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

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


#GAME_CONCEPTS

#GCON_Tourist_Attraction
Tourist Attraction
^
^
^No Great Wonders can become a Tourist Attraction in this scenario.


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


#GCON_Plants
Power Plants
^
^
^There are no power plants in Age of Discovery.


#GCON_Ritual_Sacrifice
Ritual Sacrifice
^
^
^Ritual Sacrifice allows the Aztec, Maya, or Inca civilizations to take an "enslaved" enemy 
unit and "sacrifice" it in one of their cities. In the Age of Discovery scenario, 
the steps to perform a sacrifice (if playing as one of these civilizations) are as follows:
^
^(1) First, you must research the Tech Advance [Ritual Sacrifice]. Doing so enables all of your friendly cities to perform sacrifices. 
^
^(2) You must then attack and "enslave" an enemy unit. Units capable of "enslaving" in this scenario are the Jaguar Warrior, the Chasqui Scout, and the Javelin Thrower. These units are available to their respective civilizations when the Tech Advance [Enslavement] is researched. 
^
^(3) When you attack an enemy unit and win the battle, you have a 1/3 chance of that enemy unit being "enslaved" instead of merely dying. The enslaved unit is immediately turned into a worker, but it retains its original identity (i.e., it's classified as "Worker (Spain)" or "Worker (Aztec)" etc.). This enslaved worker unit can then be delivered to one of your cities for ritual sacrifice. 
^
^(4) Move the enslaved enemy unit into a friendly city. Immediately, the "Sacrifice" button appears in the bottom center of the screen. Select this button to sacrifice the worker. You will be asked if you wish to proceed with the sacrifice. If so, select the proper response. The worker is immediately sacrificed to the gods and you receive a set number of Culture Points (as specified by another pop-up message). These Culture Points are added to your [total] Culture Points and for the total in that city. 
^
^{Sacrifical Altar:} If you wish to increase the value of a ritual sacrifice, you can build a $LINK<sacrificial altar=BLDG_Sacrificial_Altar> in a city. The presence of a sacrificial altar doubles the Culture Points gained for each sacrifice made in that city. 

#GCON_ZOC
Zone of Control
^
^
^There are no units with a Zone of Control in Age of Discovery.

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


#GCON_Plague
Plague
^
^
^There are no outbreaks of plague in this scenario.


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


#GCON_Mobilization
Mobilization
^
^
^Civilizations may not mobilize for war in Age of Discovery.


#GCON_Draft
Draft
^
^ 
^Conscription to create troops is not allowed in this scenario.


#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.
^
^
^{These buildings require one gold per turn.}
^$LINK<Aqueduct=BLDG_Aqueduct>,
$LINK<Artists' Guild=BLDG_Artists_Guild>,
$LINK<Ball Count=BLDG_Ball_Court>,
$LINK<Bank=BLDG_Bank>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Courthouse=BLDG_Courthouse>,
$LINK<Granary=BLDG_Granary>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>, 
$LINK<Mill=BLDG_Mill>,
$LINK<Sacrificial Altar=BLDG_Sacrificial_Altar>,
$LINK<Temple=BLDG_Temple>, and
$LINK<Trace Italienne=BLDG_Trace_Italienne>.
^
^
^{These require two gold per turn}
^$LINK<Cathedral=BLDG_Cathedral>, 
$LINK<Colosseum=BLDG_Colosseum>,
$LINK<Commercial Dock=BLDG_Commercial_Dock>,
$LINK<Hospital=BLDG_Hospital>,
$LINK<Jesuit College=BLDG_Jesuit_College>,
$LINK<Navigation School=BLDG_Navigation_School>, and
$LINK<University=BLDG_University>.
^
^
^{These require three gold per turn}
^$LINK<Stock Exchange=BLDG_Stock_Exchange>.

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


#GCON_Air_Missions
Air Missions
^
^
^There are no air units in Age of Discovery.

#GCON_Airfields
Airfields
^
^
^There are no airfields in Age of Discovery.


#GCON_Transport
Transport
^
^
^Some naval units can carry or [transport] other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.



#GCON_Espionage
Espionage
^
^
^There are no Espionage missions in Age of Discovery.


#DESC_GCON_Espionage
^


#GCON_Espionage_Missions
Espionage Missions
^
^
^
^There are no Espionage missions in Age of Discovery.


#DESC_GCON_Espionage_Missions
^


#GCON_Spaceship
Space Ship
^
^There is no space race in Age of Discovery.



#GCON_Victory
Victory Conditions
^
^ 
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are two basic ways to win:
^
^
^{Cultural Victory}
^Make one of your cities or your whole civilization the envy of all man- and woman-kind.
A city with a Cultural value of 4,000 or if your civilization is worth 20,000 and at least twice
as much as any rival, you win.
^
^{Victory Point Win}
^If you can amass 35,000 victory points, you win immediately.
^
^{Tie-Breaker at Game End}
^This scenario runs until the year 1640. If the game ends and no one has won a victory point or cultural win, then the winner is given to the civilization that has amassed the most victory points.


#DESC_GCON_Victory
^


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


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


#GCON_ResourcesN
Natural Resources
^
^
^There are 19 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}


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


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


#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.
^
^
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Furs=GOOD_Furs>				+0		+1		+2
^$LINK<Gems=GOOD_Diamonds>				+0		+0		+6
^$LINK<Gold=GOOD_Gold>				+0		+0		+8
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Rubber=GOOD_Rubber>			+0		+1		+1
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Silver=GOOD_Silver>				+0		+0		+6
^$LINK<Spice=GOOD_Spice>				+0		+0		+6
^$LINK<Sugar=GOOD_Sugar>				+2		+0		+1
^$LINK<Tobacco=GOOD_Tobacco>			+0		+2		+4


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


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


#GCON_Pollution
Pollution
^
^
^In this scenario, Pollution is a problem associated with volcanic activity only. If a volcano erupts, the spaces around it may become polluted. 
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>. 


#GCON_Embassies
Embassies
^
^
^When a civilization learns $LINK<Writing=TECH_Writing>, it can begin to build its intelligence network.
The first step is to build [embassies] in rival capital cities. That done, you can sign Right of Passage
$LINK<agreements=GCON_Agreements> and trade communication ties (that you have acquired) with other nations.
^
^
^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^
^Build an embassy by double-clicking the capital city icon after you have learned Writing.


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

#DESC_GCON_Worker_Jobs
^
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.

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

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


#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, $LINK<cathedral=BLDG_Cathedral>, $LINK<ball court=BLDG_Ball_Court>, or $LINK<artists' guild=BLDG_Artists_Guild>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^* Build any of the following Great Wonders:
^	* $LINK<Luther's 95 Theses=BLDG_Luthers_Theses>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<Temple of Kukulcan=BLDG_Temple_Of_Kukulcan>
^
^A city in which more people are unhappy than happy falls into $LINK<civil disorder=GCON_Disorder>.
Content citizens and specialists are ignored.


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


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

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



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


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


#GCON_Radar_Towers
Radar Towers
^
^
^There are no radar towers in this scenario.


#GCON_Enslavement 
Enslavement
^
^
^Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. A unit with the "enslave" capability has a 1/3 chance of enslaving a deafeated unit everytime it wins a battle. As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned into another unit type and is immediately under the control of the victorious player. 
^
^Land units with enslave abilities are:
^   the Aztec $LINK<Jaguar Warrior=PRTO_Jaguar_Warrior>,
^   the Incan $LINK<Chasqui Scout=PRTO_Chasquis_Scout>, 
^   the Mayan $LINK<Javelin Thrower=PRTO_Javelin_Thrower>,
^   the $LINK<Quetzal Bowman=PRTO_Quetzal_Bowman>,
^   and the $LINK<Missionary=PRTO_Missionary>.
^All of these units create workers when enslavement occurs.  
^
^Naval units with enslave abilities are:
^   the $LINK<Privateer=PRTO_Privateer> (creates another Privateer), and
^   the $LINK<English Sea Dog=PRTO_Sea_Dog> (creates another Sea Dog). 
^Privateers and Sea Dogs can capture ships intact (without changing them to a new Privateer or Sea Dog) if they contain a treasure unit onboard.

; End Game Concepts_______________________________________________________________________________End Game Concepts



;Units__________________________________________________________________________________________________________ Units


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


#PRTO_Chasquis_Scout
^
^
^The [Chasqui Scout] is the unique unit for the Inca. He has a modest attack and defensive capability. He is also very fast and treats all terrain as road.
^
^A Chasqui Scout can $LINK<Enslave=GCON_Enslavement>.


#PRTO_Quetzal_Bowman
^
^
^[Quetzal Bowmen] are excellent attackers, and represent a "generic" elite archer unit for any Mesoamerican civilization.
^
^A Quetzal Bowman can $LINK<Enslave=GCON_Enslavement>.


#DESC_PRTO_Quetzal_Bowman
^
^
^Quetalcoatl was a major god-king in the mythology of Mesoamerica. Often called the feathered-serpent (or [Kukulcan] by the Maya), nearly every Mesoamerican culture worshipped him in some way or another. 


