terrain on the coast of the sea, lies a thin line of semidesert.Like the desert, this region receives little precipitation. However, the soil keeps groundwater from draining, forming bogs where various grasses, and other simple vegetation can grow. Despite the harsh environment, a wide variety of animal life and plants flourish in the semidesert areas, providing possible sources of food, and trade potential for their furs.

;Special Resources

@@Olive trees
Olives were used by the ancient people as a source of food and of olive oil which was as praised back then as it is now. The olive tree lived in sunny arrid areas close to the Mediterranean and was one of the main crops, along the citrics and vines, that grew in ancient Hellas. Other regions of southern Europe were known for the ability to grow rich cultures of olive trees, but it soon spread to north Africa and Asia Minor. Olive oil was regarded as one of the most luxurious products and people would often apply it on the skin.

@@Marble
One of the most noble and highly appreciated building materials that was used by the ancient cultures was marble. Marble was quarried from rocky hillsides and fashioned into some of the most impresive works of architecture and sculpture. There are three main colours of marble, white, red and black, but the most noble and commonly used was the white. Greece and Italy had very abundant marble deposits which were heavily exploited during the Classical Age. 

@@Fish
Prevailing winds, sea brize and tides, and deep water trenches can often combine to produce conditions that are optimum for fishing. 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.

@@Fruit
The warm and humid northafrican environments that are so conducive to the growth of exotic palm trees also provide the perfect environment for growing certain fruits. Citric fruits, for example, are an excellent, naturally occurring food crop. Many such fruits, including the orange and lemon, can be transplanted and grown in similar climates all over the Mediterranean.

@@Beduin tent
Beduins were for a long period of time the only inhabitants and the only people who ventured across deserts. Trade routes that conected different areas often crossed the desert and were sometimes plundered by these wild men of the sands. On other ocasions, beduins would engage in trade with the caravans themselves, selling gems and diamonds for the much needed water or salt.

@@Volcano
Although highly dangerous for the lives of humans and for their settlements, active volcanos provide their surroundings with fertile soils that are rich in minerals from the vulcanic interior. Most fertile islands are a product of ancient volcanos but not active anymore.

@@Deer
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.

@@Musk Ox
Settlements in the sparse tundra regions of the arctic cannot raise crops and domestic animals for food due to the harsh conditions. They are, therefore, much more dependent on the hunting and trapping of local wildlife for food. The many species of birds and small game, as well as larger animals such as elk and caribou, provide a source of food in an environment that is otherwise barren and inhospitable.

@@Camels
Camels are the animals most commonly used by the beduins to cross large masses of desert. They were also used by merchants as burden carriers and by soldiers as they were effective against cavalry (the horses hated their smell just as much as the elephant's). Although they are large, resistant animals, some peoples like the Egyptians would prefer using donkeys for their caravans because they thought camels were impure. 

@@Gold
Gold has always been one of the most highly valued metals in the world. It was used in the manufacture of jewelry and has been established as the basis for monetary systems world wide. 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.

@@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 has begun. Since this time, iron has been a valuable commodity. Deposits of iron and iron ore found in mountains were mined and processed for use in their raw form, and in the production of steel.

@@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 peoples of the Mediterranean, although they praised the quality of furs, didn't have too use them for clothing in the mild temperate climate of their region. The upper class would apreciate them more as luxury items as well as the northern civilizations like the Celts, Scythians and Dacians.

@@Oasis
In rare instances, underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an otherwise barren region of land. The presence of water allows plants to grow, and may even attract animal life. An oasis makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of food crops. Since they are so rare, oases are fiercely guarded by desert dwellers who are lucky enough to stumble across them.

@@Elephants
The northern areas of the African continent are inhabitted by lots of exotic animals including elephants, birds of all kinds, primates and even ferocious carnivors.The Phoenicians made possible the domestication of elephants and used them for military purposes. The African elephant was by far more ferocious than its Persian cousin and more easy to tame. Another product that came from elephants was ivory, the hard substance of which elephant tusks are composed. It was highly sought for the carving of ornamental objects. Most ivory was obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of prehistoric elephants and mammoths.

