; Civilopedia.txt
;	Notes: for Conquests main game
;     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.
;


#GAME_CONCEPTS_KEYS
GCON_GameTypes
GCON_Accuracy
GCON_ImportantNotes
GCON_UnitTypes
GCON_NativeCivs
GCON_EuropeanCivs
GCON_Maintenance

#GAME_CONCEPTS

#GCON_GameTypes
Game Types
^ColonizeEXE comes in a variety of flavors; along with the zipped mod, I have included several tailored 'random' maps, as well
as three maps of the Americas: One "tiny" size map, made from scratch by myself, 1 "medium" size map cropped and edited from the map in Rhye's of Civ,
and 1 "huge" size map cropped and edited from FIXME
^All 'tailored' random maps are identified by the following parameters:
^Colonize(size)(map number)
^Where map size means..well..the map size.
^Tiny: 60x90, 8 civs
^Small: 80x120, 14 civs
^Medium: 100x150, 20 civs
^Large: 120x180, 26 civs
^Huge: 140x210, all civs



#GCON_Accuracy
Historical Accuracy
^This mod makes an attempt to be [relatively] accurate in a broad historical sense. The most glaring problem is that, for balance
and playability reasons, all European civs start at the same time.
^For information on Native civs and accuracy related to them, see their entry.

#GCON_ImportantNotes
Important Notes
^Europeans must build a $LINK<port=BLDG_Port> to settle new colonies.
^Only Coastal European cities or cities next to fresh water will be able to grow to size 2.
^Size 1 population max is 4; the maximum possible population of a city is 16.
^Natives can only build roads, build farms, make colonies, and clear wetlands.

#GCON_UnitTypes
Unit Types
^Most military units have a "class" of some sort reflecting their intended purpose which can be found in their pedia entry.
^
^Europeans utilize these unit types:
^Infantry - Armed soldiers, general purpose.
^Cavalry - Mounted soldiers, attack/blitz.
^Heavy Artillery - Defensive artillery, slow with bombard.
^Light Artillery - Offensive artillery, quick with bombard.
^Transport - Naval transport.
^Light Warship - Naval Harasser, quick, defensive bombard.
^Heavy Warship - Naval power, lethal bombard.
^
^Note that before musketmen, infantry are not standardized (Halberdiers, Crossbowman, Arquebusiers).
^Note that artillery units have both an attack and a defense, varying dependent upon unit type. This is to ensure
that the AI actually uses artillery.
^Many other units do not fit 'nicely' into any one category.
^
^Natives utilize these unit types:
^Ground - General purpose/defense
^Mounted - Attack.
^Naval - Transport/Harrassment
^
^Natives also have a hidden nationality War Party unit, used to harass.

#GCON_NativeCivs
Native Civilizations
^Culture Groups-
^-Eastern Seaboard: Iroquois, Huron, Cherokee, Powhatan, Lenni Lenape (Delaware), Creek, Shawnee
^-Plains and Pacific: Apache, Lakota (Sioux), Cheyenne, Blackfoot, Navajo, Nez Perce, Haida
^-Central and Peruvian: Aztecs, Maya, Inca, Purepecha (Tarascan), Chimu
^-South and Caribbean: Carib, Arawak, Calusa, Tupi-Guarani, Mapuche
^
^Native civs in this period were steamrolled by Europeans.
^Thus, in the mod, its not really a great idea to play a Native Civ unless you feel like getting steamrolled. However; it could
be fun, so you might want to try it just for the heck of it.
^-Firstly: Natives have their own tech tree. Natives obviously have
no access to European techs; most native civs will not be able to build more than a handful of improvements.
^-Secondly: Natives are plagued by diseases brought by the Europeans. Their cities will constantly be suffering from waves of smallpox 
and crippling afflictions.
^-Thirdly: Native units have inferior attack and defense to European units, and Native buildings are expensive and inefficient.
^-Fourthly: Natives do not have access to any European resources; they have 4 unique strategic resources, and access to limited
bonus resources. Natives do not have access to the European Trade Market, and thus cannot profit from tobacco/cotton/etc. Natives
are also extremely vulnerable to the diseases carried by European stock animals and crops, and thus will never be able to use them.
^-Fifthly: Natives get nearly nothing for culture. Only a select few buildings generate any culture, and they're available very late in the game.
#DESC_GCON_NativeCivs
^Also, native governments are vulnerable to 'propaganda' from European governments. Basically, you will get destroyed culturally if Europeans
decide to build next to you and they opt not to just take your cities. This represents the peaceful, or more often, hostile integration of natives or native lands
into European society. There are recorded examples of entire villages or tribes converting to Christianity (and subsequently to whichever nation the
missionaries in their village were from); there are also many, many, many examples of Europeans simply taking land through treaties,
trade, or by building forts, roads, and farms out into the frontier.

#GCON_Europeans
European Civilizations
^Major:
^-New Spain
^-New Portugal
^-New Netherlands
^-New France
^-New England
^Minor:
^-New Sweden
^-New Denmark
^
^Europeans are the dominant force in this mod; Major Europeans are the intended player civs, and receive numerous advantages over the natives.


; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

;Nothin' here.


;   ____________________________________________MISC UNITS_____________________________________________

;FIXME

#PRTO_Colonists
^Colonists are built normally by Europeans with the "discovery" of Immigration.
#DESC_PRTO_Colonists
^This unit represents immigrant groups from the Old World arriving to found new colonies.

#PRTO_HeartyColonists
^Hearty Colonists are built by Europeans after the discovery of $LINK<Frontier Doctrine=TECH_FrontierDoctrine>.
#DESC_PRTO_HeartyColonists
^This unit represents the colonists leaving from existing settlements after the initial waves of immigration to the New World; the westward
expansion in North America is the best example of this.

#PRTO_Pioneers
^Pioneers are built normally by European civs. They work at full power.

;FIXME

#PRTO_HardyPioneers
^Hardy Pioneers are built normally by European civs. They work at 150% power.

;FIXME

#PRTO_Servants
^Indentured Servants are generated by the $LINK<Indentured Servants' Flops=BLDG_ServantsFlops> improvement. They work at 50% power. Servants are also the default "captured" worker.
#DESC_PRTO_Servants
^An indentured servant was an individual who was willing to sell themselves into bondage for 4-7 years in exchange for a passage to the New World. It is estimated
that 20% of indentured servants died before their servitude was finished, either by way of a cruel master, disease, or any of the miscellany dangers in the Americas.

#PRTO_TreasureofCibola
^This is a Treasure Unit. You must have a military unit "seize" it with one of its command buttons at the bottom of the screen. It must then be taken back to your capital in order
to cash it in.
#DESC_PRTO_TreasureofCibola
^The Seven Golden Cities of Cibola were essentially a Spanish Myth; Spaniard Explorers in the North American Southwest heard rumors of a "prosperous land of gold" from natives they met, and
concluded that they spoke of the land of Cibola. Many famous explorers died searching for it. However unreal the Golden Cities were, there were very real opportunities for finding massive amounts of
liquifiable loot with little effort. Spanish Conquistadores were noted for their sacking of great Inca and Aztec cities, often taking huge amounts of precious metals in tribute beforehand.

#PRTO_ValuableExports
^This is a Treasure Unit. You must have a military unit "seize" it with one of its command buttons at the bottom of the screen. It must then be taken back to your capital in order
to cash it in.
#DESC_PRTO_ValuableExports
^With the onset of the industrial revolution, many colonies took a dramatic upward turn in profitability; civilized development that had once been home only in the Old World took root in the New World, and
manufactured goods gradually became a potent export from the colonies. In this mod, each "luxury good" has its own small wonder which produces these units, Valuable Exports, which can be returned to the Capital
for an instant infusion of gold pieces.

#PRTO_Scouts
^Scouts are cheap European units with attack and defense which are ideal for early exploration.

;FIXME

#PRTO_SeasonedScouts
^Seasoned Scouts are second-tier European explorers with a larger sight radius.

;FIXME

#PRTO_Expedition
^Expeditions are the best European explorers, and can be used in the late game to finish any exploring that hasn't been completed or traded for yet.
#DESC_PRTO_Expedition
^There were several famous expeditions launched by European colonies during the "Independence Era". One of most famous is $LINK<Lewis and Clark's Expedition=BLDG_LewisandClark>.

#PRTO_Trader
^Traders are an explorer unique to the Dutch that do not require maintenance and can build "colonies" (trading posts).

;FIXME

#PRTO_Explorer
^Explorers are a unit unique to the Spanish and French which treat all terrain as roads.

;FIXME

#PRTO_Missionary
^Jesuit Missionaries are invisible, hidden nationality units which are intended to "Convert" native units. They are available to the French, Spanish, and Portuguese.

;FIXME


;   ____________________________________________FOOT UNITS_____________________________________________


#PRTO_Halberdiers
^Halberdiers are a $LINK<Foot Unit=GCON_UnitTypes>.

;FIXME

#PRTO_Crossbowmen
^Crossbowmen are a $LINK<Foot Unit=GCON_UnitTypes> intended purely for defense.

;FIXME

#PRTO_Arquebusiers
^Arquebusiers are a $LINK<Foot Unit=GCON_UnitTypes> intended purely for defense.

;FIXME

#PRTO_Musketmen
^Musketmen are a $LINK<Foot Unit=GCON_UnitTypes>.

;FIXME

#PRTO_Soldiers
^Soldiers are a $LINK<Foot Unit=GCON_UnitTypes>.