#PRTO_Colonist
^
^
^{Building a Colonist}: A city that builds a [colonist] loses one citizen from its population.
^
^{Founding Cities}: Colonists can be used to found new cities just like settlers. Move the colonist to 
the desired city site, and, when the colonist is active in that square, press B.
^
^{Joining a City}: A colonist may also be used to increase the population of an existing city; when the 
colonist is active on a city, click the "Join City" button. The colonist disappears and the city's 
population gains one citizen.
#DESC_PRTO_Colonist
^
^
^The New World offered new hope for many Europeans: hope of freedom from religious prosecution for some
(such as the Puritans and Quakers); hope of land ownership for others (all the land in England at the time 
was owned by just 5% of the population); and the hope of riches for many others.  The history of settlements
like Jamestown in Virginia make it clear it was not an easy life, but eventually the settlements took hold
and began to flourish.  By the 17th Century, the count of colonists having departed for the New World 
topped the one million mark (by 1620 over a quarter of a million colonists had left England alone).


#PRTO_Curragh
^
^
^The [Curragh] is a small sailing vessel that may safely traverse $LINK<coastal=TERR_Coast> spaces only. If it ends a turn in a $LINK<sea=TERR_Sea> or $LINK<ocean=TERR_Ocean> square, it is in danger of sinking. The curragh has no attack strength, but can defend itself if attacked. It can also transport one unit.


#PRTO_Caravel
^
^
^The [Caravel] is a sea-going vessel that may safely traverse $LINK<coast=TERR_Coast> and $LINK<sea=TERR_Sea> squares, and for this scenario only, $LINK<ocean=TERR_Ocean> squares as well.
It is the basic naval unit for all countries in the Age of Discovery.


#PRTO_Carrack
^
^
^The [Carrack] is a sea-going vessel that may safely traverse $LINK<coast=TERR_Coast>, $LINK<sea=TERR_Sea>, and $LINK<ocean=TERR_Ocean> squares.  It has higher combat, movement and transport values than the caravel and is available to all countries in this scenario.


#PRTO_Conquistador
^
^
^A Spanish city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a 
Conquistador. They replace the $LINK<explorers=PRTO_Explorer> and are fast, military scouts that treat all terrain as if it were a road.
^
^In this scenario, they may execute [amphibious assaults].
This ability allows them to unload from a sea transport into any coastal land square, including enemy cities and enemy-occupied squares.


#PRTO_Jaguar_Warrior
^
^
^The Aztec [Jaguar Warrior] is a dangerous military unit. It's as strong as normal warriors, but moves twice as fast.
^
^A Jaguar Warrior can $LINK<Enslave=GCON_Enslavement>.


#PRTO_Man-O-War
^
^
^The [Man-O-War] is an upgrade to the $LINK<frigate=PRTO_Frigate> available to all countries in this scenario.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build the Man-O-War.


#PRTO_Medieval_Infantry
^
^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Medieval Infantry] are skilled warriors who
are suitable for dispatching ancient-era units and civilizations.
^
^In this scenario, they may execute [amphibious assaults].
This ability allows them to unload from a sea transport into any coastal land square, including enemy cities and enemy-occupied squares.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build medieval infantry.


#PRTO_Missionary
^
^A [Missionary] is an invisible unit that can be created by civilizations that
have researched the $LINK<Counter Reformation=TECH_Counter_Reformation> technology.
Missionaries are also produced at regular intervals by the $LINK<Jesuit College=BLDG_Jesuit_College> city improvement.  
^Missionaries are only visible to other missionaries. 
^
^Missionaries are best used for attacks on low-technology units who can be $LINK<enslaved=GCON_Enslavement> into workers by the Missionary.  The exact list of units that can be enslaved by a Missionary are:
^   $LINK<spearman=PRTO_Spearman>,
^   $LINK<archer=PRTO_Archer>, and
^   the unique units for the Iroquois and Mesoamerican civilizations.
Missionaries can also enslave missionaries from other players.
#DESC_PRTO_Missionary
^
^
^Missionaries of all faiths looked at the native populations of the New World as potential converts.  The Jesuits obviously took a leading role, but the other Catholic orders (Franciscan, Benedictine) and Protestant faiths had missionary efforts of their own.  Progress in converting the natives was slow at first, but once the missionaries had learned the native languages, convertions of thousands of indigenous Americans to Christianity soon followed.


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


#PRTO_Musketman
^
^
^The first gunpowder unit, [musketmen] are powerful defenders.
^
^In this scenario, they may execute [amphibious assaults].
This ability allows them to unload from a sea transport into any coastal land square, including enemy cities and enemy-occupied squares.
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a musketman.


#PRTO_Musketeer
^
^
^[French Musketeers] are troops specifically trained to use the new weapon, the musket. They are better on defense than
normal musketmen.
^
^In this scenario, they may execute [amphibious assaults].
This ability allows them to unload from a sea transport into any coastal land square, including enemy cities and enemy-occupied squares.

^A French city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a musketeer.


#PRTO_Pikeman
^
^
^The [pikeman] is an excellent defender.
^
^A city is {not} required to have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a pikeman in the Age of Discovery scenario.  The dropping of this requirement is a change from the standard game.


#PRTO_Golden Hind
^
^The [Elizabethan Sea Dog] is the English unique unit and represents an improved
version of the normal $LINK<privateer=PRTO_Privateer>.  
^
^Sea Dogs {do} carry nationality markings.  If they attack another civilization's shipping they will precipitate war.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build sea dogs.
^
^A Sea Dog can $LINK<Enslave=GCON_Enslavement> and can [attack multiple times] in a single turn and [withdraw] from combat if they are losing.
#DESC_PRTO_Golden Hind
^
^
^During her reign, Queen Elizabeth gave English privateers permission to fly the English flag and raid
Spanish shipping.  The most notable Sea Dog of the period was Sir Francis Drake, who was responsible for
over 150 attacks on Spanish treasure ships (and still found time to circumnavigate the globe).  Sir
Walter Raleigh and John Hawkins also contributed to this effort, seeing that vast quantities of 
Spanish gold and silver from the New World actually arrived in Europe on an English ship.  Although numerous
other pirates sailed the seas at the time, none surpassed the efficiency and impact of the English Sea Dogs.


#PRTO_Swiss_Mercenary
^
^The [Swiss Mercenary] is the Dutch unique unit and represents an improved
version of the normal $LINK<Swiss pikeman=PRTO_Swiss_Pikeman>.  
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Swiss Mercenary.


#PRTO_Swiss_Pikeman
^
^The [Swiss Pikeman] is the standard version of the professional soldiers hired from Switzerland during the 15th, 16th, and 17th Centuries.  He is better than the standard $LINK<pikeman=PRTO_Pikeman>, but not as good as the Dutch $LINK<Swiss Mercenary=PRTO_Swiss_Mercenary>.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Swiss Pikeman.
#DESC_PRTO_Swiss_Pikeman
^Mercenaries first came to prominence in Europe in the 14th century, when soldiers from the Hundred Years' War preferred to 
continue fighting for a living rather than learn peacetime trades.  Swiss soldiers in particular enjoyed an especially high 
reputation for loyalty and professionalism, and several European nations incorporated Swiss mercenary regiments into their armies.  
The most famous assignment of Swiss mercenaries is the personal safety of the Pope; a special unit of Swiss soldiers, the Swiss Guard, 
has pledged to protect the Pope and the Vatican for the last 500 years. 


#PRTO_Treasure
^
^Treasure units represent the wealth of the New World.  They are created periodically by $LINK<gem mines=BLDG_Gem_Mine>, $LINK<gold mines=BLDG_Gold_Mine>, 
$LINK<silver mines=BLDG_Silver_Mine>,
$LINK<spice factories=BLDG_Spice_Factory>,
$LINK<sugar plantations=BLDG_Sugar_Plantation>,
$LINK<tobacco plantations=BLDG_Tobacco_Plantation>,  
and $LINK<trapper camps=BLDG_Trapper_Camp>.  Once seized by your military 
unit, they can be escorted back to your capital city.  Upon arrival, they score
1000 Victory Points and add 200 gold to your treasury.


#PRTO_Fluyt
^
^
^ A [Fluyt] is a ocean going transport of Dutch design. It has a large cargo capacity and is very cheap to build and maintain.   
^
^A Dutch coastal city needs $LINK<iron=GOOD_Iron> $LINK<Timber=GOOD_Timber> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Fluyt.
^
#DESC_PRTO_Fluyt
^
^ The shallow waters along the Dutch coasts pose a rather irritating problem. Large, ocean-going trade ships tend to have rather deep drafts and so run aground far from dutch harbours. This noticably diminished both the speed and amount of trade between the Dutch and other countries. The Dutch realized their dilema, and the solution was a some what revolutionary ship design, the Fluyt.
^
^ The key to the Fluyt's innovation is it's abnormally wide hull, giving it a very shallow draft do to the ship's mass being displaced over a wider area. The shallow draft makes this vessel very slow and almost hopelessly unmaneuverable, but allows it to travel in almost any waterway that's wide enough for the hull and also gives the ship immense seaworthiness. Fluyt's are very easy to handle, allowing much smaller crews and so far less expense. The vessel suffers offensively and defensively from this design, but is not entirely helpless. The armoury of a Fluyt is it's most significant cost factor, and while they are no where near to being 'armed-to-the-teeth' with a well trained crew a Fluyt may be able to fend off an attacking vessel, under good conditions.