@@Peat
Some bogs and swamps contain a brown organic material known as peat. Peat is made up of partially-decomposed plant matter, and has a high carbon content. Although dried peat is sometimes compressed and burned as fuel, the most valuable use for peat is as a fertilizer and mulch for farming and gardening. The high mineral content and its ability to retain moisture make peat well-suited to this purpose.

@@Prime Lumber
Wood was an essential resource in the ancient times, probably the most important in construction, ship building, chariot making and even shields were initially made of wood and animal skin. Egypt, for example, was almost entirely dependant on the cedar wood imported from the Phoenician city of Byblos in its early history. The Egyptians would often make their boats from reeds and their sails from papyrus which were their most common building materials along with the mudbrick. Other important timber essence trees were the oaks, pine trees, beech trees etc which grew abundently in northern Europe..

@@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, many of these plants were sought by humans because of these smells and tastes. A profitable spice trade was begun by merchants in the Middle East before 2000 BC. Spices are used now, as they were in the ancient world, to preserve food and enhance its flavor. 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.

@@Dolphins
Dolphins were used by sailors to point out to the shores like seagulls even since the ancient times of navigation. Later on people found out that dolphins constitute a source of food and other byproducts. The industry spread throughout the Mediterranean, and became increasingly profitable in terms of trade and resources. Some regions of the sea, along the animals' migration routes, had a particularly dense population of dolphins, and became the targets for large concentrations of fishing ships. 

@@Graines
Grain and other cereals have 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, graines have become the primary food crop. They are particularly well suited for growth in vast, open plains like those found in the Eastern European steppes.

@@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. The most important wine makers of the Antiquity where, of course the Greeks and the Latins, but Carthage had a climate very suited to wine making as well.

@@Volcano
Although highly dangerous for the lives of humans and for their settlements, active volcanos provide their surroundings with fertile soils that are rich in minerals from the vulcanic interior. Most fertile islands are a product of ancient volcanos but not active anymore.

@@Songbirds
Most animals prefere the light wooded areas to the deep forest regions because of the abundence of food and fresh water they need. Glens and pools of water are teeming with life . Some of the most dense populations of songbirds live in groves and they can provide for the needs of human settlements nearby in matters of food and feathers but also as luxury items (birds in golden cages have entertained most royal courts of the ancient history).

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Communism
4,			; Fundamentalism
6,			; Republic
3,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Rebellion. After a few turns of Anarchy, you will be able to reconstitute your government.

Anarchy is similar to Tyranny, except that the corruption rate is VERY HIGH (see entry for Tyranny).  However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Tyranny	
Tyranny apeared in VII'th and VI'th century Greece, when the Gentilic Aristocracy came into a downfall with the creation of the Poleis ( Greek city states ) and a more equitable form of government. The tyrant is almost always a despotic ruler, however, and his form of government is not very eficient. An exeption to this rule would be the Athenean tyrant Pisistrates, during whose reign Athens florished.
Tyranny returned in the IV'th century, when the Poleis where in a deep crisis caused by the Peloponesian War. An example of such a tyrant was Hieron of Syracusae.

UNIT SUPPORT
* Each unit above the city size costs one shield per turn.
* Settlers DON'T NEED food from the suporting city.

HAPPINESS
Up to three military units in each city will institute "martial law", converting an unhappy citizen into a content citizen.

CORRUPTION AND WASTE
Tyranny has a HIGH rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital.

SPECIAL

Under Tyranny, none of the science/tax/luxury rates may be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES ONE LESS.

HINTS
Because of Tyranny's high rate of corruption, it is almost always an inferior form of government.  Try to switch to a Oligarchy as soon as possible.

@@Empire
In 31BC the time of the Roman Emperors begins, the rights of the senate were limited, and Rome became again a monarchy. 
Under Augustus the empire was more stabilized, but the social conflicts remained unsolved or were not seen by the citizens, because of the "bread and circuses". Also the Roman politics depended now more on the personal abilities of the emperors. Economically and culturally especially the early empire was very prosperous, and under Trajan the empire´s borders reached even Parthia in 115AD.