;FIXME

#PRTO_LineInfantry
^Line Infantry are the best $LINK<Foot Unit=GCON_UnitTypes> available.

;FIXME

#PRTO_ColonialInfantry
^Colonial Infantry are a unique $LINK<Foot Unit=GCON_UnitTypes> available only to the English; they have a higher attack and are amphibious.

;FIXME


;   ____________________________________________CAVALRY UNITS_____________________________________________

#PRTO_LanceCavalry
^Lance Cavalry are a $LINK<Mounted Unit=GCON_UnitTypes>.

;FIXME

#PRTO_Cuirassiers
^Cuirassiers are a $LINK<Mounted Unit=GCON_UnitTypes>.
#DESC_PRTO_Cuirassiers
^As gunpowder weapons grew in portability and power, cavalry tactics began to shift dramatically. Armor was gradually rendered useless, and faster horses
which were trained (or deaf enough) to stay calm amidst close range gunpowder discharges became the new "chargers". The Cuirassier was a "transition period" cavalry,
somewhere between the old Knights and Lancers and the new Dragoons. Their name comes from the only vestige of body armor that they kept, a Cuirass, or breastplate. They
would often be armed with a combination of traditional and gunpowder weapons.

#PRTO_Dragoons
^Dragoons are a $LINK<Mounted Unit=GCON_UnitTypes>.
#DESC_PRTO_Dragoons
^Dragoons are something of a throwback to ancient times; early horsemen were simply foot soldiers that used horses to quickly maneuver on the battlefield or as
transportation. Similarly, Dragoons are not trained to fight from horseback as previous Lancers and Chargers, but rather to dismount and fight in a more tradional style of their time. Dragoons are armed with
Muskets or similar weaponry.

#PRTO_Cavalry
^Cavalry are the best $LINK<Mounted Unit=GCON_UnitTypes>.

;FIXME

#PRTO_Conquistadores
^Conquistadores are a $LINK<Mounted Unit=GCON_UnitTypes> unique to the Spanish. They are produced by the $LINK<Conquistadore Barracks=BLDG_ConquistadoreBarracks>.

;FIXME

;   ____________________________________________ARTILLERY UNITS_____________________________________________


#PRTO_Bombard
^Bombards are an early $LINK<Heavy Artillery Unit=GCON_UnitTypes>.

;FIXME

#PRTO_Culverin
^Culverins are a $LINK<Heavy Artillery Unit=GCON_UnitTypes>.

;FIXME

#PRTO_RoyalCannon
^Royal Cannon are a $LINK<Heavy Artillery Unit=GCON_UnitTypes>.

;FIXME

#PRTO_Artillery
^Artillery are a $LINK<Heavy Artillery Unit=GCON_UnitTypes>.

;FIXME

#PRTO_LightCannon
^Light Cannon are the first $LINK<Light Artillery Unit=GCON_UnitTypes>.

;FIXME

#PRTO_HorseCannon
^Horse Cannon are a $LINK<Light Artillery Unit=GCON_UnitTypes>.
#DESC_PRTO_HorseCannon
^The use of carriages and horse-drawn cannon allowed lighter artillery pieces to be rapidly moved up on the field, unlimbered, and fired against enemy forces.
Horse-Drawn Cannon were especially useful in surprise tactics or against retreating foes. All "Light Artillery Units" in this mod are actually Horse Drawn Cannon; this unit just
happens to be named after the entire type.

#PRTO_LightArtillery
^Light Artillery are a $LINK<Light Artillery Unit=GCON_UnitTypes> (duh).

;FIXME

#PRTO_FieldArtillery
^Field Artillery are a $LINK<Light Artillery Unit=GCON_UnitTypes>.

;FIXME


; _______________________________________________NAVAL UNITS_____________________________________________

#PRTO_Coracle
^The Coracle is a primitive $LINK<Naval Transport=GCON_UnitTypes>.
#DESC_PRTO_Coracle
^Although "Coracle" is a poor name for it, early colonists in many areas relied on simple vessels and rafts for transportation.

#PRTO_Merchantman
^The Merchantman is a $LINK<Naval Transport=GCON_UnitTypes> available to the English, Dutch, French, Swedish, and Danish.

;FIXME

#PRTO_Caravel
^The Caravel is a $LINK<Naval Transport=GCON_UnitTypes> available to the Spanish and Portuguese. It ignores the movement cost of Coast terrain.
#DESC_PRTO_Caravel
^The Caravel and Carrack were developed around the same time, and used extensively by the Spanish and Portuguese for exploration. The Caravel was
smaller and more suited to shallow or difficult waters, whereas the Carrack was better suited to long voyages at sea. For this mod, the only difference
between the two ships is that the Caravel moves faster than normal in coastal waters, and the Carrack moves faster than normal in Oceanic waters.

#PRTO_Carrack
^The Carrack is a $LINK<Naval Transport=GCON_UnitTypes> available to the Spanish and Portuguese. It ignores the movement cost of Ocean terrain.
#DESC_PRTO_Carrack
^The Caravel and Carrack were developed around the same time, and used extensively by the Spanish and Portuguese for exploration. The Caravel was
smaller and more suited to shallow or difficult waters, whereas the Carrack was better suited to long voyages at sea. For this mod, the only difference
between the two ships is that the Caravel moves faster than normal in coastal waters, and the Carrack moves faster than normal in Oceanic waters.

#PRTO_Indiaman
^The Indiaman is a $LINK<Naval Transport=GCON_UnitTypes> available to the English.
#DESC_PRTO_Indiaman
^An Indiaman was a vessel exclusively related to the British East India Company. In this mod, they are "available" to the English colonies as a representation
of Britain's growing merchant marine power.

#PRTO_Galleon
^The Galleon is a $LINK<Naval Transport=GCON_UnitTypes> available to the Spanish, French, and Portugeuse.

;FIXME

#PRTO_Fluyt
^The Fluyt is a $LINK<Naval Transport=GCON_UnitTypes> available to the Dutch.
#DESC_PRTO_Fluyt
^Pronounced "Flight", Fluyts were Dutch vessels designed purely for trade; in this mod they are quick and have a good transport capacity, but are exceptionally vulnerable to
enemy naval attacks.

#PRTO_Clipper
^The Clipper is a $LINK<Naval Transport=GCON_UnitTypes>. It is extremely fast.
#DESC_PRTO_Clipper
^The Clipper was a type of ship introduced in the early 19th century; the term had gained widespread notoriety by around 1830. In this mod they will almost undoubtedly show
up rather early; thus, this unit can be thought of as more of a predecessor to what would become the Clipper ship.

#PRTO_WarGalleon
^The War Galleon is a $LINK<Heavy Warship=GCON_UnitTypes>.

;FIXME

#PRTO_ShipoftheLine
^The Ship-of-the-Line is a $LINK<Heavy Warship=GCON_UnitTypes>. It is the most powerful naval unit in terms of attack and defense.

;FIXME

#PRTO_Frigate
^The Frigate is a $LINK<Heavy Warship=GCON_UnitTypes>. It is nearly as powerful as the Ship-of-the-Line, but is cheaper and more maneuverable.

;FIXME

#PRTO_Sloop
^The Sloop is a $LINK<Light Warship=GCON_UnitTypes>.

;FIXME

#PRTO_Barque
^The Barque is a $LINK<Light Warship=GCON_UnitTypes>.

;FIXME

#PRTO_Corvette
^The Corvette is a $LINK<Light Warship=GCON_UnitTypes>.

;FIXME

#PRTO_Pirates!
^Yarrrr! Pirates are salty dogs that be wantin' to loot yer Galleons of their carrrrr-go!

;FIXME

#PRTO_Privateer
^Privateers are a $LINK<Light Warship=GCON_UnitTypes> which can attack other civs at peace without repercussions. They are produced by the $LINK<Letter of Marque=BLDG_LetterofMarque> small wonder.

;FIXME

;   ____________________________________________ AIR UNITS_____________________________________________


;No Air units. This is the Age of Exploration.


;   ____________________________________________LEADER / ARMY UNITS_____________________________________________



#PRTO_Leader
^
^
^[Leaders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle or as the result of scientific
$LINK<research=GCON_Research>. Depending on the $LINK<type of leader=GCON_Leaders>, it can be used either to create
an $LINK<army=PRTO_Army> or to $LINK<hurry=GCON_Hurry_Production> production of certain items in a city. When the
leader does either of these things it disappears.
#DESC_PRTO_Leader
^
^
^Throughout history special individuals have come to prominence on the world stage. Each embodied in some way the ideals and 
dreams of their people, causing legions to follow their lead. These great leaders of mankind were capable of feats that 
created benefits well beyond what they could achieve by themselves. On the battlefield, they inspired their troops to conquer 
their fear and accomplish goals thought impossible. Within civilian society, these figures corralled diverse goals and 
opinions into a powerful, unified focus. Once organized, these social entities became capable of pushing their society 
steadily into the bright future they all hoped to visit. 



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


#DESC_PRTO_Army
^Armies are the military forces of a nation, commissioned to defend the security of their country, as well as to protect its
interests across the world. Complex organizations, armies are capable of supporting extended campaigns in lands far from home.
They are frequently large groups of soldiers, though armies can be comprised of diverse combat specialties. Since these organs
wield considerable force, their integration and power within a nation's ruling body is heavily scrutinized. 
 