; End Units______________________________________________________________________________End Units


; City Improvements______________________________________________________________________________City Improvements


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


#BLDG_Jesuit_College
^
^
^A city with a [Jesuit College] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.  The [Jesuit College] also produces one $LINK<missionary=PRTO_Missionary> unit every 5 turns.
^
^
#DESC_BLDG_Jesuit_College
^Founded in 1540 by Ignatius Loyola, in part as a reaction to the Protestant Reformation, the Jesuit Order was created to help reform the Catholic Church and spread its teachings world-wide.
A Jesuit network of colleges and universities soon sprang up around Europe, giving them the nickname of "schoolmasters of Europe".  Their work also spread to the New World, where Jesuit
missionaries worked to bring Christianity to the indigenous people of the Americas.


#BLDG_Artists_Guild
^
^
^The [Artists' Guild] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.
#DESC_BLDG_Artists_Guild
^
^
^In the Renaissance, centers of culture and art developed in many cities in Europe.  Florence, birthplace of the Renaissance, is the best example with its enclave of artists, sculptors, and architects that flourished from the 14th Century on.  The later High Renaissance, centered in Rome and commencing at the same time as the Age of Discovery, included the works of such notables as Leonardo da Vinci,
Michelangelo, and Raphael.  Other centers of culture soon sprang up around Europe, such as the Flemish artists (Dutch Masters) of the 1400 and 1500s, the literature and drama of Elizabethan England (Shakespeare, Marlowe), the chateaux 
built in the Loire Valley of France, and in Spain where Cervantes wrote his masterpiece 'Don Quixote'.


#BLDG_Trace_Italienne
^
^
^A [Trace Italienne] fortification in a city provides an upgraded form of town wall.  The land bombardment defense is fifteen, and it gives a 100% defensive bonus to units defending in the town.  When a town becomes a city, the Trace Italienne no longer provides a defensive bonus.
#DESC_BLDG_Trace_Italienne
^
^
^Late in the 15th Century, the French demonstrated that they had gained the upper-hand in siege warfare, using their mobile cannons to win a series of sieges in Italy.  Their technological lead was to be short-lived, however, for over the next fifty years a new form of fortified bastion called the {Trace Italienne} was developed.   These polygonal bastions were 
accompanied by a series of ditches, detached forts (called ravelins), and artificial slopes
that significantly diminished their vulnerability to the inaccurate artillery fire of
the period.  The use of the Trace Italienne would spread throughout Europe and would become
a standard model for the colonial forts established by the Europeans across the globe.


#BLDG_Mill
^
^
^$LINK<Production=GCON_Shields> increased by 50% in the city where it's built.
#DESC_BLDG_Mill
^
^
^From the Middle Ages until the dawn of the Industrial Revolution, mills served as the
principal mechanism for grinding grains into flour and meal.  Using either water or
 wind power to turn a large top millstone over a stationary bottom stone, mills
 would grind enough cereals to feed entire nations.  It is estimated that in 
England alone over 10,000 windmills were in simultaneous use during the High Middle
Ages.
The development of sawmills, used to cut of lumber into boards, lagged that of the 
grain mill, but was also well underway during this period.


#BLDG_Gem_Mine
^
^The [Gem Mine] produces one $LINK<treasure=PRTO_Treasure> unit every 5 turns.
It increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% in the city where it's built.
^
^{Requires:} The city that builds it must have Gems in its city radius.
#DESC_BLDG_Gem_Mine
^
^
^The Europeans used acquisition of gems and jewelry from the Americas and Africa to supplement their profitable dealing in gold and silver.  The famous wreck of the Spanish galleon
Atocha, rediscovered by salvagers in 1985, contained dazzling emerald
brooches along with its huge cache of silver and gold.


#BLDG_Gold_Mine
^
^The [Gold Mine] produces one $LINK<treasure=PRTO_Treasure> unit every 3 turns.
It increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% in the city where it's built.
^
^{Requires:} The city that builds it must have Gold in its city radius.
#DESC_BLDG_Gold_Mine
^
^
^Columbus sailed west in search of spices, but he and the Spaniards that followed him to
the New World became rich on gold instead.  Gold was plentiful enough in the Americas
that the Spaniards were amazed at the riches of the Aztecs and Inca.   In addition, several Spanish colonies in the New World were sited near major gold deposits.  Here the Spanish would establish mining and minting operations, creating the famous Spanish doubloon to allow the 
gold coins and ingots to be shipped back to Spain.


#BLDG_Silver_Mine
^
^The [Silver Mine] produces one $LINK<treasure=PRTO_Treasure> unit every 5 turns.
It increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50% in the city where it's built.
^
^{Requires:} The city that builds it must have Silver in its city radius.
#DESC_BLDG_Silver_Mine
^
^
^Although the Spanish gold doubloon is the most famous coin of the New World, from the
composition of Spanish treasure fleets it is clear that silver coins were much more plentiful.
The most famous silver deposit exploited by the Spanish was at Potosi in modern-day Bolivia.
Close to two billion ounces of silver were mined there by the Spanish. 
This New World wealth would be used to fund the glamour of the European Renaissance and
huge military endeavours such as the Spanish Armada that sailed against England in 1588.


#BLDG_Spice_Factory
^
^The [Spice Factory] produces one $LINK<treasure=PRTO_Treasure> unit every 10 turns.  $LINK<Production=GCON_Shields> is increased by 
25% in the city where it's built.
^
^{Requires:} The city that builds it must have Spice in its city radius.
#DESC_BLDG_Spice_Factory
^
^
^The spice products found in the New World would never rival that found in India and
the East Indies.  However, vanilla, allspice and chili are all native to the New World
and Europeans soon developed all three of these products as competition for the other,
more exotic spices from Asia and the Pacific.  Control of the Eastern spice trade became 
one of the key sources of conflict between Portugal, England, and the Netherlands, with
the Dutch going so far as to burn spice plants to keep them out of enemy hands.


#BLDG_Sugar_Plantation
^
^The [Sugar Plantation] produces one $LINK<treasure=PRTO_Treasure> unit every 10 turns.  $LINK<Production=GCON_Shields> is increased by 25% in the city where it's built.
^
^{Requires:} The city that builds it must have Sugar in its city radius.
#DESC_BLDG_Sugar_Plantation
^
^
^Planting of sugar cane began in southeast Asia and was brought to Europe by Arab conquerors
during the Middle Ages.  On his second voyage to the Caribbean, Columbus introduced the plant
to the region, and found that it grew better here in the tropical climate of the Caribbean
than anywhere else.  Sugar plantations sprung up throughout the islands, fueling trans-Atlantic
trade in both cane sugar and the alcoholic beverage derived from sugar -- rum.


#BLDG_Tobacco_Plantation
^
^The [Tobacco Plantation] produces one $LINK<treasure=PRTO_Treasure> unit every 8 turns.  $LINK<Production=GCON_Shields> is increased by 25% in the city where it's built.
^
^{Requires:} The city that builds it must have Tobacco in its city radius.
#DESC_BLDG_Tobacco_Plantation
^
^
^Soon after the Europeans arrived in the New World, they learned that the native Americans were
smoking the Nicotiana plant, either in pipes or rolled in leaves. It didn't take long for this
new product, which had a pleasing aroma and relaxed the user, to make it back to Europe.  Huge
plantations for the growth of tobacco sprung up in the New World, especially in Cuba, the
Carolinas, and Virginia.


#BLDG_Trapper_Camp
^
^The [Trapper Camp] produces one $LINK<treasure=PRTO_Treasure> unit every 12 turns.  The camp also causes the city it is in to produce one extra Commerce in every water square that already produces one.
^
^{Requires:} The city that builds it must have Furs in its city radius.
#DESC_BLDG_Trapper_Camp
^
^
^Fur trading started in North America when French explorers arrived in Eastern Canada.
The French offered gifts such as metal knives and cooking equipment in return for animal
pelts (especially beaver).  The demand for these products increased throughout Europe in 
the 1500s, forcing the fur traders to push west across the Great Lakes to find a sufficient supply of pelts.


#BLDG_Ball_Court
^
^
^The [Ball Court] produces four $LINK<content faces=GCON_Happy_Faces> that make four unhappy citizens content.
#DESC_BLDG_Ball_Court
^
^
^There were a number of ball courts located throughout Mesoamerica. The largest and most famous of these was in the Mayan city of Chichen Itza, located at the Temple of the Jaguar. This great ball court measured 274 feet by 120 feet and was marked by rings 4 feet in diameter and 20 feet off the 
ground.