* Each unit beyond the third costs one shield per turn.
* Settlers eat one food per turn.

HAPPINESS
Up to three military units in each city will institute "martial law", converting *TWO* unhappy citizens into content citizens (so a total of SIX unhappy citizens can be suppressed).

CORRUPTION AND WASTE
Under the Empire, state control of the economy eliminates corruption.

SPECIAL
All SPY units produced under Imperial governments are given VETERAN status.  Under the Empire, none of the science/tax/luxury rates may be set higher than 80%.

HINTS
The Empire is best for large, far-flung states which need to maintain a large military.  Use your powerful spies to steal technology from the democrate rebels.

@@Democracy
The democracy, the rule of the people, was developed in the Greek Poleis, especially Athens. Science, trade and culture were on their highest level. But only the citizens of every Polis  could enjoy all advantages of the democracy, not strangers, women and of course slaves.  

* Each unit costs one shield per turn. 
* Settlers eat one
food per turn.

HAPPINESS
Each unit which is not in a friendly city (or a fortress within 3 spaces of a friendly city) causes TWO citizens in its home city to become unhappy.

CORRUPTION AND WASTE
Democracies experience NO corruption or waste.

SPECIAL
Under a Democracy, each square which ordinarily produces at least one unit of trade produces an extra unit. The units and cities of a Democracy are immune to BRIBERY of all forms.
The science/tax/luxury rates may be set to any level desired.

HINTS
Democracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.  Increasing your luxuries rate and building Wonders can help alleviate this problem.

@@Great Kingdom
The Great Kingdom of Persia was at its peak at the end of the VI'th century BC., before it came in conflict with the Greek Poleis in Asia Minor and Hellas itself. This conflict led to the Medic Wars, which proved the ineficiency of the huge, disorganized Persian army which consisted of many opressed nations. The Persians proved tolerant at the beginning of their expansion, but the bitter defeat in Greece turned them into despotic rulers, which eventually led to their downfall and the conquest of the whole kingdom by Alexander the Great from 336 to 323.

* Every military unit beyond the second costs one shield per turn.
* Settlers eat one food per turn.
ONLY Kingdoms may rely entirely on the use of Slaves. Slaves, Soldiers and Sarissophoroi are free support


HAPPINESS
Under the Kingdom, NO CITIZEN IS EVER UNHAPPY!

CORRUPTION AND WASTE
Kingdom experience a LOW rate of corruption. However, The Kingdom has the special disadvantage that all SCIENCE is DIMINUATED because of the absolutist ruleof the king who persecutes philosophists and wisemen who opose his despotic rule.

SPECIAL
Improvements which convert unhappy citizens to content citizens (Temples, etc.)produce "taxes" equal to the number of citizens they wouldotherwise convert.  They also require no maintenance.
The diplomatic penalties for "treacherous acts" committed byyour Envoys and Spies are reduced.Under the Kingdom, none of the science/tax/luxury rates maybe set higher than 80%.

HINTS
kingdom eliminates all happiness problems and providesan excellent revenue.  Scientific research tends to languishand army suport can become a problem if you create too manyunits in a single city..

@@Oligarchy
UNIT SUPPORT
* Each unit beyond the fifth costs one shield per turn.
* Settlers DON'T NEED food from the suporting city.

HAPPINESS
Oligarchy is translated as "the rule of the few". Most famous oligarchies are the ones in Sparta ( where the power was in the hands of the Gerusiaand Ephorate), Thebes, Athens ( initially, the 9 Archons were elected bythe Areopagos- the noble eupatrid asembly), Rome in the last few years ofthe Republic ( the two Triumvirates ), and Carthage ( the noble judges-suffeteswere elected from the influential families such as Hanibal's ).
Oligarcy is not a very eficient form of government because corruption is quite high, but you can support a strong army.

Up to three military units in each city will institute"martial law", converting an unhappy citizen into a contentcitizen.