;   ____________________________________________ NATIVE UNITS_____________________________________________

#PRTO_NativeMigrants
^This is the Natives' early settler unit. It is produced normally.
#DESC_PRTO_NativeMigrants
^Many tribes were pushed inland by European settlers, and repeatedly forced off land they had been 'granted' through treaties. This unit is intended to urge the AI or a Native Player to "Migrate" rather than try
to hold their own against the Europeans.

#PRTO_NativeSettlers
^This unit represents the Natives' resurgence settler unit. It is produced normally.

;FIXME

#PRTO_NativeWorkers
^This is just a worker available to the Natives. They work at 50% power.

;FIXME

#PRTO_Braves
^Braves are an early Native unit available to most tribes.

;FIXME

#PRTO_ArmedBraves
^Armed Braves are a mid-game Native unit available to all tribes.

;FIXME

#PRTO_MountedBraves
^Mounted Braves are a mid-game Native unit available to all tribes.

;FIXME

#PRTO_MountedWarriors
^Mounted Warriors are a mid-game Native unit available to some North American tribes; they are also produced by the $LINK<Native Stables=GCON_NativeStables> improvement.

;FIXME

#PRTO_JaguarWarriors
^Jaguar Warriors are unique to Central American tribes, and replace braves.

;FIXME

#PRTO_ClubWarriors
^Club Warriors are unique to Peruvian tribes, and replace braves.

;FIXME

#PRTO_TomahawkWarriors
^Tomahawk Warriors are unique to Eastern Seaboard tribes, and replace braves.

;FIXME

#PRTO_Bowmen
^Bowmen are an early unit available to all tribes.

;FIXME

#PRTO_Spearmen
^Spearmen are an early unit available to all tribes.

;FIXME

#PRTO_NativeSoldiers
^Native Soldiers are late game Native units.

;FIXME

#PRTO_WarParty
^The War Party is a Native unit with hidden nationality.

;FIXME

#PRTO_Canoe
^Canoes are early defenseless Native transports.

;FIXME

#PRTO_SailCanoe
^Sail Canoes are mid-game Native vessels.

;FIXME

#PRTO_HaidaSailship
^The Sailship is a unique unit replacing Sail Canoes for the Haida.

;FIXME

#PRTO_NativeSloop
^The Native Sloop is a late-game Native naval unit.

;FIXME

;   ____________________________________________ SGM UNITS_____________________________________________

;King units are not yet implemented. FIXME.

; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements


#BLDG_Capital
^
^
^This is your capital. All treasure units must be "seized" by a military unit and brought here for export to the Old World.
^
^Note that capitals do NOT generate culture in this mod, nor can they be rebuilt elsewhere.

#BLDG_Port
^
^
^The port is the most important improvement for an early European colony. It is required for a wide variety of dependent buildings
such as the drydock or the trade office, and is the only 'non-replace' culture generator early on. Colonists are generated by the 
$LINK<Docks=BLDG_Docks> improvement, which can be built immediately after a Port is completed.

#BLDG_Wharf
^
^
^The Wharf increases food by one in every water tile. It requires a $LINK<Port=BLDG_Port> to be built.
#DESC_BLDG_Wharf
^A wharf is most often an earthen pier, with masonry or wooden trimming to prevent erosion.

#BLDG_Drydock
^
^
^The Drydock increases production by 25% and allows for Veteran Sea Units to be constructed. It requires a $LINK<Port=BLDG_Port> to be built.
#DESC_BLDG_Drydock
^A drydock is a structure intended to hold ships in place on land for repair or construction.

#BLDG_Harbor
^
^
^The Harbor allows for water trade and increases tax income by 50%. It requires a $LINK<Port=BLDG_Port> to be built.
#DESC_BLDG_Harbor
^A harbor is a naturally occuring inlet or bay which has been artificially expanded or modified; there are also many instances of entirely
man-made harbors.

#BLDG_TradeOffice
^
^
^The Trade Office increases tax income by 50%. It requires a $LINK<Port=BLDG_Port> to be built.

;FIXME

#BLDG_Dockyard
^
^
^The Dockyard increases shields in all water tiles. It requires a $LINK<Drydock=BLDG_Drydock> to be built.

;FIXME

#BLDG_SustenanceFishing
^
^
^Sustenance Fishing allows a city to grow to size 2. It requires a $LINK<Wharf=BLDG_Wharf> to be built.
#DESC_BLDG_SustenanceFishing
^This improvement is here to ensure that only coastal colonial cities get the benefit of being able to grow to size 2 without fresh water.

#BLDG_CustomHouse
^
^
^The Custom House increases tax and luxury income by 50%. it requires a $LINK<Trade Office=BLDG_TradeOffice> to be built.

;FIXME

#BLDG_School
^
^
^The School produces 1 happy face. It is required for later educational facilities.

;FIXME

#BLDG_College
^
^
^The College increases research investment by 50%. It is required for some wonders, and the $LINK<University=BLDG_University>.

;FIXME

#BLDG_University
^
^
^The University increases production by 25% and research investment by 50%. It requires a $LINK<College=BLDG_College> to be built.

;FIXME

#BLDG_Chapel
^
^
^The Chapel produces 1 happy face, and is required for the $LINK<Church=BLDG_Church>.
#DESC_BLDG_Chapel
^Although religion was an important issue in the New World, fancy places of worship were not. Early edifices in the Americas
tended to be just large enough to fit their town's congregation, and often doubled as meeting-place or town hall (or vice versa.

#BLDG_Church
^
^
^The Church produces 2 happy faces.

;FIXME

#BLDG_Stockade
^
^The stockade improves land defense by 25% and gives a bombard defense of 2.
^It can be built in any size 1 city by any civilization. For the Europeans, it is required for the $LINK<Frontier Fort=BLDG_FrontierFort>.
#DESC_BLDG_Stockade
^A stockade is a simple wooden wall; many early colonies erected these for defense against Natives or to keep animals in safety at night. Some tribes were also known to erect similar
defenses.

#BLDG_FrontierFort
^
^The Frontier Fort provides a land defense of 45% and a bombard defense of 8.
^It requires the $LINK<Stockade=BLDG_Stockade> to be built. It is inferior to the $LINK<Fortress=BLDG_Fortress>, but can be built anywhere.

;FIXME

#BLDG_Fortress
^
^
^The Fortress is a coastal installation which improves land defense by 50% as well as providing a small (4) naval/naval bombard defense.
^It can be further improved with a $LINK<Coastal Battery=BLDG_CoastalBattery>. It is required for the $LINK<Muster Field=BLDG_MusterField>.

;FIXME

#BLDG_CoastalBattery
^
^The Coastal Battery gives a bombard defense of 8, and a Naval/Naval Bombard defense of 12.
^It requires a $LINK<Fortress=BLDG_Fortress> to be built.

;FIXME

#BLDG_MusterField
^
^
^The Muster Field produces veteran ground units. It requires a $LINK<Fortress=BLDG_Fortress> to be built.

;FIXME

#BLDG_Armory
^
^
^The Armory increases production by 25%, and produces a Royal Cannon unit every 18 turns. It requires a $LINK<Muster Field=BLDG_MusterField> to be built, and can only be built in a city which has $LINK<Metal Ore=GOOD_MetalOre> in its radius.

;FIXME

#BLDG_NativeMission
^
^
^The Native Mission makes one happy face. It requires $LINK<Natives=GOOD_Natives> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_NativeTradingPost
^
^
^The Native Trading post increases tax income by 50%. It requires $LINK<Natives=GOOD_Natives> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_NativeSlavery
^
^
^The Native Slavery improvement increases production by 25%. It is automatically placed in every city with the construction of the $LINK<Encomienda=BLDG_Encomienda> wonder.

;FIXME

#BLDG_NativeSugarPlantation
^
^
^The Native Sugar Plantation increases tax income by 50% and production by 25%.  It requires $LINK<Natives=GOOD_Natives> and $LINK<Sugarcane=GOOD_Sugarcane> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_NativeCoffeePlantation
^
^
^The Native Coffee Plantation increases tax income by 50% and production by 25%.  It requires $LINK<Natives=GOOD_Natives> and $LINK<Coffee=GOOD_Coffee> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_NativeSilverMine
^
^
^The Native Silver Mine increases tax income by 50% and production by 25%. It requires $LINK<Natives=GOOD_Natives> and $LINK<Silver=GOOD_Silver> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_NativeGoldMine
^
^
^The Native Gold Mine increases tax income by 50% and production by 25%.  It requires $LINK<Natives=GOOD_Natives> and $LINK<Gold=GOOD_Gold> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_ConquistadoreBarracks
^
^
^The Conquistadore Barracks produces a $LINK<Conquistadores=PRTO_Conquistadores> unit every 5 turns.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_AfricanSugarPlantation
^
^
^The African Sugar Plantation increases tax income by 50% and production by 25%.  It requires $LINK<Sugarcane=GOOD_Sugarcane> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_AfricanCottonPlantation
^
^
^The African Cotton Plantation increases tax income by 50% and production by 25%.  It requires $LINK<Cotton=GOOD_Cotton> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_AfricanTobaccoPlantation
^
^
^The African Tobacco Plantation increases tax income by 50% and production by 25%. It requires $LINK<Tobacco=Good_Tobacco> to be in the city radius.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_EarlyAfricanSlavery
^
^
^Early African Slavery is automatically placed in every city with the construction of $LINK<The Middle Passage=BLDG_TheMiddlePassage> wonder. It increases production by 25%.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.