#BLDG_Sacrificial_Altar
^
^
^The [Sacrificial Altar] makes one $LINK<content=GCON_Moods> citizen in the city unhappy. To build an altar in a city, that city must first have a $LINK<temple=BLDG_Temple>.
^
^Reduces Corruption.
^
^Doubles Culture Points gained through $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>.
#DESC_BLDG_Sacrificial_Altar
^
^
^Sacrificial altars were commonplace in Mesoamerican cities. They were often made of granite or limestone, and placed atop a prominent temple overlooking the city plaza. The likenesses of gods or murals of great battles were carved into their surfaces, and when a sacrifice was made, the blood from the slain flowed into the crevices and onto the floor.  


; GREAT WONDERS _________________________________________________________________________ GREAT WONDERS 

#BLDG_Circumnavigation
^
^[Magellan's Voyage] causes the city it is in to produce one extra Shield in every water square that already produces one.
^
^The city also produces one $LINK<frigate=PRTO_Frigate> every 5 turns. 
^
^[Magellan's Voyage] may be built only in a coastal city.
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Seafaring or Commercial civilizations.


#BLDG_Dias_Journey
^
^[Dias' Voyage] increases the movement rate of all naval units by one. 
^
^The city also produces one $LINK<colonist=PRTO_Colonist> every 8 turns. 
^
^[Dias' Voyage] may be built only in a coastal city.
^
^The Portuguese start the Age of Discovery with Dias' Voyage in Lisbon and its presence immediately triggers a Golden Age for them.
#DESC_BLDG_Dias_Journey
^
^
^Prior to Columbus' discovery of America in 1492, the greatest voyage undertaken during the
early period of European exploration was Bartolomeu Dias' discovery of the Cape of Good
Hope in 1488.  This Portuguese explorer's discovery of the southernmost extent of Africa 
made Europe aware of the Indian Ocean and a potential route to India.   Dias would accompany Vasco da Gama for a portion of the first voyage to India in 1497.  He also traveled across 
the western Atlantic to Brazil; on that voyage he was lost at sea in 1500.


#BLDG_Luthers_Theses
^
^
^Produces two $LINK<content faces=GCON_Moods> in each friendly city on the same continent as the wonder.  A cathedral must be present in city before you can start building this wonder.
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Luthers_Theses
^
^
^In 1517, Martin Luther, a thirty-four-year-old Augustinian monk living in Wittenberg, Germany, 
became so troubled with the corrupt state of the medieval church, that he decided he must
act. On October 31, All Saints Day, Luther angrily drafted a list of ninety-five theses 
to be debated and posted it on the door of the Castle Church in Wittenberg.  Luther's complaints
focused intensely on the church's practice of awarding indulgences (such as reduced time in
Purgatory) in exchange for monetary gifts to the church.  When others translated Luther's Theses
from Latin into German and circulated printed copies throughout the region, the religious
transformation of the medieval church through the Protestant Reformation was underway.  
Luther would later become recognized as the figurehead of this movement and would be accused 
of heresy and threatened with excommunication and death.


#BLDG_Temple_Of_The_Sun
^
^
^The [Temple of the Sun] Reduces War Weariness in all cities, and allows healing in enemy territory. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Temple_Of_The_Sun
^
^
^The [Temple of the Sun] is one of three major structures built by Can-Balam (or "Snake-Jaguar"), one-time ruler of Palenque and son of the great Mayan Lord Pacal. This building, along with the Temple of the Cross and the Foliated Cross, provide curious insights into the reigns of these two mighty kings, and suggests changes that were taking place in the role of Mayan kingship. 
^
^
^Lord Pacal had descended to the Palengue throne through his mother's hereditary line, something rarely seen in Mayan "patrilineal" society. Thus, both Pacal and his son felt compelled to conduct a major public relations campaign confirming their rightful ascension to power. They used these structures as a way of justifying their divinity, by etching upon the walls heiroglyphics showing their mother's direct connection to the "First Mother" (the goddess who created the Mayan gods and first kings). And Can-Balam even used the [Temple of the Sun] as a way to show (and remind) the Mayan citizenry of his glorious exploits in battle. 


#BLDG_Temple_Of_The_Moon
^
^
^The [Temple of the Moon] gives the civilization +2 free advances.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
^
#DESC_BLDG_Temple_Of_The_Moon
^
^
^The Andean peoples who lived in the hot, humid lowlands feared the relentless heat of the sun. Their worship thus turned to the moon. The Incan [Temple of the Moon] sat upon the (appropriately named) Island of the Moon, and served as a [acclahausi] (or home) for the so-called "Chosen Women" of the moon god. Unlike other Incan buildings, its walls were covered with dried mud painted yellow and red. 


#BLDG_Temple_Of_Kukulcan
^
^
^[The Temple of Kukulcan] produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content.  It halves unit upgrade costs.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Temple_Of_Kukulcan
^
^
^The Temple of Kukulcan (also known as El Castillo or the Temple of Quetzalcoatl) is one of the best-known Mayan buildings in Chichen Itza. The structure itself is a typical four-sided step temple, but at its base rests stone pillars carved with feathered serpents (revealing the strong Toltec/Aztec influence). Many archeologists believe that its design is based upon the Mayan calendar, since each stairway has 90 steps. Add the total steps to the number of stairways plus the top platform, and you reach the number of 365 (the number of days in [our] typical calendar year). 


#BLDG_Trading_Company
^
^
^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improvements
($LINK<Harbors=BLDG_Harbor>, $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=BLDG_Bank>, 
$LINK<Mills=BLDG_Mill>, $LINK<Ball Courts=BLDG_Ball_Court>,$LINK<Commerical Dock=BLDG_Commercial_Dock> and $LINK<Stock Exchanges=BLDG_Stock_Exchange>).
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.


; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 




; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Navigation_School
^
^
^All naval unit movement rates are increased by two.  The [Navigation School] produces one Explorer every 10 turns.
^
^The [Navigation School] may be built only in a coastal city.
#DESC_BLDG_Navigation_School
^
^
^Prince Henry the Navigator of Portugal paved the way for the Age of Discovery when he
founded a school of navigation in Sagres on the southwest tip of Portugal.  
At his school, he assembled the best possible mathematicians, cartographers, 
shipbuilders, and astronomers, mariners and together they taught the future navigators 
of Portugal in great secrecy. Henry himself never took to the sea , though through 
his teaching, organization, and leadership, he deserves much credit for launching the 
period of European global dominance that followed for the next 500 years.  



#BLDG_Colonial_Capital
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it.
^{Requires:} The civilization must have at least eight cities (on a standard size map) under its control.
#DESC_BLDG_Colonial_Capital
^
^
^Each European country colonizing the New World established local places of authority to facilitate administration of their overseas empire.  Cortes' founding of Mexico City in 1522 as
the capital of Nueva España is one good example.  Likewise, Buenos Aires served as the capital
of the Portuguese settlements in Brazil.


#BLDG_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least five hospitals in cities it controls.
#DESC_BLDG_Battlefield_Medicine
^
^
^While fundamentally in conflict with the destructive goals of war, physicians must still proffer aid to those in need. The practice of repairing the 
personal damage of war, sometimes actually during the fight itself, has a number of benefits beyond the obvious. A paramount one is that of morale, 
since the soldiers of an army that contains surgeons are assured care if they fall in battle.

; END WONDERS ____________________________________________________________________________________ END WONDERS



; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Astronomy
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<sea=TERR_Sea> squares.


#DESC_TECH_Ball_Games
^The Mesoamericans were great sports fans, and they loved their ball games. One very popular game, [Pok-a-tok], was played throughout the region. The object of this game was to hit a hard rubber ball through a ring by using only elbows, wrists, or hips. Once this was achieved, the game was over. The winners of these games were showered with praise and riches; the losers were often decapitated. 


#DESC_TECH_Blood_Cult
^
^
^A very controversial theory within the anthropological and historical study of Mesoamerican culture is the idea that the excessive bloodletting, human sacrifice, and cannibalistic tendencies of these peoples may have brought about (or at least aided in) their ultimate destruction. During the Spanish conquest of the Aztecs, many accounts of excessive human sacrifice and cannibalism were written. 
^Of course, it’s understood that the victors write the history, and so it’s very likely that the Spaniards exaggerated the excesses in order to justify their own desire to sack and subjugate the native peoples. Nevertheless, even its own history gives credence to moments of mass ritual sacrifice. For example, Aztec history claims that king Ahuitzotl sacrificed nearly 20,000 people after a military campaign in
^Oaxaca. If true, one cannot deny the amount of resources and time that an act like this must have consumed, and if such practices were common (even on a smaller scale), then it’s reasonable to assume that, over time, a culture could be overwhelmed by the physical and psychological pressures of such activity. 

#DESC_TECH_Body_Ornamentation
^Exotic costumery and body augmentation were important aspects of Mesoamerican culture, particularly for the nobility classes. Kings wore brilliantly colored headdresses and robes. Golden earrings and nose rings were common, and Mayan leaders, in their pursuit to “become” the jaguar, would sharpen their teeth to fine points and tattoo their faces with spots. 


#DESC_TECH_Colonization
^
^
^Shortly after Pope Alexander VI divided the New World between the Portuguese and the Spanish in the 1494 Treaty of Tordesillas, the colonization of the New World was begun.  Spain began settling on Hispaniola and in the Caribbean; Portugal
founded towns along the coast of Africa and in Brazil; and France, England and the Netherlands concentrated on North America.
^
^The establishment of new colonies included the foundation of plantations and mines that served as production centers.  The goods produced here were then shipped back to Europe and helped fuel the European economies of the day.