CORRUPTION AND WASTE
Oligarchy has a MODERATE rate of corruption and waste.  Thelevel of corruption in a particular city is based on itsdistance from your capital.

SPECIAL
Under an Oligarchic government, none of the science/tax/luxury rates maybe set higher than 70%.

HINTS
Oligarchy is an excellent form of government for a youngcivilization.

@@Republic
Rome´s government changed around 500BC from a kingdom into a republic.The Senate and the two Consuls, elected for one year, had the highest power.During the times of  the early republic many conflicts between the noble Patriciansand the poorer Plebeians, which were the majority of Rome´s citizens, took place.Until 287BC the Plebeians reached step by step more political rights and access tothe all important administration positions. Finally, the new Roman Nobility, consistingof Partricians, took to the power which led, eventually, to the restauration of monarchyin the form of the Empire. 

* Each unit costs one shield per turn.
* Settlers eat one food per turn.

HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendlycity (or a military camp within 3 spaces of a friendly city)causes one citizen in its home city to become unhappy.

CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  Thelevel of corruption in a particular city is based on itsdistance from your capital.

SPECIAL
Under a Republic, each square which ordinarily produces atleast one unit of trade produces an extra unit.None of the science/tax/luxury rates may be set higherthan 80%.

HINTS
Switching to a Republic can give an astounding boost to yourscience and tax revenues, although you'll probably have todivert some of your trade to luxuries.  It becomes moredifficult (and expensive) to keep an army in the field, butdecreting the Veteran Law can help with thisproblem.

@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@Disband
When a friendly unit becomes obsolete, costs too much to maintain, or causes unhappiness among your population, you might want to eliminate the unit. To eliminate a unit, order it to disband by holding down the shift key and pressing "D", or by selecting "Disband" from the Orders menu. Once disbanded, the unit is permanently removed from the game.

When a unit is disbanded inside a friendly city, half of the unit's production cost in Shields is added to the production of whatever unit, Improvement, or Wonder is currently under production in the city.

@@Fortify
Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder to defeat them.

Ground units can be ordered to fortify by pressing the "F" key, or by selecting "Fortify" from the Orders menu. The defensive value of fortified units is increased by 50 percent.

@@Military and Barbarian Camps
Once your civilization has discovered Construction, Colonists, Slaves and Engineers have the ability to construct military camps. These camps can be utilized to defend city perimeters and to block key points of access from enemy armies. A properly manned military camp, encircled by a ditch and other defensive improvements, can provide an effective defense by doubling the defensive strength of all units stationed within. Unlike normal combat, units stacked within a camp defend and are destroyed one at a time in battle, rather than being destroyed simultaneously. Camps themselves do not suffer damage in the attack and can only be destroyed from within.

Colonists, Slaves and Engineers can construct military camps by pressing the "F" key, or choosing the Build Military Camp command from the Orders menu. Units within a camp have their defensive strengths doubled. Under a Republic or Democracy, units stationed inside camps built within three squares of a friendly city do not cause unhappiness.

Barbarian Camps are actually military units with no movement and they are prebuilt to defend certain key points on the map. They are inhabited by Barbarian aristocrates who will lose their treasures to their conqueror.

@@Irrigation
When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it suitable for farming.

Irrigation increases Food production in Steppes, Plains, Deserts, and Hills. Only squares vertically or horizontally adjacent to water (the Sea or Rivers) or another irrigated square can be irrigated.

@@Luxuries
The provision of Luxuries for your citizens is indicated by the goblet icons in the Resource Box of the City Display. Each two Luxuries makes one content citizen happy, or one unhappy citizen content. The amount of Luxuries a city produces is mainly determined by the percentage of Trade you have allocated to Luxuries. This can be adjusted using the "Change Tax Rate" command on the Kingdom menu. A city's Luxuries can also be increased by building certain City Improvements and Wonders of the World, and by converting citizens into Entertainers.

@@Mining
Early civilizations had little difficulty locating nearly pure deposits of useful metals, such as gold, silver, and copper, lying exposed on the Earth's surface. As time passed, the surface deposits were exhausted, and people began digging into the ground to look for more. Mining and excavation for metals and other valuable materials continues today.