;FIXME

#BLDG_ServantsFlops
^
^
^Indentured Servants' Flops automatically produces a $LINK<Servants=PRTO_Servants> unit every 8 turns.
^This building has the "Replace" flag. Only one building with the replace flag can be built in any given settlement.
#DESC_BLDG_ServantsFlops
^Early on, most colonies, notably the English, relied almost exclusively on indentured servants for hard plantation labor. As Europe's economy improved, however, fewer and fewer Europeans were willing to 'sell themselves', so to speak.

#BLDG_TownSquare
^
^
^The Town Square makes the city more resistant to propaganda. It is also required for a number of improvements and wonders.

;FIXME

#BLDG_TownHall
^
^
^The Town Hall reduces corruption in its city. It is also required for a number of improvements and wonders.

;FIXME

#BLDG_CityHall
^
^
^The City Hall reduces war weariness in its city. It is also required for a number of improvements and wonders.

;FIXME

#BLDG_PrintingPress
^
^
^The Printing Press increases research investment by 50%. It requires a $LINK<Town Hall=BLDG_TownHall> to be built.

;FIXME

#BLDG_Newspaper
^
^
^The Newspaper reduces corrupion, war weariness, and vulnerability to propaganda. It also creates one happy face. It requires a $LINK<Printing Press=BLDG_PrintingPress> to be built.

;FIXME

#BLDG_Smithy
^
^
^The Smithy increases production by 25%. It requires $LINK<Metal Ore=GOOD_MetalOre> in the city radius.

;FIXME

#BLDG_Foundry
^
^
^The Foundry increases production by 25%. It requires a $LINK<Smithy=BLDG_Smithy> to be built.

;FIXME

#BLDG_Ironworks
^
^
^The Ironworks increases production by 50%. It requires a $LINK<Foundry=BLDG_Foundry> to be built.

;FIXME

#BLDG_BuildersHall
^
^
^The Builder's Hall increases production by 25%. It is required for the $LINK<Lumber Mill=BLDG_LumberMill>.

;FIXME

#BLDG_LumberMill
^
^
^The Lumber Mill increases production by 25%. It requires $LINK<Prime Timber=GOOD_PrimeTimber> in the city radius, and a $LINK<Builder's Hall=BLDG_BuildersHall>.

;FIXME

#BLDG_Silversmith
^
^
^The Silversmith increases tax income by 50%. It requires $LINK<Silver=GOOD_Silver> in the city radius, and is required for the $LINK<Silver Mint=BLDG_SilverMint> small wonder.

;FIXME

#BLDG_Goldsmith
^
^
^The Goldsmith increases tax income by 50%. it requires $LINK<Gold=GOOD_Gold> in the city radius, and is required for the $LINK<Gold Mint=BLDG_GoldMint> small wonder.

;FIXME

#BLDG_TrappersHall
^
^
^The Trapper's Hall increases production by 25%. It requires $LINK<Furs=GOOD_Furs> in the city radius, and is required for the $LINK<Coat Manufactury=BLDG_CoatManufactury> small wonder.

;FIXME

#BLDG_SpiceMill
^
^
^The Spice Mill increases luxuries by 50% and reduces corruption. It requires $LINK<Spices=GOOD_Spices> in the city radius, and is required for the $LINK<Spice Manufactury=BLDG_SpiceManufactury> small wonder.

;FIXME

#BLDG_IndigoMill
^
^
^The Indigo Mill produces 1 happy face. It requires $LINK<Indigo=GOOD_Indigo> in the city radius, and is required for the $LINK<Dye Manufactury=BLDG_DyeManufactury> small wonder.

;FIXME

#BLDG_SugarMill
^
^
^The Sugar Mill increases luxuries by 50% and reduces corruption. It requires $LINK<Sugarcane=GOOD_Sugarcane> in the city radius, and is required for the $LINK<Rum Distillery=BLDG_RumDistillery> small wonder.

;FIXME


#BLDG_SaltMill
^
^
^The Salt Mill increases luxuries by 50% and increases tax income by 50%. It requires $LINK<Salt=GOOD_Salt> in the city radius.

;FIXME

#BLDG_Tobacconist
^
^
^The Tobacconist increases research investment by 50%. It requires $LINK<Tobacco=GOOD_Tobacco> in the city radius and is required for the $LINK<Cigar Manufactury=BLDG_CigarManufactury> small wonder.

;FIXME

#BLDG_CacoaMill
^
^
^The Cacoa Mill produces 1 happy face. It requires $LINK<Cacoa=GOOD_Cacoa> in the city radius, and is required for the $LINK<Cocoa Manufactury=BLDG_CocoaManufactury> small wonder.

;FIXME

#BLDG_CoffeeMill
^
^
^The Coffee Mill increases production by 25%. It requires $LINK<Coffee=GOOD_Coffee> in the city radius and is required for the $LINK<Coffee Manufactury=BLDG_CoffeeManufactury> small wonder.

;FIXME

#BLDG_WeaversHall
^
^
^The Weaver's Hall increases research investment by 50%. It requires $LINK<Cotton=GOOD_Cotton> in the city radius and is required for the $LINK<Textile Mill=BLDG_TextileMill> small wonder.

;FIXME

#BLDG_Storehouse
^
^
^The storehouse acts as a granary in European settlements.

;FIXME

#BLDG_MasonicLodge
^
^
^The Masonic Lodge is placed in every settlement when the $LINK<Grand Lodge=BLDG_GrandLodge> is built. It increases research investment by 50% and creates 1 happy face.
#DESC_BLDG_MasonicLodge
^A Lodge is a local division of freemasonry, often in turn part of a regional division. Lodges are all part of a Grand Lodge, often continental or national in nature.

#BLDG_NativeBarracks
^
^
^The Native Barracks produces veteran ground units.

;FIXME

#BLDG_NativeStables
^
^
^The Native Stables produces a Mounted Warriors unit every 16 turns. It requires $LINK<Horses=GOOD_Horses> in the city radius.

;FIXME

#BLDG_NativeHarbor
^
^
^The Native Harbor allows water trade and increases food by 1 in every water tile.

;FIXME

#BLDG_NativeChurch
^
^
^The Native Church creates 2 happy faces.
#DESC_BLDG_NativeChurch
^The "Native Church" in this mod represents a somewhat ahistorical situation where prosperous natives have survived the Europeans and
absorbed enough of their culture to found their own churches, incorporating elements of their ancestral beliefs into worship.

#BLDG_NativeBallCourt
^
^
^The Ball Court requires $LINK<Rubber=GOOD_Rubber>  and produces 1 happy face. It can only be built by Mesoamerican civilizations.

;FIXME

#BLDG_Tambo
^
^
^The Tambo requires $LINK<Llamas=GOOD_Llamas>. It increases tax revenue by 50% and reduces corruption.

;FIXME

#BLDG_ChristianTemple
^
^
^The Christian Temple requires $LINK<Quarry=GOOD_Quarry> in its radius and creates 2 happy faces.
#DESC_BLDG_ChristianTemple
^This building is an 'additional' representation of the religious integration represented in the $LINK<Native Church=BLDG_NativeChurch>.
It gives all the tribes something to make with the $LINK<Quarry=GOOD_Quarry> resource.

#BLDG_NativeFortress
^
^The Native Fortress improves land defense by 45%, and provides a small (3) naval/naval bombard defense.
^It can only be built in coastal settlements, and requires $LINK<Quarry=GOOD_Quarry>. It is required for the $LINK<Native Coastal Battery=BLDG_NativeCoastalBattery>.

;FIXME

#BLDG_NativeCoastalBattery
^
^The Native Coastal Battery provides a bombard defense of 10, as well as a naval/naval bombard defense of 10.
^It can only be built in a city with a $LINK<Native Fortress=BLDG_NativeFortress>.

;FIXME

#BLDG_NativeAmbush
^
^
^The Native Ambush is available only to the Cherokee, Iroqouis, and Huron. It increases land defense marginally (30%) and generates a $LINK<War Party=PRTO_WarParty> unit every 16 turns.

;FIXME

#BLDG_NativeWeaversQuarter
^
^
^The Weaver's Quarter requires $LINK<Llamas=GOOD_Llamas> in its city radius. It creates 1 happy face and increases tax revenue by 50%.

;FIXME

#BLDG_TotemPole
^
^
^The Totem Pole is a building unique to the Haida tribe which reduces corruption and creates 1 happy face.

;FIXME

#BLDG_NativeTownHall
^
^
^The Native Town Hall reduces corruption and war weariness and improves resistance to propaganda.

;FIXME

#BLDG_NativeShipwright
^
^
^The Native Shipwright increases production by 25% and creates veteran naval units.

;FIXME

#BLDG_NativeMill
^
^
^The Native Mill increases production by 50%.

;FIXME

#BLDG_NativeGranary
^
^
^The Native Granary doubles population growth.

;FIXME

#BLDG_Docks
^
^
^Docks generate $LINK<Pioneers=PRTO_Pioneers> every 16 turns until the discovery of Expansion.

;FIXME

; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


;FIXME


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS

#BLDG_LouisianaLandClaim
^
^
^This Wonder is large 'culture' generator, and may generate a golden age for expansionist civs.

;FIXME

#BLDG_Encomienda
^
^
^This Wonder available only to the Spanish puts a $LINK<Native Slavery=BLDG_NativeSlavery> building in every city.