#DESC_TECH_Counter_Reformation
^
^
^The period from 1560 (when Pope Pius IV took office) until the end of the Thirty Years' War was one of great revival and 
reform in the Catholic church.  This Counter-Reformation was in direct response to the Protestant Reformation fueled by the
works of Martin Luther and John Calvin earlier in the 16th Century.  A key highlight of the Catholic Counter Reformation was
the founding of the Jesuit Order by Ignatius Loyola (which led to an increase in Catholic teaching and missionary work world-wide, including in the New World).


#DESC_TECH_Craftsmanship
^
^As Mesoamerican cultures began to develop their distinct architectural style, the need for skilled labor exploded. Craftsman trained in jade and obsidian carving were highly prized, and masons capable of glorifying the gods in powerfully wrought stelae and temples were given power within the political structures. 


#TECH_Enslavement
^
^
^{Special Units}  Activates special units for Aztecs, Inca, and Maya. 

#DESC_TECH_Enslavement
^
^
^Slaves were an integral part of Mesoamerican society. Slaves were obtained, primarily, through warfare. For the Maya, the acquisition of slaves through battle was a primary reason for war. Slaves were used as cheap laborers and for ritual sacrifice to the gods. Some of the most powerful and prestigious people in Aztec society were the [tlaltlani] (or “bathers of slaves”) slave traders. 


#DESC_TECH_Exploration
^
^
^Before large-scale colonization of the Americas, European presence consisted of small, sporadic settlements used primarily for trade with Indians and to prepare goods such as fish and furs for the long trip back to Europe. These tiny pockets of European influence occasionally grew into towns and colonies, and were the first step towards European domination of the Atlantic seaboard.


#DESC_TECH_Fortification
^
^
^The rapid rise of gunpowder weapons, particularly cannon, dictated similar evolution in the defense of cities, ports, and economic outposts. Fortifications had to be self-sufficient, to hold out against enemy harassment or blockade for months at a time if necessary, and be able to service allied ships when they came to dock. Inland forts usually served as supply stations and rest areas for caravans and convoys into wilder areas.


#TECH_Magnetism
^


#TECH_Masonry
^


#DESC_TECH_Medieval_Combat
^
^
^Medieval combat differed from ancient era combat in several ways. First, armies were usually much smaller, since kings depended on unreliable local lords and nobles for military support (as opposed to the vast, centralized Roman army system). With the invention of the stirrup in the late Dark Ages, horsemen could use huge spears and
 lances or other two-handed weapons; thus cavalry took on a dominant battlefield role, instead of staying on an army's flanks and doing most of its damage after the enemy army broke (as ancient era cavalry did). The invention of the crossbow in the 11th century C.E. allowed a poorly trained peasant to shoot as far and as hard as a professional bowman -- which meant that a wealthy knight could be killed by a soldier
 paid virtually nothing. (The Catholic Church was so alarmed by the development of crossbows that the Pope forbade their use against fellow Christians). Gunpowder brought the age of medieval combat to an abrupt end, though, but the armies of Europe were quick to adapt.

#DESC_TECH_Mercantilism
^
^
^Mercantilism came into being shortly after the medieval states of Europe became true nation-states.  It is an economic worldview holding that all economic exchange is 
zero-sum (meaning that in any trade, there is a winner and a loser). According to
 mercantilism national governments needed to tightly control foreign trade and employment, and 
aggressively pursue colonies and foreign markets to profitably sell manufactured goods. Finally, mercantilism was associated with the idea that wealth was identical with 
stocks of gold and silver, or whatever was used as currency in a given economy.
 Mercantilism endured until the 18th century, when Adam Smith and the classical liberals of England and 
France set forth a series of devastating criticisms.


#DESC_TECH_Milling
^
^
^Mills are the oldest industrial machines. They are the most basic means by which human workers can use wind, water, or other natural energies instead of muscle power to do work, particularly repetitive and physically demanding tasks such as grinding grain or felting cloth. The basic idea behind a mill is to use a gear arrangement; one gear is turned by the natural force (a river's flow or the wind), and its motion is transferred to a final gear, to which the tools (such as felting clubs) are attached. Mills were generally easy to construct once plans were obtained, and feudal lords often exercised tight control over the building of mills in their lands (often lords would require their serfs and peasants to use only mills owned by the lord). Mill technology is still used today, and forms the fundamentals of industrial engineering.


#DESC_TECH_Mining
^
^
^Medieval Europe relied heavily on metals and ores for weapons and manufactured goods, as well as stone to build castles, churches, and other expensive buildings. Stone was usually extracted by quarrying, an inefficient but relatively quick process in which workers simply dug masses of rock out of convenient hillsides. Underground mining, although even less efficient, allowed miners to get at ores found only
^deeper underground. Medieval mines, described in detail in the 16th century treatise [De re metallica], usually consisted of a simple shaft dug more or less vertically into the ground, and several "rooms" or tunnels radiating out from the shaft towards (ideally) ore veins. Miners and ores traveled up and down the shaft in baskets on rickety pulley systems. Mining is still one of the world's most dangerous jobs, and in 
^medieval times it was much worse. Children were often pressed into mining because their small size let them get into smaller tunnels, and the omnipresent threats of collapse, fire, flooding, and underground pockets of poisonous gases claimed many lives throughout the Middle Ages. The arrival of gunpowder made mining much easier and cheaper, but no less hazardous.

#DESC_TECH_Naval_Ordnance
^
^
^The development of gunpowder artillery is closely linked to the development of smithing and casting techniques. As smiths learned to cast more precise shapes in easier-to-work metals, cannons became safer and, more importantly, light enough to mount on ships. By the time of the Napoleonic era, ships mounted as many as 72 guns of varying sizes and ranges.


#TECH_Navigation
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.


#DESC_TECH_Piracy
^
^
^When great nations began to collect wealth from around the globe, commerce raiding became a standard tactic in war. Capturing the enemy's ships and treasure could hinder or cripple his war effort. However, medieval and Renaissance navies were far too small to patrol the shipping lanes looking for targets. The solution was the letter of marque, a paper authorizing a private ship owner to attack enemy vessels and keep a portion (and sometimes all) of the booty. Often, however, ship captains would raid any ship that looked vulnerable and fell into their sight. Famous pirates such as Edward Teach ("Blackbeard") and Jean Lafitte took dozens of prizes and amassed huge hoards of wealth, although the good times rarely lasted long. When peacetime came, and letters of marque ceased to apply, European navies pursued pirates ferociously, seizing pirate ships and hanging entire crews.

#TECH_Printing_Press
^The invention of the printing press allowed thoughts to freely circulate around Europe.  This invention fueled the
rise in religious discord associated with the Reformation, Counter-Reformation, and Thirty Years War.  This turmoil
in turn led many religious sects that were being persecuted to look for a better life overseas (Puritans, Pilgrims,
and Quakers to name a few).


#DESC_TECH_Professional_Armies
^
^
^During the Middle Ages, soldiers were almost always farmers or tradesmen compelled to fight by obligation to their landlords. Sometimes wars lasted long enough, though, that young boys learned no trade other than soldiering. These men became professional mercenaries, soldiers who fight for money. By the time of the Thirty Years' War in 1618, most major powers relied heavily on mercenaries 
^to fill their ranks. Mercenaries were also widely used in Italy, where individual states had too few citizens to raise traditional militias to defend their territory (militias were also often reluctant to engage in offensive warfare, whereas mercenaries had no such qualms).


#DESC_TECH_Protestantism
^The Protestant Reformation of the medieval Catholic church began when Martin Luther
posted his 95 Theses on the door of the church in Wittenberg in 1517.  His teachings spread
quickly through northern Europe.  Additional fuel was added to the fire through the efforts
of John Calvin in Geneva, Switzerland.  By the middle of the 16th Century, even such 
previously pious Catholics as Henry VIII, king of England, had adopted the Protestant banner.
The Catholic church began to recognize the need for reform, and soon launched the
Catholic Counter Reformation in response. 


#TECH_Ritual_Sacrifice
^
^Allows $LINK<Ritual Sacrifice=GCON_Ritual_Sacrifice>. 
^
#DESC_TECH_Ritual_Sacrifice
^
^
^Mesoamerican rulers believed that ritual sacrifice helped them maintain a connection with the spirit world. They often sacrificed [human beings] to dedicate new temples or to celebrate important events. A typical method of human sacrifice was to lead a captured enemy soldier up the long steps of a temple to the top. The captive would then be laid out on a sacrificial altar. A priest would then thrust a knife into the victim’s chest, then reach in and rip out his heart. 


#DESC_TECH_Ship_Building
^
^
^Advances in navigation made it feasible for monarchs to commission the construction of bigger ships, capable of staying at sea for months rather than weeks, and carrying huge cargoes (since a long trip is hardly worthwhile if only a few barrels and crates can fit in the holds). The perfecting of large cargo ship designs led, in turn, to the construction of advanced warships, although the huge expense involved often precluded a nation from building more than a handful of ships that size. The exceptions 
were England, of course, whose King Alfred realized as early as the 9th century C.E. that a navy answering directly to the King would prove an invaluable asset.