Mining increases the Shield production of Sand Deserts and Semi Deserts by one, and increases the Shield production of Hills and Mountains by 2. Settlers and Engineers can be ordered to dig mines by pressing the "M" key, or by choosing the "Build Mine" command from the Orders menu.

@@Pillage
The terrain improvements built by other civilizations (irrigation, mines, roads, etc.) can be destroyed by moving a unit into the improved terrain square and ordering the unit to pillage. This reduces the production value of the land, and forces your enemy to re-develop the terrain.

Units can be ordered to pillage by holding down the shift key and pressing "P", or by choosing the "Pillage" command from the Orders menu. The unit must be ordered to pillage once for each of the terrain improvements you want to destroy.

@@Disease
Disease was not uncommon during the ancient and medieval history. Plague would often strike in overpopulated cities that had no health care from a hospital. Another cause for a large epidemy would be the waste produced by forges and manufactures in cities with no sewer systems like catacombs. At certain points spies can infiltrate plague victims in a large city and cause major epidemics (this was also not unheard of in the Antiquity when a besieging army striken by plague would often catapult diseased corpses in the surrounded city). When a city is under a risk of plague, dead skulls appear in the Information Box of the City Display. The more skulls a city generates, the higher the city's chance of infecting a settlement within the city radius each turn. When diseased lands reach sufficiently critical levels, there is a chance of a panepidemic striking all civilized nations (however this has never happened in the Antiquity or you wouldn't be able to read this message now).

Disease can be erradicated by moving Colonists, Slaves or Engineers into the infected land and pressing the "P" key, or choosing the "Erradicate Disease" command from the Orders menu. Disease risks within a city can be reduced through the construction of certain City Improvements, or by reducing the city's wastes from industry.

@@Wonders of the World
There were initially only seven Wonders of the World, aknowledged even from the Antiquity: the Great Pyramid of Keops, the Hanging Gardens of Babylon, the Colossus of Rhodes, the Great Mausoleum of Halicarnassus, Artemis's temple in Ephesus, Zeus's Statue in Olympia, and the Lighthouse of Alexandria. Out of these only the Great Pyramid still endures through time, the rest beeing all destroyed by natural disasters or barbarian invaders.

To commemorate these unique achievements of mankind that are not fully understood to this day, WARS OF THE MEDITERRANEAN is "equiped" with some graphic miniatures of them which are visible on the map, during gameplay.

@@Roads
A network of good quality roads improves travel between cities. Roads were important to ancient civilizations for trade and the movement of troops. As technology grew, roads were improved. Roman, paved roads were passable in almost any type of weather, and could be traversed much more quickly than dirt roads.

Roads can be built by Colonists, Slaves and Engineers by pressing the "R" key, or by selecting the "Build Road" command from the Orders menu. Roads can be built in any terrain except on sea; however, they cannot be built in a River square until the discovery of Bridge Building. Units moving along roads expend only one fourth of a movement point per square, regardless of terrain type. Roads also increase the amount of Trade produced by Deserts, Groves, Plains, and Steppes.

@@Science
The amount of scientific research contributed by a city is indicated by the beaker icons shown in the Resource Chart of the City Display. 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 Civilization Advance. The more beakers each city produces, the faster new Advances are discovered. The amount of science produced by your civilization is primarily determined by the amount of incoming Trade you have allocated to science. This percentage can be adjusted by selecting the "Change Tax Rate" command on the Kingdom menu.

The science output of individual cities and your civilization as a whole can also be increased by building certain City Improvements and Wonders of the World, or by converting citizens into Scientists.

@@Sentry
Units ordered to go on sentry duty appear as gray silhouettes. These units are removed from the movement queue, and remain on sentry duty until another unit moves into their sight range or until they are manually reactivated. Units on sentry duty inside a city are automatically loaded onto ships (up to the ship's unit carrying capacity) when the ship leaves the city.