;FIXME

#BLDG_TheMiddlePassage
^
^
^This Wonder available only to the Portuguese puts a $LINK<Early African Slavery=BLDG_EarlyAfricanSlavery> building in every city.

;FIXME

#BLDG_TheGreatAwakening
^
^
^This wonder doubles the happiness of churches and creates 1 happy face in all cities.
^
^This wonder can only be built by a civilization with at least 4 $LINK<Town Squares=BLDG_TownSquare>

;FIXME

#BLDG_TheManhattanPurchase
^
^
^This wonder is an early 'culture' generator. It also increases trade in all water tiles by one.

;FIXME

#BLDG_TheFountainofYouth
^
^
^This wonder causes all cities to increase their population by 2 instead of 1 when they grow, but it will be obsolete by the end of the first era.
^
^This wonder requires fresh water in its radius.

;FIXME

#BLDG_ElDorado
^
^
^This wonder increases trade by one in all tiles.

;FIXME

#BLDG_LewisandClark
^
^
^This wonder is a large culture generator; it also creates one happy face in its city.

;FIXME

#BLDG_SmithsonianInstitution
^
^
^This wonder doubles research.
^
^This wonder requires 3 $LINK<Colleges=BLDG_College> to be built.

;FIXME

#BLDG_HouseofBurgesses
^
^
^This wonder creates 2 happy faces in its city and increases tax revenues by 50%.
^
^This wonder requires a $LINK<Town Square=BLDG_TownSquare> to be built.

;FIXME

#BLDG_GrandLodge
^
^
^This wonder places a $LINK<Masonic Lodge=BLDG_MasonicLodge> in every city.

;FIXME

#BLDG_PatentCottonGin
^
^
^This patent increases luxury, tax, science, and production output by 50% each.
^
^It can only be built in the city with the small wonder, $LINK<The Patent Office=BLDG_PatentOffice>, and requires $LINK<Cotton=GOOD_Cotton> in its city radius.

;FIXME

#BLDG_PatentSteamboats
^
^
^This patent increases trade by one in each trade producing tile.
^
^It can only be built in the city with the small wonder, $LINK<The Patent Office=BLDG_PatentOffice>, and requires a river in its city radius.

;FIXME

#BLDG_PatentLightningRod
^
^
^This patent doubles research investment.
^
^It can only be built in the city with the small wonder, $LINK<The Patent Office=BLDG_PatentOffice>.

;FIXME

#BLDG_CathedraloftheSun
^
^
^This great wonder doubles the happiness of all $LINK<Native Churches=BLDG_NativeChurch>.
^It requires $LINK<Quarry=GOOD_Quarry> to be built.

;FIXME

#BLDG_DiscourseonWar
^
^
^This great wonder increases the chance of leader appearance and allows larger armies.
^It requires a victorious army in order to be built.

;FIXME

#BLDG_GrandConfederation
^
^
^This great wonder allows a Diplomatic Victory for a native civilization.
^It requires 3 $LINK<Native City Halls=BLDG_NativeCityHall> to be built.

;FIXME

#BLDG_GreatBallCourt
^
^
^This great wonder doubles the happiness of all $LINK<Ball Courts=BLDG_BallCourt>.
^It requires $LINK<Rubber=GOOD_Rubber> in the city radius to be built.

;FIXME

#BLDG_GreatHorseGames
^
^
^This great wonder creates 3 happy faces in its city and produces a $LINK<Mounted Warriors=PRTO_MountedWarriors> unit every 
7 turns.
^It requires $LINK<Horses=GOOD_Horses> in its city radius to be built.

;FIXME

#BLDG_TheTerraceCathedral
^
^
^This great wonder doubles the happiness of all $LINK<Christian Temples=BLDG_ChristianTemple>.
^It requires $LINK<Quarry=GOOD_Quarry> in the city radius to be built.

;FIXME




; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 




; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_GoldMint
^
^
^This Small wonder creates 4 happy faces in its city and earns 5% interest on the national treasury.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_SilverMint
^
^
^This small wonder creates 1 happy face in all cities and earns 5% interest in the national treasury.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_CoatManufactury
^
^
^This small wonder creates 1 additional trade in all tiles, and improves production by 25%.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_SpiceManufactury
^
^
^This small wonder increases trade in all water tiles by 1, creates 2 happy faces in its city, and creates 1 happy face in all cities.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_DyeManufactury
^
^
^This small wonder creates 1 happy face in all cities, and increases research, luxury, and tax output by 50% each.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_RumDistillery
^
^
^This small wonder produces 1 happy face in all cities, and increases trade by 1 in all tiles.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_CigarManufactury
^
^
^This small wonder produces 1 additional trade in every tile and creates 3 happy faces.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_CocoaManufactury
^
^
^This small wonder creates 4 happy faces in its city and 1 happy face in all cities.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_CoffeeManufactury
^
^
^This small wonder increases production by 100%.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_TextileMill
^
^
^This small wonder doubles research investment and increases production by 25%.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_FurnitureFactory
^
^
^This small wonder increases tax, luxury, and science output by 50% each, and creates 2 happy faces in its city. Unlike other "Manufacturies", it is reliant on a strategic resource rather than a luxury resource.
^
^All "Manufactury" small wonders require their 'patron' resource in the city radius, and also require that resource's production building (Mills, in most cases).

;FIXME

#BLDG_LetterofMarque
^
^
^This small wonder produces a $LINK<Privateer=PRTO_Privateer> every 12 turns. It requires a $LINK<Drydock=BLDG_Drydock> to be built.

;FIXME

#BLDG_ContinentalCongress
^
^
^This small wonder allows the civ that builds it to begin constructing "Independence" components.

;FIXME

#BLDG_PatentOffice
^
^
^This small wonder allows for Patents, unique great wonders, to be made. It also doubles research in its city.

;FIXME

#BLDG_MajorPort
^
^
^This small wonder increases ship movement by one, increases luxury trade happiness in its city, and increases trade by one 
in every water tile.
^It requires a $LINK<Harbor=BLDG_Harbor> to be built.

;FIXME

#BLDG_RoyalCourt
^
^
^This small wonder makes its city more resistant to propaganda, and decreases both corruption and war weariness. It also produces 
a $LINK<Native Soldiers=PRTO_NativeSoldiers> unit every 16 turns.
^It requires a $LINK<Native Town Hall=BLDG_NativeTownHall> to be built.

;FIXME

#BLDG_VassalPalace
^
^
^This small wonder counts as a second palace in the city is built in.

;FIXME

; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES

#TECH_NativeContact
^
^
^Nations can now establish Consulates with both the Natives and other Europeans.

#TECH_ExpertCraftsmen
^
^
^Mines can now be created by workers.

#TECH_EuropeanCrops
^
^
^Farms can now be created by workers.

#TECH_EuropeanAnimals
^
^
^The importation of familiar draft animals allows Bridges to be created by workers.

#TECH_Fortification
^
^
^Forts and Fortresses can now be created by workers.

#TECH_Militia
^
^
^Workers can now create Minutemen Posts, which provide a combat bonus in areas near them.
^Conscription is now enabled.

#TECH_Gunsmithy
^
^
^Outposts can now be created by workers.

#TECH_TradeRoutes
^
^
^Map and Communication trading are now enabled.

#TECH_Patriotism
^
^
^Worker rate is doubled by this advance.

#TECH_Expeditions
^
^
^Right of Passage Agreements are now enabled.

#TECH_Manufacturies
^
^
^Allows more materiel to be scavenged from buildings which are sold.

#TECH_Diplomacy
^
^
^Allows Mutual Protection Pacts and Trade Embargoes.

#TECH_FreeTrade
^
^
^The $LINK<Trade Goods=BLDG_TradeGoods> production setting produces twice as much profit.

#TECH_Mobilization
^
^
^Allows Mobilization Levels.

; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Horses
^[Horses] are only used by $LINK<Native Tribes=GCON_NativeCivs>.
^
^[Horses] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mounted native units.
^
^Horses appear when your civilization discovers $LINK<The Horse=TECH_The_Horse> and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<prairie=TERR_Plains>, and $LINK<hills=TERR_Hills>.
#DESC_GOOD_Horses
^
^
^Horses are one of many imported European animals in the New World; while the Europeans have a steady supply of horses that
can be imported from the Old World, American Natives must rely on supplies that the Europeans have released into the wild.



#GOOD_Quarry
^[Quarry] is only used by $LINK<Native Tribes=GCON_NativeCivs>.
^
^[Quarry] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build several improvements and wonders available mostly
to Mesoamerican Tribes.
^
^Quarries are visible from the beginning of the game, and can be found in 
$LINK<hills=TERR_Hills>, $LINK<jungle=TERR_Jungle>, and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Quarry
^
^
^It was common amongst Advanced Natives in Central and Southern America to use stone extensively in their architecture,
particularly in religious buildings and monuments.



#GOOD_Rubber
^[Rubber] is only used by $LINK<Native Tribes=GCON_NativeCivs>.
^
^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build some Mesoamerican improvements.
^
^Rubber is visible from the beginning of the game, and can be found in
$LINK<jungle=TERR_Jungle>.
#DESC_GOOD_Rubber
^
^
^Naturally occuring rubber was used in playing pieces for Mesoamerican ball games.