#DESC_TECH_Siegecraft
^
^
^Siege warfare was, obviously, completely transformed by the arrival of gunpowder in Europe. Frederick of Brandenburg was among the first commanders to use siege cannon effectively, in a lightning campaign in which most of his opponents' castles were
 reduced and stormed. However, cannon also proved of great use in defending castles; gun ports in walls and towers became common, and defensive cannon fire often deterred the deployment of the besieging army's own artillery as well as storming attempts. The
 new siege warfare also claimed
^mighty Byzantium as a casualty, when in 1453 the Ottoman sultan's cannon-armed forces breached the walls of Constantinople. Castle designers reacted to these innovations by doing away with high towers and reinforcing stone walls with earthen ramparts. Some
 cities even did away with fortress walls altogether, opting for deep, wide trenches that obliged an enemy army to charge into overlapping defensive battery fire. The disappearance of stone castles as defensive fortifications was the definitive end of
 the medieval warfare era.

#DESC_TECH_Storytelling
^Storytelling was an important cultural practice in Mesoamerican society. Unlike European societies, which developed the use of paper and book making, Mesoamerican
 cultures relied on stone-wrought hieroglyphics to convey their mythology. But this method was cumbersome and ultimately limiting. Therefore, families relied heavily on the verbal reckoning of kings and gods, and this practice help to connect one
 generation to another. 

; RESOURCES_______________________________________________________________________________________________RESOURCES

#GOOD_Coal
^
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> not used in this scenario. It is listed here as a "dummy resource"
only to hide unnecessary worker functions. 
#DESC_GOOD_Coal
^
^
^[No further description.]


#GOOD_Diamonds
^
^
^[Gems] are $LINK<Strategic Resources=GCON_ResourcesS> required to build the $LINK<Gem Mine Camp=BLDG_Gem_Mine>.
^
^Gems are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.


#GOOD_Furs
^
^
^[Furs] are $LINK<Strategic Resources=GCON_ResourcesS> required to build the $LINK<Trapper Camp=BLDG_Trapper_Camp>.
^
^Furs are always visible on the map and can be found in $LINK<forests=TERR_Forest>.


#GOOD_Gold
^
^
^[Gold] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build a $LINK<Gold Mine=BLDG_Gold_Mine>.
^
^Gold is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.


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


#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build various military units.
^
^Iron deposits appear when your civilization discovers $LINK<Craftsmanship=TECH_Craftsmanship>, and can be found in 
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.


#GOOD_Rubber
^
^
^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required by Mesoamericans to
build a $LINK<Ball Court=BLDG_Ball_Court>.
^
^Rubber sources appear when your civilization discovers $LINK<Ball Games=TECH_Ball_Games> and can be found in
$LINK<jungles=TERR_Jungle>, $LINK<forests=TERR_Forest> and $LINK<marsh=TERR_Marsh>.


#GOOD_Saltpeter
^
^
^[Saltpeter] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build early gunpowder military units.
^
^Saltpeter deposits appear when your civilization discovers $LINK<Gunpowder=TECH_Gunpowder> and can be found in
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.


#GOOD_Silver
^
^
^[Silver] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build a $LINK<Silver Mine=BLDG_Silver_Mine>.
^
^Silver is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<hills=TERR_Hills>.


#GOOD_Spice
^
^
^[Spice] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build a $LINK<Spice Factory=BLDG_Spice_Factory>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.


#GOOD_Sugar
^
^
^[Sugar] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build a $LINK<Sugar Plantation=BLDG_Sugar_Plantation>.
^
^Sugar appears when your civilization discovers $LINK<Colonization=TECH_Colonization> and can be found in $LINK<jungles=TERR_Jungle>, $LINK<plains=TERR_Plains>, and $LINK<grassland=TERR_Grassland>.


#GOOD_Tobacco
^
^
^[Tobacco] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build a $LINK<Tobacco Plantation=BLDG_Tobacco_Plantation>.
^
^Tobacco appears when your civilization discovers $LINK<Colonization=TECH_Colonization> and can be found in $LINK<plains=TERR_Plains>, and $LINK<grassland=TERR_Grassland>.


; END RESOURCES ______________________________________________________________________________END RESOURCES


; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts are impassable in this scenario.  No unit can move into a desert tile.


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


#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<city radius=GCON_Radius>.
^
^Grassland may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<silk=GOOD_Silk>,
$LINK<sugar=GOOD_Sugar>,
$LINK<tobacco=GOOD_Tobacco>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.


#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain
$LINK<cattle=GOOD_Cattle>,
$LINK<horses=GOOD_Horses>,
$LINK<silk=GOOD_Silk>,
$LINK<sugar=GOOD_Sugar>,
$LINK<tobacco=GOOD_Tobacco>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.


#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] is completely impassable in this scenario.


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


#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>,
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>, or
$LINK<silver=GOOD_Silver>.


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


#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Supplies of $LINK<rubber=GOOD_Rubber> can be
found there, but also $LINK<disease=GCON_Disease>.
^
^Jungles may contain
$LINK<dyes=GOOD_Dye>,
$LINK<gems=GOOD_Diamonds>,
$LINK<rubber=GOOD_Rubber>,
$LINK<silk=GOOD_Silk>, 
$LINK<spices=GOOD_Spice>, or
$LINK<sugar=GOOD_Sugar>.


#TERR_Sea
^[Sea] squares in Age of Discovery represent the portion of the ocean that are blessed with favorable
trade winds.  Ships move at normal speed in these tiles.  
^
^Note that all ships may safely move onto sea tiles without sinking except $LINK<curraghs=PRTO_Curragh>.


#TERR_Ocean
^[Ocean] squares in Age of Discovery represent the portion of the ocean that is not blessed with favorable
trade winds.  Ships move at half-speed in these tiles.  
^
^Note that all ships may safely move onto ocean tiles without sinking except $LINK<curraghs=PRTO_Curragh>.


#TERR_River
^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if
worked by citizen laborers within a $LINK<city radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares.


#TERR_Fresh_Water_Lake
^[Lakes] are bodies of water completely surrounded by land. They contain fresh water, allowing 
$LINK<irrigation=TFRM_Irrigation> of adjacent squares.


#TERR_Marsh
^An extensive area of soft, low-lying terrain is known as a [Marsh]. The fetid conditions of
a marsh can sometimes cause $LINK<disease=GCON_Disease>.
^
^Marsh may contain
$LINK<fish=GOOD_Fish>, 
$LINK<game=GOOD_Game>, or
$LINK<rubber=GOOD_Rubber>.


; Government Types________________________________________________________ Government Types

#GOVT_Catholic_Monarchy
^
^
^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all
citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by
sanction of the gods (or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>.
$LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.  The Catholic Monarchy
government represents a monarch who looks to the Pope in Rome for religious leadership.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^Draft Rate						1
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8
#DESC_GOVT_Catholic_Monarchy
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.
^
^Spain and Portugal were consistently ruled by Catholic Monarchies throughout this period.  The French kings
were also Catholic, though substantial portions of the French people had converted to the Protestant faith
(Huguenots).  This lead to the Wars of Religion that tore apart France for thirty years in the late 16th Century.


#GOVT_Protestant_Monarchy
^
^
^Like their Catholic counterparts, Protestant Monarchs rule with absolute authority, severely limiting personal and economic freedom of all
citizens except for nobility and the rich upper-class.  With the Protestant form of Monarchy, $LINK<Corruption and waste=GCON_Corruption> 
are less of a problem since the reformed priesthood has dispensed with the medieval system of indulgences.  Workers are also much 
more efficient.  However, $LINK<war weariness=GCON_War_Weariness> is beginning to become a problem and war must be entered into with a bit 
more caution.  The Protestant Monarchy government represents a monarch whose country has broken from the Papacy during the 
Reformation and is instead following the teachings of Martin Luther or John Calvin.
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^Draft Rate						1
^Military Police Limit				1
^Unit Support
^    per town					1
^    per city						2
^    per metropolis				4
#DESC_GOVT_Protestant_Monarchy
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.
^
^England was the first of the nations in this scenario to convert to a Protestant government, with 
the founding of the Anglican Church of England by Henry VIII in 1534.  The Netherlands would soon revolt 
from Spanish control and fight to establish a Protestant state, separating themselves from the Hapsburg dynasty's ancestral claims to the area.


#GOVT_Blood_Cult
^
^A Blood Cult government reflects the institutionalization of ritual sacrifice and war. Every aspect of the society is connected, in some way, with the ceremonial practice of blood ritual. As a result, vast populations can be drawn to the towns and cities and harbored there at low cost, and draft rate and military police limits have been increased. 
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Problematic
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					8
^    per city						8
^    per metropolis				8
^
^In addition, any city production square which produces more than two $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or
$LINK<commerce=GCON_Commerce> in a Blood Cult government instead produces one less.