Units are placed on sentry duty by pressing the "S" key, or by choosing the "Sentry" option on the Orders menu. Damaged units placed on sentry inside a city become active when they have been completely repaired.

@@Shields
The production of raw materials by your cities is represented by shield icons. Thus, raw materials are commonly referred to as "Shields". The number of Shields produced by each city is displayed in the Resource Chart of the City Display. Shields are used to support units. Each unit might, depending on government type and other circumstances, require that its home city expend one Shield per turn to support the unit. Excess Shields not used to support units are used for the production of City Improvements, Wonders of the World, and new units.

Shield production largely depends on the type of terrain surrounding the city. In most circumstances, Shield production of a city can be increased through the construction of certain Improvements and Wonders. The construction of mines also improves Shield production in certain types of terrain.

@@Specialists
The citizen icons displayed in the Population Roster of the City Display represent the city's work force. Each citizen added to the roster is automatically put to work developing one of the terrain squares within the city radius. In certain situations it may become necessary to remove a citizen from terrain production in order to perform a specific task. Citizens so removed are called specialists. There are three types of specialist, each of which increases one of the three components of Trade produced by a city. Entertainers increase Luxuries, Tax Men increase Taxes, and Scientists increase Science production.

To create a specialist, click on any production square in the City Map. The production icons disappear from the square, and an Entertainer appears in the Population Roster. To create a Tax Man, click the Entertainer icon once. To create a Scientist, first create a Tax Man, then click the Tax Man icon once. Cities must be size five or larger to support Tax Men and Scientists.

@@Taxes
The Taxes collected by a city are indicated by gold coin icons in the Resource Chart of the City Display. Taxes are used primarily to pay the maintenance cost of City Improvements each turn. Any tax revenues not used for maintenance of Improvements are added to your treasury. The amount of Taxes generated by the city is primarily determined by the amount of incoming Trade you have allocated to Taxes. This can be adjusted by selecting the "Change Tax Rate" option from the Kingdom menu.

Tax revenues can also be increased through the construction of certain City Improvements and Wonders of the World, or by converting citizens into Tax Men.

@@Trade
Trade represents more than just the exchange of goods and cash between cities and civilizations. Trade also represents the exchange of knowledge and ideas, and the recreational travel and activities of the citizens of your civilization. The total amount of Trade produced by each city is represented by double-arrow icons displayed in the Resource Chart of the City Display. Trade is then broken down into three separate components: Taxes, Luxuries, and Science. The amount of Trade allocated to each of these areas is controlled by selecting the "Change Tax Rate" option on the Kingdom menu.

Trade can be increased through the construction of certain City Improvements and Wonders of the World. It can also be increased through terrain improvements, and through the establishment of trade routes.

@@Trade Routes
Trade routes are established by moving a Caravan or Merchant ship unit into a city at least ten squares from the unit's home city. You receive an immediate cash payment on the turn that the route is established. On each ensuing turn, each city receives a Trade bonus for as long as the trade route exists. The farther apart the two cities are, the more valuable the trade route. Trade routes established with cities of a rival civilization tend to be more profitable than those established between friendly cities. Each city may have up to three active trade routes at any time.

When using the Advanced Trade rules, the value of a trade route is also affected by the type of goods traded. When trading a commodity that is demanded by the destination city, the trade route is much more profitable.

@@Veteran Units
During the campaigns of Alexander the Great in Persia, his small but elite troops of Hetaroi and Sarissophoroi have scored astounding victories against the hordes of poor trained Persian light infantry. History shows that well-trained, veteran soldiers are much more likely to survive a battle than inexperienced troops.

Units have a 50 percent chance of becoming Veterans each time they survive a combat encounter. Cities with a Barracks automatically produce Veteran units, as do all cities under the command of "Alexander Phalanx" Wonder. The attack and defense factors of Veteran units is increased by 50 percent.

@@Corruption and Waste
As your civilization grows, you might notice that some of your cities are losing some of their Trade and Shields to corruption and waste. Corruption is Trade income that is lost to theft, embezzlement, and other illegal practices. Waste is Shield production that is lost to inefficiency. The farther a city is from your capital, the more corruption and waste it experiences. The amount of corruption and waste is also affected by the system of government you are using.
 