#GOOD_Llama
^[Llamas] are only used by $LINK<Native Tribes=GCON_NativeCivs>.
^
^[Llamas] are a $LINK<Strategic Resource=GCON_ResourcesS> required to build some Mesoamerican improvements.
^
^Llamas are visible from the beginning of the game and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Llama
^
^
^Llamas are a camelid species specific to South America. They were used by the Inca for their wool, and, to a lesser degree,
 as a mode of transport akin to a jackass. Llamas only lick something if they mean it.



#GOOD_MetalOre
^[Ore] is only used by $LINK<Europeans=GCON_Europeans>.
^
^[Ore] is a $LINK<Strategic Resource=GCON_Resources> required to build cannon and naval units, as well as some improvements.
^
^Ore deposits appear when your civilization discovers $LINK<Expert Craftsmen=TECH_ExpertCraftsmen> and can be found in
$LINK<tundra=TERR_Tundra>, $LINK<desert=TERR_Desert>, $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Ore
^
^
^Although most native tribes did not use metals, Ore was a vital part of European culture and production.



#GOOD_PrimeTimber
^[Timber] is only used by $LINK<Europeans=GCON_Europeans>.
^
^[Timber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build naval units and some improvements.
^
^Prime Timber sources appear when your civilization discovers $LINK<Expert Craftsmen=TECH_ExpertCraftsmen> and can be found in
$LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_PrimeTimber
^
^
^The timber industry became very important in areas where Prime Timber was readily available; the colonies in Northeastern New England
and in areas where hard Brazilian wood was common relied on Naval Supplies and Furniture for their profitability.



#GOOD_Natives
^[Natives] are only used by $LINK<Europeans=GCON_Europeans>.
^
^[Natives] are a $LINK<Strategic Resource=GCON_ResourcesS> required to build several improvements.
^
^Natives appear when your civilization discovers $LINK<Native Contact=TECH_NativeContact> and can be found anywhere. They may also
appear when a minor tribe is triggered.
#DESC_GOOD_Natives
^
^
^Europeans took many different approaches to dealing with local natives in areas they had claimed or wished to claim; everything from
enslavement to evangelism was used in an attempt to subdue them. The Caribbean and many Spanish holdings relied primarily on brutal forms of
slavery for profits, whereas the French and Dutch pursued trade in the lucrative fur industry with native tribes. Missionaries were dispatched
by almost every European Nation, and converted natives would sometimes join the Europeans peaceably in their colonies.



#GOOD_Coal
^[Coal] is only used by $LINK<Europeans=GCON_Europeans>.
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build some improvements.
^
^Coal sources appear when your civilization discovers $LINK<Manufacturies=TECH_Manufacturies> and can be found in
$LINK<mountains=TERR_Mountains>, $LINK<hills=TERR_Hills> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Coal
^
^
^Extensive use of coal as a fuel in the industrial revolution began in the period in and after the American Revolution. Coal would become
an important export from the Americas in the following decades.






; ___________________________________________Luxury Resources____________________________________________

#GOOD_Gold
^
^
^[Gold] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Gold is always visible on the map and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<canyons=TERR_Canyons>
#DESC_GOOD_Gold
^
^
^Early on, a lust for gold was the primary driving force behind European expansion into the New World. Columbus firmly believed
that the West Indies (although he would have maintained they were still in the East) had stores of gold hidden, and gave an ultimatum
to the natives he met there: Bring me gold, or have your hands cut off. Unfortunately for all involved parties, there was no secret stash
of gold in the Caribbean. Later Spanish Conquistadores would have better luck getting gold from the Aztecs, and North American settlers
would find gold in significant quantities on the Pacific Coast, causing several gold rushes.



#GOOD_Silver
^
^
^[Silver] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Silver is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Silver
^
^
^Although gold was an instantly profitable resource to be returned to the Old World, Silver was found and brought back in exponentially
higher quantities. The Incas in particular were fond of silver jewel



#GOOD_Furs
^
^
^[Furs] are a luxury that make content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Furs are always visible on map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Furs
^
^
^Furs were one of the most lucrative industries in North America; fur clothing was and would continue to be very popular in
the Old World for years to come.



#GOOD_Indigo
^
^
^[Indigo] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Indigo is always visible on the map and can be found in $LINK<marsh=TERR_Marsh>, $LINK<forest=TERR_Forest>, and $LINK<jungle=TERR_Jungle>.
#DESC_GOOD_Indigo
^
^
^New dyes in the Americas quickly gained a market in Europe; before the large-scale growth of Cotton Plantations later in this period, Indigo
was the primary export of the southern English colonies.



#GOOD_Spices
^
^
^[Spices] are a luxury that make content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Spices are always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Spices
^
^
^Although the spice trade was a much larger part of the Far Eastern colonies and trade routes, such as those in and around India, the
Spice trade still found a New World market, mostly in the Caribbean and South America.



#GOOD_Tobacco
^
^
^[Tobacco] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Tobacco becomes visible on the map with the discovery of $LINK<Tobacco Curing=TECH_TobaccoCuring> and can be found in $LINK<marsh=TERR_Marsh> and $LINK<grassland=TERR_Grassland>.
#DESC_GOOD_Tobacco
^
^
^The largest exporter of tobacco, the Virginia colony, only grew a local specie of the plant initially which was unpopular and generally unprocessed. John Rolfe, a colonist
from Jamestown, imported a specie from the Bahamas, and was responsible for creating a method of curing tobacco which led to the large-scale production of tobacco that
made the Chesapeake and Middle Colonies so profitable. Tobacco was also widely cultivated in South America and other Caribbean Islands.



#GOOD_Cacoa
^
^
^[Cacoa] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Cacoa becomes visible on the map with the discovery of $LINK<Native Commodities=TECH_NativeCommodities> and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Cacoa
^
^
^Cacoa was well known by the Natives when Europeans arrived in the New World; the Inca had used it as a sedative for surgeries, and it was used as a form of currency in many places.
Cacoa beans were being exported to Europe from the mid or late 1500s.



#GOOD_Sugarcane
^
^
^[Sugarcane] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Sugarcane becomes visible with the discovery of $LINK<European Crops=TECH_EuropeanCrops> and can be found in $LINK<grassland=TERR_Grassland> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Sugarcane
^
^
^Cane sugar was imported to the Americas from the Old World very early on; it was quick to become one of the biggest cash crops of the New World colonies.



#GOOD_Cotton
^
^
^[Cotton] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Cotton becomes visible with the discovery of $LINK<Trade Routes=TECH_TradeRoutes> and can be found in $LINK<grassland=TERR_Grassland> and $LINK<prairie=TERR_Prairie>.
#DESC_GOOD_Cotton
^
^
^Cotton is one of the oldest known domesticated plants in the world; different species were grown in Mexico, Egypt, India, China, and other centers of civilization. Cotton
was one of the later exports from the Americas, and is the crop most commonly thought of in relation to African Slavery in the Americas.



#GOOD_Coffee
^
^
^[Coffee] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Cotton becomes visible with the discovery of $LINK<Trade Routes=TECH_TradeRoutes> and can be found in $LINK<forest=TERR_Forest>, $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Coffee
^
^
^Coffee planting in the New World began in the English Colonies in the 17th century, but ceased after a disease wiped them out. Coffee Plantations began to spring up in Central and South America later.


#GOOD_Salt
^
^
^[Salt] is a luxury that makes content people happy in cities that are
connected to it by domestic or foreign trade routes.
^
^Salt is always visable and found in $LINK<prairie=TERR_Prairie> terrein.
^
#DESC_GOOD_Salt
^
^
[Salt] was a heavily sought after commodity in the Caribbean, especially by the Dutch. There was a time that Salt was even used as payment method.
There are only a few places where one can find Salt in the Caribbean, eventhough it is thought of as the purest in the world.

; _______________________________________________Bonus Resources_______________________________________________


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


#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest>, 
$LINK<tundra=TERR_Tundra> and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Game
^
^
^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large 
concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the 
widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting 
for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.


#GOOD_LargeGame
^
^
^[Large Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Large Game is always visible in explored areas of the map and can be found in $LINK<plains=TERR_Plains> and $LINK<grassland=TERR_Grassland>.
#DESC_GOOD_LargeGame
^
^
^Buffalo and Bison were a vital part of the native lifestyle in the great plains and many parts of modern Canada; this dependence
was further augmented by the introduction of horses to native hunters, and would later mean their utter collapse when 
Europeans decimated the buffalo population.


#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish become visible to Europeans in the first era and can be found in Coast, Sea and Fresh Water Lake squares and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Fish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. 
In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper 
waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high 
concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal 
environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply 
by establishing a thriving fishing industry.


#GOOD_Shellfish
^
^
^[Shellfish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Shellfish are always visible in explored areas of the map and can be found in Coast, Sea and Fresh Water Lake squares and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Shellfish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. 
In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper 
waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high 
concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal 
environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply 
by establishing a thriving fishing industry.


#GOOD_Cattle
^
^
^[Cattle] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cattle appears in the first era to Europeans and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Cattle
^
^
^Cows, Pigs, and other stock animals were brought over by the Europeans.



#GOOD_EuropeanCrops
^
^
^[European Crops] are a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^European Crops appear in the first era for Europeans and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<floodplains=TERR_Flood_Plain>.
#DESC_GOOD_EuropeanCrops
^
^
^These represent imported grains such as Rice or Wheat that are fundamental to European survival.