; END GOVTS______________________________________________________________________END GOVTS


; Terrain Improvements___________________________________________________________Terrain Improvements

#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. 
^
^{Terrain				Produces}
^Floodplains			3 food, 4 if irrigated.
^Grasslands				2 food, 3 if irrigated.
^Plains					1 food, 2 if irrigated.
^
^Workers are ordered to irrigate by pressing [I] or the "Irrigate" button.


#TFRM_Railroad
^
^
^Railroads may not be built in this scenario.


#TFRM_Airfield
^
^
^Airfields may not be built in this scenario.


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



#TFRM_Radar_Tower
^
^
^Radar Towers may not be built in this scenario.


; Civilizations____________________________________________________________________________Civilizations
#RACE_FRENCH
^The French are $LINK<commercial and industrious=GCON_Strengths>. They start the game with
all European technologies from the Classic Age and the Middle Ages and build
$LINK<musketeers=PRTO_Musketeer> instead of $LINK<musketmen=PRTO_Musketman>.
They are not strongly Protestant nor Catholic, as there are factions of each developing in their country.
^
^Modern France has its roots in ancient Gaul. In the 2nd century BC Rome intervened on the side of Massilia (Marseilles), 
a Greek colony founded in 600 BC, in its struggle against the barbarian tribes of the hinterland. The result was the 
formation, in 121 BC, of the Roman Provincia; between 58 to 50 BC Caesar seized the remainder. From 395 the internal 
problems of the Empire encouraged barbarian penetration of 
Transalpine Gaul. By 418, the Franks and Burgundians were established west of the Rhine, and the Visigoths had settled 
in Aquitaine. The period of the Merovingian and Carolingian Frankish dynasties (476-887) frames the Early Middle Ages. 
^    Following his ascension, the first Merovingian, Clovis (481-511), consolidated the position of the Franks in northern 
Gaul. Clovis came to believe that his victories were due to the Christian God. Clovis' subsequent conversion assured 
the Frankish rulers of the support not only of the Catholic Church but of the majority of their own subjects. By the 
rise of the house of Valois in 1328, France was the most powerful kingdom in Europe. Its ruler could muster larger 
armies than rivals; he could tap enormous fiscal resources; and the king's courts maintained royal supremacy. The 
history of France in the Late Middle Ages is dominated by efforts of its kings to maintain their suzerainty, efforts 
that, despite French advantages, were long frustrated. 
^    The Hundred Years War was an intermittent struggle between 
England and France in the 14th-15th centuries over a series of dynastic disputes, including the legitimate succession 
to the French crown. The war's turning point was reached in 1429, when an English army was forced to raise its siege 
of Orléans by a relief force organized by {Joan of Arc}. Her insistence that only consecration at Reims could make a 
true king, chosen by God, led to further victories. Charles III was anointed in Reims in July 1429. By 1453, England 
retained only Calais, which it finally relinquished in 1558.
^    With the ascension of the infant Louis XIII (1610-1643), the security of the country was again threatened as factions 
disputed the throne. Crown and country, however, were rescued by the most controversial 

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

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

#RACE_ENGLISH
^The British are $LINK<seafaring and commercial=GCON_Strengths>. They start the game with
all European technologies from the Classic Age and the Middle Ages and build
Elizabethan $LINK<Sea Dogs=PRTO_Sea_Dog> instead of $LINK<privateers=PRTO_Privateer>. 
They are strong supporters of Protestantism.
^
^In Roman times Britain lay on the periphery of the civilized world, and it emerged into the light of history 
only after the Saxon settlements in the 5th century AD. Tribal migrations into Britain began about the middle 
of the 5th century. The first arrivals were invited by a British chieftain to defend his kingdom against the Picts 
and Scots. The first mercenaries were from three tribes - the Angles, Saxons, and Jutes - which located on the 
coastlands of northwestern Germany. Eventually, these peoples would themselves topple the native kingdoms. But 
unity was fleeting; the subsequent Norman Conquest (1066) resulted in the subordination of England to a Frankish 
aristocracy, and the introduction of feudalism to the Isles.
^    The English Normans would eventually give rise to a 
purely British line of kings, the Plantagenets. Three centuries later, the Wars of the Roses was the final struggle 
between the Yorkist and Lancastrian descendants of the Plantagenets for control of the throne. When Henry Tudor, earl 
of Richmond, seized the crown in 1485, leaving the Yorkist Richard III dead upon the field of battle, few Englishmen 
would have predicted that 118 years of Tudor rule had begun. {Elizabeth} I (1558-1603) proved to be the most able Tudor 
monarch. No observer in 1558, any more than in 1485, would have predicted 
that despite the social discord, political floundering, and international humiliation of the past decades, the kingdom 
again stood on the threshold of an extraordinary age. Her reign ushered in two centuries of British exploration, 
colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Queen," died childless, Parliament 
offered the crown to the closest blood kin, James VI of Scotland (1603-1625) and the United Kingdom was born, 
defended by the "wooden wall" of the Royal Navy’s {Men-o-War}. 
^    Every major war Britain engaged in during this period increased its colonial power. The Seven Years' War 
was particularly notable in this respect, and so were the Napoleonic Wars. By 1820 the total population  
of the British Empire was 200 million, 26% of the world's total population. However acquired, all these
acquisitions added to the crown’s and the country's power and reputation. For the privileged  

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

#RACE_Spanish
^The Spanish are $LINK<seafaring and religious=GCON_Strengths>. They start the game with
all European technologies from the Classic Age and the Middle Ages and build
$LINK<Conquistadors=PRTO_Conquistador> instead of $LINK<explorers=PRTO_Explorer>. 
They are strong supporters of Catholicism.
^
^    The Kingdom of Spain is located in the extreme southwest of the European continent, and occupies approximately 85-percent 
of the Iberian Peninsula.  Spain is bordered on the west by Portugal, in the Northeast by France, and by the great wall of the 
Pyrenees Mountains.  The Iberian Peninsula that the Spanish inhabited was occupied by various other civilizations, including 
the Phoenicians, Carthaginians, Romans, Visigoths, and Muslims, and Spain is now associated with having a very rich, eclectic 
culture as a result.
^    The development of Christian society and culture in the first 300 years following Islamic conquest in Spain was slow, but 
major changes occurred for the Spanish in the 12th and 13th centuries.  The population grew, communication with northern 
Europe intensified, commerce and urban life gained in importance, and the kingdoms of the Castile, Aragon, and Navarre, and 
Portugal emerged as the governing bodies of the Iberian Peninsula.  These kingdoms reached the frontiers that they would keep, 
with minimum amount of alteration, until the end of the Middle Ages, when {Isabella I} became Queen of Castile.
^    Isabella began participating in the royal court at the age of 13; and when Portugal, Aragon, and France offered their 
marriage candidates, she favored Ferdinand of Aragon.  Isabella ascended to the throne as Queen of Castile to rule sensibly 
and with a prudent political program.  Her unification of the states of the Iberian Peninsula into a single entity, the 
maintenance and control over the Strait of Gibraltar, policy of expansion into Muslim North Africa, reform of Spanish 
Catholicism, and support for the exploration and expansion in the unknown was evidence of her wisdom and capabilities as 
Queen.
^    On October 12, 1492 Columbus, with the blessing and financial backing of Isabella, sought a route to the legendary rich 
markets of China and Japan, but instead discovered what would become known as "The New World", the present day Americas.  This 
voyage gave way to a new golden age of expeditions and conquest, as the Americas contained gold, a valuable resource that Spain 
happened to be desperately bereft of at the time.

#RACE_INCANS
^The Inca are $LINK<industrial and agricultural=GCON_Strengths> in this scenario. 
They start the game with
seven technologies from the Classic Age and build the $LINK<Chasqui Scout=PRTO_Chasquis_Scout> as a unique unit. 
^
^	Hundreds of years ago, a group of people calling themselves the [Inca] settled the Cuzco Valley high in the Andes Mountains of South America. Where they had come from was a mystery. Yet, though their purpose for settling such a rugged and inhospitable landscape was unclear, the end result of their arrival is without doubt. In time, the Inca built an empire that spanned the Pacific coast (as far south as Argentina and as far north as Ecuador), some 2,000 miles of hills, mountains, valleys and coastline. In just a short time (roughly 100 years), the Incan empire dominated South America and is, to this day, considered one of the finest empires the world has ever known. Beginning with the ninth ruler, {Pachacuti} Inca Yupanqui, the Inca began their expansion. Pachacuti won his first military campaign against the Chanca people, where he refused to retreat despite insurmountable odds. From there, he consolidated his control over his cultural base, Cuzco, then moved north into the Urubamba Valley, which extended beyond the site where the lost city of Mach Picchu was later built. He then turned his army south and conquered the Colla and Lupaca tribes. Though not the first Incan ruler, Pachacuti was by many accounts one of the finest Pre-Columbian persons that ever lived. A great military strategist, an architect, a skilled diplomat and a gifted religious philosopher, his teachings are still practiced by many Andeans today. 
^	Like many other groups that preceded the Inca (the Chimu, the Nazca, the Moche), Incan society was heavily dipped in the worship of powerful gods. Their pantheon contained such lofty omnipotents as Viracocha (the god of creation), Inti (the sun and father of the Inca Dynasty), Illapa (god of rain, thunder, and lightening), Pacha Mama (mother of the earth), and Mama Cocha (mother of the lakes). Grand ceremonies were held frequently to honor these gods, for the Inca believed that if one did not give thanks and obedience to the gods, bad things would happen. The world of the Andes Mountains is full of ecological wonders [and] ecological disasters: Earthquakes, severe storms, and volcanic activity. The gods held sway with these events and thus the proper respect had to be paid at all times.