Corruption and waste, if left unchecked, can significantly slow the development of your civilization. Both corruption and waste can be reduced by 50 percent by building a Courthouse in the city experiencing the problem. The best solution, however, is to switch your system of government to a more advanced form. The more advanced the government, the less corruption and waste you experience. The Empire and Democracy alleviate this problem altogether.

@@Unhappiness Due to Civ Size
Once you have built a certain number of cities, your citizens start to worry about your ability to effectively govern your civilization. When this occurs, additional unhappy citizens appear in each city.

The number of cities you can build before causing additional unhappiness is based on a number of factors, including game difficulty level and government type. The number of cities is higher for more advanced governments and lower levels of difficulty.

@@Combat Damage
It is now possible for units to be damaged as a result of combat. In each successful attack, a unit inflicts an amount of damage equal to its Firepower rating. The amount of damage a unit can sustain before it is destroyed is determined by multiplying the unit's Hit Point rating by ten.

The approximate amount of damage a unit has sustained can be determined by the length and color of the unit's damage bar (the colored bar at the top of the unit's shield symbol). A green bar indicates that the unit has lost from 0 to 33 percent of its Hit Points, a yellow bar shows that the unit has lost from 34 to 66 percent, and a red bar indicates that it has lost 67 percent or more.

Damage also affects the movement of a unit. The percentage of movement lost is equivalent to the percentage of Hit Points lost. Sea units can never have their movement reduced below two. The movement of air units is not affected by damage.

@@Transforming Terrain
In addition to the changes to Terrain that can be made through irrigation and mining, Engineers are able to transform map squares into a radically different Terrain type by using the "Transform" command on the Orders menu. Terrain transformation is particularly useful if the Terrain surrounding a city doesn't produce sufficient resources.

See the Civilopedia entries for each Terrain type for the results of Engineer transformation.

@@Merchant Ships and Artifacts
Ever since the Sumerians used their ancient trade vessels named "Gauloi", the sea was filled with boats that carried goods from port to port. The Greeks and the Phoenicians were the most famous traders in the Mediterranean and the Black Sea. It is believed that the Phoenicians reached lands as far as the Indian Ocean and even Amazonia in their travels.

The Merchant Fleet I introduced in this scenario was supposed to act as a very historical sea trade unit, and it even has a commodity like a land caravan, but the "Civ" wouldn't be persuaded to allow you to establish trade routes like this. So the only thing they're good at is transporting ground troops and they are free support. Another thing I introduced was piracy (you get 150 denarii for every enemy Merchant ship you destroy).

Artifacts appear only at certain intervals and after you conquer some specific cities, but they are very useful as they are defenseless, but very efficient in helping you speed up wonder construction. They can also be installed in a rival city for a yearly revenue. Also caravans have the ability to transport themselves across small bodies of water without the aid of transporters.  

@@Storms and Disasters
At some points in the game you will receive a message telling you that a storm occured by sea or that a disaster has striken near a city. These happenings are triggered by the "Events" file and are ment to add a little flavour to the game. 

Let's say, for example that you get a message about a storm in the Western Mediterranean. That means that all ships cought out to sea in that area are sunk and you should try to prevent that by always anchoring your ships near the coast at every end of turn.

@@City Squares
;Translation Note: This refers to the map squares occupied by cities, not "Town Squares".
The resources utilized by a city are not only generated in the squares surrounding the city: they are also generated by the city square itself. The city square generates all the resources normally produced by the Terrain type on which the city is built. In addition, the Terrain square occupied by the city is improved to the maximum extent possible. The city square automatically contains a road. The city square is also automatically irrigated or mined, depending on the type of terrain. Finally, if the city is built on Terrain that normally produces no Shields, one Shield is automatically added to the other resources generated in the city square. These enhancements ensure that the city square produces the maximum amount of resources possible.


@This must be here to terminate search!!!