#GOOD_NativeCrops
^
^
^[Native Crops] are a $LINK<bonus resource=GCON_ResourcesB> that enhance food production. 
^
^Native Crops are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<floodplains=TERR_Flood_Plain>.
#DESC_GOOD_NativeCrops
^
^
^This resource represents crops which the natives cultivate, such as Maize.


#GOOD_MedicinalHerbs
^
^
^[Medicinal Herbs] are a bonus resource that improve growth.
^
^Medicinal Herbs are always visible and can be found in most terrains.
#DESC_GOOD_MedicinalHerbs
^
^
^Disease was a problem for Europeans and Natives alike, although the Natives were far more affected than the Europeans. Smallpox in particular
ravaged Native populations; European progress was slowed by Malaria and similar diseases. An example of a "Medicinal Herb" would be quinine, which
the Inca harvested from the bark of Amazonian trees.



#GOOD_TropicalFruit
^
^
^[Tropical Fruit] is a bonus resource that improves growth and trade.
^
^Tropical Fruit is always visible in explored areas of the map and can be found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_TropicalFruit
^
^
^This resource represents the myriad of tropical fruits present in the New World.


#GOOD_ForeignFruit
^
^
^[Foreign Fruit] is a bonus resource that improves growth and trade.
^
^Foreign Fruit appears to Europeans in the first era and can be found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_ForeignFruit
^
^
^This resource represents imported fruits from the Old World to supplement colonial diets. Of particular note are Oranges, 
Apples, and Peaches.

#GOOD_Gems
^
^
^[Gems] provide bonus commerce; however, they cannot be used to create any manufactured goods, and do not count
as a luxury.
^
^Gems are always visible and are only found in $LINK<mountains=TERR_Mountains>.
#DESC_GOOD_Gems
^
^
^Gemstones are found in the New World in a wide variety of forms; the 'real' market for Gemstones, notably Diamonds, was in
Africa.
; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

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



#TERR_Prairie
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 
^
^
#DESC_TERR_Prairie
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.


#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<city radius=GCON_Radius>.
^
^
#DESC_TERR_Grassland_with_Shield
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



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



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



#TERR_Canyons
^Incredibly rich farm land, [floodplains] appear along $LINK<river=TERR_River> banks and, therefore,
produce one extra $LINK<food=GCON_Food>.
^
^
#DESC_TERR_Canyons
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
floodplains surrounding them, depositing the nutrients and the water into these areas and making them unparalleled in value.
Many great cultures such as those in the Nile river basin or those dependent on the flooding of the Tigris and Euphrates 
rivers have harvested the bounty of these lands, plains which transform lifeless wastelands into lush oases of life.



#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^
#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold 
and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the belowground 
resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in 
these regions, given the proper climate.



#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^
#DESC_TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. 
Mountains can also be formed by volcanic action, or through the effects of erosion. Generally poor agricultural regions, mountains 
are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, 
mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also 
greatly affect the weather patterns of a region by blocking and diverting wind and storms.



#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 
^
^
#DESC_TERR_Forest
^
^
^There are 
several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type 
exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper 
products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, 
lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government 
regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they 
have harvested, help to prevent major ecological damage as a result of deforestation.



#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Supplies of $LINK<rubber=GOOD_Rubber> can be
found there, but also $LINK<disease=GCON_Disease>.
^
^
#DESC_TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through deforestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, 
it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and 
animal life are made extinct every day as a result of the destruction of jungles and rain forests.



#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the
discovery of $LINK<astronomy=TECH_Astronomy>, this danger vanishes.
^
^
#DESC_TERR_Coast
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



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



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


#TERR_River
^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if
worked by citizen laborers within a $LINK<city radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.
#DESC_TERR_River
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 


#TERR_Fresh_Water_Lake
^[Lakes] are bodies of water completely surrounded by land. They contain fresh water, allowing 
$LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.
#DESC_TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance of fresh 
water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such resources
is a boon to any nearby settlement.


#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>.
^
^
#DESC_TERR_Marsh
^
^
^River deltas and other low-lying areas are often surrounded by poorly drained mineral beds. This leads to
the formation of marshes, large, water-logged areas vibrant with grasses and other plant life. Marshes are
often extremely complex ecosystems home to hundreds of different plant and animal species. Rice and other food
plants requiring large quantities of water can be grown in marshes, although the soil underneath may not be
sufficiently hospitable. Due to the soft nature of the ground, marsh is generally unsuitable for building
purposes.



#TERR_Volcano
^A [Volcano] is a mountain capped by a large crater which can, on rare occasions,
$LINK<erupt=GCON_Volcanic_Eruptions> and spew forth streams of molten lava.
#DESC_TERR_Volcano
^
^
^Heat rises. This is the reason, in a nutshell, for the presence of volcanoes on the earth. Mountainous
manifestations of vents and cracks in the earth's crust, volcanoes provide release for the heat that builds up
in the earth's core. A volcanic eruption occurs when the heat pressure underneath a particular vent becomes
too strong for the crust to contain, and depending on the size of the vent and the amount of pressure an
eruption can be minor (just a dribble of lava that seals off the volcano when it dries) or cataclysmic
(such as the Krakatoa or Vesuvius eruptions).


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^It's Anarchy. What do you expect?
^
^Catastrophic Corruption
^No Military Police
^No Expenditures

#GOVT_Chiefdom
^
^
^This is the government that most Natives get stuck with.
^
^50% Worker Rate
^1 Military Police
^Xenophobic/Forced Resettlement
^No Expenditures
^Standard Tile Penalty
^Rampant Corruption 

#GOVT_Confederation
^
^
^This is the government that the Confederated Natives get; it is superior to Chiefdom.
^
^100% Worker Rate
^2 Military Police
^Xenophobic/Forced Resettlement
^No Expenditures
^Standard Tile Penalty
^Problematic Corruption

#GOVT_Monarchy
^
^
^This government is specific to the Advanced Natives; they begin with it, and will not change from it. It is far superior
to Chiefdom.
^
^150% Worker Rate
^3 Military Police
^Low Unit Maintenance, many free units
^Xenophobic/Forced Resettlement
^Standard Tile Penalty
^Problematic Corruption

#GOVT_Colonialism
^
^
^The European civs begin in this government. It is inefficient, and players should choose one of the 3 early governments as
soon as possible.
^$LINK<Theocracy=GOVT_Theocracy>
^$LINK<Oligarchy=GOVT_Oligarchy>
^$LINK<Conquest=GOVT_Conquest>
^
^Rampant Corruption
^1 Military Police
^100% Worker Rate
^Standard Tile Penalty
^Cost Per Unit: 1, Free upkeep per: Village-2 Settlement-3

#GOVT_Republic
^
^
^This is a more advanced government for the Europeans, representing increasing local representation and lower dependence
on the Crown. It is better for nations at peace with other European civs, but can maintain wars with the native civs if
necessary.
^
^Nuisance Corruption
^150% Worker Rate
^1 Military Police
^1 Draft Rate
^Standard Trade Bonus
^Low War Weariness
^Cost Per Unit: 2, Free upkeep per: Village-1 Settlement-2

#GOVT_Democracy
^
^
^This government is for Europeans going for an Independence victory, or "Religious" European civs who can afford to
switch. It is not much better than previous governments.
^
^Minimal Corruption
^2 Military Police
^2 Draft Rate
^200% Worker Rate
^Standard Trade Bonus
^High War Weariness
^Cost Per Unit: 3, Free upkeep per: Village-3 Settlement-4

#GOVT_Conquest
^
^
^This is an early colonial government that can be used for war against other Europeans and the Natives. It does not
share the commerce bonus of other early European Governments. The Spanish could be considered to have been under
this "government".
^
^Rampant Corruption
^2 Military Police
^Xenophobic
^Worker Rate 150%
^Cost Per Unit: 2, Free upkeep per: Village-2 Settlement-3
^Only "Forced Labor" European gov't.

#GOVT_Oligarchy
^
^This is an early colonial government representing control of local decisions by Plantation Owners, Nobles, or the like.
Wars cannot be allowed to drag on for long, and only a small army can be safely supported; however, commerce receives a
bonus. The southern and middle English colonies, as well as the Dutch, Danish, and Swedish could be considered to have
been under this "government" in their early stages.
^
^Problematic Corruption
^1 Military Police
^Worker Rate 100%
^Cost Per Unit: 2, Free upkeep per: Village-2 Settlement-3
^Standard Trade Bonus
^Low War Weariness

#GOVT_Theocracy
^
^
^This is an early colonial government representing religious utopianism. Extended wars will be nearly impossible, and the
local military will be even less effective than in an Oligarchy. However, worker rate is improved and the Investment Rate is
higher. Many English colonies were founded under "this" government, largely in the Northeast (Pennsylvania, Connecticut, etc.)
The first French colonies were also founded by individuals seeking to create an ideal religious society from scratch.
^
^Problematic Corruption
^0 Military Police
^Worker Rate 150%
^Cost Per Unit: 2, Free upkeep per: Village-1 Settlement-1
^High War Weariness
^No building maintenance

#GOVT_Protectorate
^
^
^This is a later European government, representing increasing dependence on the Mother country. It has slightly better
military capacity than a Local Republic, but more corruption.
^
^Problematic Corruption
^3 Military Police
^3 Draft Rate
^Worker Rate 100%
^Cost Per Unit: 2, Free upkeep per Village-2 Settlement-3
^Standard Trade Bonus


; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

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


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^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_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Floodplains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build roads by pressing [R] or the "Build Road" button.