#RACE_MAYANS
^The Maya are $LINK<agricultural and industrious=GCON_Strengths>. They start the game with
seven technologies from the Classic Age and build the $LINK<Javelin Thrower=PRTO_Javelin_Thrower> as
a unique unit. 
^
^	The Mayan civilization of ancient Mesoamerica is shrouded in mystery. The Maya developed their unique culture in one of the most inhospitable places on earth. The lowlands of northern Guatemala, western Honduras, Belize, and the Yucatan peninsula, are hot and humid, teeming with jungles boasting an annual average rainfall of 120 inches. And yet, these stalwart peoples toughed it out and forged a civilization that stands, to this day, as a testament to the ingenuity and creativity of ancient man. 
^	Where did the Maya originate? The earliest archeological evidence was discovered in and around Belize, and dates as far back as 1200 BC. Primitive tools and pottery, small religious figurines of animals and humans became abundant, and by 900 BC, small villages of one-room dwellings made of poles lashed together with henequen rope, began to appear everywhere. By 600 BC, the Maya were the dominant people in the region. Between 300 BC and 150 BC, Mayan villages grew into larger and more populous cities, ruled by powerful kings and noble families. It was during this so-called Pre-Classic period that Maya society defined its cultural identity. 
^	It was also during this time that the Maya began to worship a pantheon of gods, from the creator of the universe, [Huabku], to [Itzamna] (creator of man); from [Ix Chel] (goddess of childbirth), to [Chac] (the rainmaker – an all-important god to the peasant class); from [Yam Kax] (the young corn god), to [Ah Much] (the lord of death). As more and more gods were added to the pantheon, the rituals needed to glorify them became quite elaborate, and thus it was necessary to create a priest sect to maintain the ceremonies. 
^	One of the most important cultural traits developed during the [Pre-Classic] period was the act of human sacrifice. Though the Maya never practiced it as prominently as the Aztecs, various acts of blood letting became commonplace and (ultimately) essential to the Mayan way-of-life. Mayan kings ruled through semi-divine right, and they believed that their connection to the gods could only be maintained through ritual sacrifice.

#RACE_PORTUGAL
^The Portuguese are $LINK<religious and seafaring=GCON_Strengths> in this scenario. 
They start the game with all European technologies from the Classic Age and the Middle Ages.  They have no unique unit but they start the game in a Golden Age having just completed 
the $LINK<Dias' Voyage=BLDG_Dias_Journey> great wonder. They are strong supporters of Catholicism.
^
^In 1139 CE, Afonse Henriques, appointed count of the province of Portugal by the king of Castile, defeated a
Muslim army at Ourique. Impolitely, he took that opportunity to declare Portugal independent of Castile, with
himself as king of the new country. He was able to get away with it largely due to the recognition by the
Christian kingdoms of Spain that the Muslims were the common enemy, and when assured that Portugal would still play
an active role in the impending Reconquista, Castile-Navarre and Aragon were willing to overlook Henriques’
impudence. Two hundred years later, once the Muslims were confined to their tiny corner of Spain in Granada,
Castile saw fit to repossess the Portuguese kingdom. When the Castilian army was soundly thrashed in battle by
the warrior king John of Aviz, it was clear to all that Portugal was there to stay.
^    After the victory over Castile and the collective reconquest of Iberia from the Muslims, Portugal looked
overseas to continue its expansion. King John led a campaign against Ceuta in North Africa (modern-day Morocco).
The ease of Ceuta’s conquest caught the attention of his third son, {Prince Henry the Navigator}. Henry’s
older brother Duarte succeeded to the throne after John’s death, and the two were often at odds, with Duarte
skeptical and suspicious of Henry’s ambitions to explore new lands and convert the natives to Christianity. For
the next twenty years Henry sponsored expeditions to western Africa, and even led a campaign to invade Tangiers
in 1437 (which ended in defeat). But on the whole Henry’s personal seafaring experience was limited; his
sobriquet comes from his patronage of other adventurers and the resulting age of discovery and colonization that
they inaugurated with his support.
^    Portuguese explorers continued their discoveries after Henry’s death in 1460. The greatest was Bartolomeu
Dias, whose 1488 voyage around the southern coast of Africa made Europe aware of the Indian Ocean and a shorter
route to India than the one Columbus gambled on just four years later. Dias also traveled across the western
Atlantic to Brazil; on that voyage he was lost at sea in 1500. 
#DESC_RACE_PORTUGAL
^    Closely following Dias was Vasco da Gama, who took Dias’ maps
and went beyond their limits, landing in India in 1497. He made three trips to India over the following thirty
years, the last of which took place in 1524 after his appointment by the King as viceroy of India. He did not
live long after his arrival; some speculate he was poisoned by corrupt administrators who feared punishment at
his hands.
^    In 1543, Portuguese sailors were shipwrecked in Japan. They did not stay long, but left behind the technique
of musket-making –- in that way, a handful of men changed Japanese history forever, as the samurai era was drowned
by the sound of musketfire. By that time Portugal’s overseas holdings were vast, comprising holdings all over
Africa, India, China, Macao, and South America.
^    In 1580 Spain awoke, flexing its muscles as the world’s pre-eminent power. It took the opportunity to
occupy Portugal, and for almost 100 years the two countries were united. The Portuguese royalty did not give
up, though, and through clever diplomacy and alliance with England they were able to restore their monarchy and,
with Spain greatly weakened and demoralized by the Thirty Years’ War, finally forced Spanish recognition of
Portuguese independence. Portugal remained an influential and wealthy European power through the Napoleonic Wars,
when its alliance with Britain gave the British a foothold on the Continent to oppose Napoleon’s armies.
^    Portugal’s prosperity lasted until the 1890s, when a combination of inflation and sluggish
industrialization undermined its industries. Dissatisfaction with the monarchy led to a coup and the establishment
of a republic in 1910; this did not last long, as radical groups pursued extreme agendas and unrest grew. In 1926,
the army bloodlessly overthrew the republic; the junta asked a university professor and occasional member
of parliament named Antonio Oliviera de Salazar to assume control of all economic policy. Six years later,
Salazar became prime minister, a limited office in theory but dictator in practice. Salazar’s new
constitution formalized his powers and he ruled Portugal with absolute authority for nearly 40 years.
^    In 1968 Salazar suffered a stroke; his ministers tried to continue the dictatorship but in 1974 a
democratic revolution re-installed a republican form of government. After narrowly avoiding a Communist coup,
Portugal flourished, although it presently faces structural problems similar to those of its nearest
European neighbors.



#RACE_DUTCH
^The Dutch are $LINK<seafaring and agricultural=GCON_Strengths>. They start the game with
all European technologies from the Classic Age and the Middle Ages and build the $LINK<Swiss Mercenary=PRTO_Swiss_Mercenary> instead of the $LINK<Swiss Pikeman=PRTO_Swiss_Pikeman>. 
They are strong supporters of Protestantism.
^
^Toward the end of the 16th century CE, the independent cities and principalities of Flanders and Belgium sent
representatives to Utrecht to form an alliance. The alliance would coordinate taxation and military operations
against Spain, whose ruling Hapsburgs had dominion over the Low Countries even after they adopted the Protestant
religion. The Netherlands, comparatively small and poor compared to mighty Spain and its empire of gold in
the Americas, often had to rely on {Swiss mercenaries} and other hired guns for its defense. This was not a
long-term solution, hence the need for a much closer alliance. The result of this meeting was the Union of
Utrecht, which formally created the United Provinces of the Netherlands.
^    Spain, which had spent the previous decade alternately fighting and politicking against the armies and
intrigues of {William of Orange}, was not pleased by this development. Orange’s position had always been that
Spain’s sovereignty over the Netherlands was legitimate, but the governors chosen by the King were trampling
the rights of Orange and the other native nobles. William also vehemently opposed the imposition of Catholicism
on his homeland, but still felt the King of Spain could be persuaded to loosen his grip. This proved unrealistic,
and in 1581 Orange publicly renounced his loyalty to the Spanish throne. He was assassinated a few years later;
he did not live to see his country completely free of Spanish domination.
^    However, once the provincial leaders (particularly those of Holland, the largest and most influential of
the United Provinces) and the nobles began to cooperate, putting their disagreements to one side, Spain was
nearly defeated. Under the brilliant political, military, and economic leadership of Johan de Witt, perhaps
the Netherlands’ greatest statesman, the Dutch Republic grew into a world power, its rapidly growing economy and
naval presence allowing it to settle colonies around the world and establish a massive trade empire. This
wealth translated into a cultural golden age lasting over a hundred years.
^    During that time, Dutch thinkers made fundamental contributions to philosophy, law, science, and art.
Hugo Grotius, a lawyer and
#EOF