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


#TFRM_Barricades
^
^
^A barricade hinders movement of "enemy" ground units, forcing them to stop on the barricade's square, even if the barricade
is unoccupied. However, if occupied, a unit in a barricade enjoy a defensive bonus which is double the bonus awarded by a $LINK<fortress=GCON_Fortresses>. A barricade can only be built on a square already containing a fortress. If pillaged, a barricade
is "reduced" to a fortress.
^
^Workers can build barricades after the discovery of $LINK<Construction=TECH_Construction>.


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


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


#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 10 $LINK<shields=GCON_Shields> to the nearest controlled city.
The resulting terrain will be either $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrain beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.



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



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



#TFRM_Clear_Damage
^
^
^A worker can repair a damaged square (cleaning up pollution and volcanic fallout, and filling in bomb craters),
thus restoring the square to its former production capacity.
^
^A worker is ordered to clear damage by pressing [Shift-C] or the "Clear Damage" button.



#TFRM_Airfield
^
^
^Airfields won't be around for a while. Sorry.

#TFRM_Radar_Tower
^
^
^Minutemen Posts provide a 25% combat bonus in the same manner as Radar Towers in the epic game.

#TFRM_Outpost
^
^
^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 tiles that are empty or have a mine, irrigation, road and/or a railroad. 
The "Build Outpost" unit-action becomes available after the Masonry advance is researched.

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_New Spain
^New Spain is a Major European power, and recommended for play.
^New Spain is Seafaring, Expansionist, and Militaristic.
^
^Christopher Columbus is historically credited as the first modern European to land in the New World in 1492, although
it is now almost universally accepted that Vikings landed in a remote Newfoundland location hundreds of years prior. New 
Spain quickly grew in power and scope, and at one point had claimed most of the Americas, with the help of the Papacy's 
Treaty of Torsedillas line, which gave all but a corner of Brazil to New Spain. Regardless, New Spain gradually decreased in 
power as more French, Dutch, and English colonists and claims flooded into the New World after 1600; numerous individual 
revolutions eventually removed all but a few Spanish claims in the New World.
^Revilla Gigedo (1740-99) and his father of the same name were famed viceroys of New Spain, noted for their industriousness and 
desire to re-invigorate Spanish colonial interests, especially in Mexico. Both were very popular with the people, and it 
was under Revilla Gigedo that Spanish land claims stretched their farthest, although this was already well into the dusk 
of New Spain.



#RACE_NewPortugal
^New Portugal is a Major European power, and recommended for play.
^New Portugal is Seafaring, Agricultural, and Religious.
^
^Portugal, although primarily concerned with Africa during most of their colonial period, took an early interest in the
New World second only to Spain. As Portugal controlled the African slave trade, they were interested in finding new areas 
where sugar could be grown, and also took a keen interest in converting the natives in South America. 'New Portugal' would 
eventually have many holdings along the coast of South America and in Brazil.
^Mem de Sa, the third Governor-General of Portugal's Brazilian territory, is noted for a number of accomplishments; many of them 
went hand-in-hand with 2 Jesuit Missionaries, Manoel de Nobrega and Jose de Anchieta, who founded a number of important cities 
in south america and had many dealings with the Tupi indians. In addition to this, he successfully attacked and dispersed a French 
holding on orders from the Portuguese crown, with the aid of his nephew, Estacio de Sa.



#RACE_NewNetherlands
^New Netherlands is a Major European power, and recommended for play.
^New Netherlands is Seafaring, Commercial, and Scientific.
^
^The Netherlands did not historically become an indepedent nation until 1581, but being already well established and, in a 
sense, unified, the country wasted no time jumping into the imperialist rush to get colonies and worldwide trade routes 
established. The Netherlands would dominated trade throughout the 17th century, and planted numerous colonies in the Americas 
and the Indies. The most notable colony of the New Netherlands, New Amsterdam, was taken by the English in 1664 and renamed 
New York. Many landmarks of the area owe their name to the Dutch colony, in one sense or another. For instance, Wall Street 
is named because it lies along the line where the wall of the New Amsterdam stockade was built.
^Peter Stuyvesant, although not by any means a popular Director-General, was a keenly efficient one, and under his strict rule 
the New Amsterdam colony saw its best days, although it should be noted that he is the man who surrendered the colony to the 
English.



#RACE_NewFrance
^New France is a Major European power, and recommended for play.
^New France is Seafaring, Commercial, and Expansionist.
^
^France, like England and the Netherlands, was a late entry in the race to the New World, but was successful in the attempt 
despite this. The first major permanent colony in New France was Quebec, founded in 1608; the French traded extensively with the 
local Huron, and aided them in their war with the Iroqouis on many occasions. New France was ceded entirely to England following the 
French and Indian war, also called the 7 Year's War from an Old World perspective.
^Samuel de Champlain went on several expeditions to the New World in the first decade of the 1600s, trading for furs with the 
local natives and making several maps of the region. He helped found several colonies, but is most noted for his founding of the Quebec 
Colony.


#RACE_NewEngland
^New England is a Major European power, and recommended for play.
^New England is Seafaring, Religious, and Scientific.
^
^England's first attempt at a colony in the New World was Roanoke, often referred to as the "Lost Colony" because of its 
mysterious disappearance shortly thereafter. It wasn't until the founding of Jamestown in 1607 that England established a 
permanent foothold in North America, even though Jamestown was nearly abandoned several times. Early colonies were also not
terribly profitable until the widespread cultivation and curing of Tobacco become commonplace in the colonies; this became 
New England's cash crop. New England made a large number of acquisitions before the War of Independence in 1776, after which 
the resultant United States of America continued to spread westward.
^William Penn, a Quaker formerly in the Anglican church, was best known for his creation of a significant religious community 
in New England, later named Pennsylvania, which became one of the original "13 colonies". His first charter for the initial 
settlement (which was in New Jersey) included a number of tenets which would later become critical to the United States' system 
of laws and beliefs, amongst them the guarantee to a free and fair trial by jury, seperation of governing powers, and freedom from unjust imprisonment. Like some 
other colonies, he also guaranteed freedom of religion, although many of the other communities in New England were very much 
exclusive religious groups rather than free settlements. He is particularly notable for his fair dealings with the natives; something 
entirely uncommon for New World colonists of any nationality during this period. It is also thought that he made several attempts 
to mediate ideological disagreements between the colonies, or even unify them under one government!


#RACE_NewSweden
^New Sweden is a Minor European power, not intended for play.


#RACE_NewDenmark
^New Denmark is a Minor European power, not intended for play.


#RACE_Powhatan
^Atlantic and Mississippi Culture Group
^
^The Powhatan are a Minor Native Nation, not intended for play.


#RACE_Iroquois
^Atlantic and Mississippi Culture Group
^
^The Iroquois are a Confederated Native Nation, and will provide a challenging game.


#RACE_Huron
^Atlantic and Mississippi Culture Group
^
^The Huron are a Confederated Native Nation, and will provide a challenging game.


#RACE_Cherokee
^Atlantic and Mississippi Culture Group
^
^The Cherokee are a Confederated Native Nation, and will provide a challenging game.


#RACE_Creek
^Atlantic and Mississippi Culture Group
^
^The Creek are a Minor Native Nation, not intended for play.


#RACE_Shawnee
^Atlantic and Mississippi Culture Group
^
^The Shawnee are a Minor Native Nation, not intended for play.


#RACE_Lenni Lenape
^Atlantic and Mississippi Culture Group
^
^The Lenni Lenape are a Minor Native Nation, not intended for play.


#RACE_Lakota
^Plains and Pacific Culture Group
^
^The Lakota are a Minor Native Nation, not intended for play.


#RACE_Cheyenne
^Plains and Pacific Culture Group
^
^The Cheyenne are a Minor Native Nation, not intended for play.


#RACE_Blackfoot
^Plains and Pacific Culture Group
^
^The Blackfoot are a Minor Native Nation, not intended for play.


#RACE_NezPerce
^Plains and Pacific Culture Group
^
^The Nez Perce are a Minor Native Nation, not intended for play.


#RACE_Haida
^Plains and Pacific Culture Group
^
^The Haida are a Minor Native Nation, not intended for play.
^The Haida receive a unique unit and improvement.


#RACE_Navajo
^Plains and Pacific Culture Group
^
^The Navajo are a Minor Native Nation, not intended for play.

	
#RACE_Apache
^Plains and Pacific Culture Group
^
^The Apache are a Minor Native Nation, not intended for play.


#RACE_Purepecha
^Central American and Peruvian Culture Group
^
^The Purepecha are a Minor Native Nation, not intended for play.


#RACE_Aztec
^Central American and Peruvian Culture Group
^
^The Aztec are an Advanced Native Nation, and will provide an interesting game.


#RACE_Maya
^Central American and Peruvian Culture Group
^
^The Maya are an Advanced Native Nation, and will provide an interesting game.


#RACE_Chimu
^Central American and Peruvian Culture Group
^
^The Chimu are a Minor Native Nation, not intended for play.


#RACE_Inca
^Central American and Peruvian Culture Group
^
^The Inca are an Advanced Native Nation, and will provide an interesting game.


#RACE_Mapuche
^Caribbean and South American Culture Group
^
^The Mapuche are a Minor Native Nation, not intended for play.


#RACE_Tupi
^Caribbean and South American Culture Group
^
^The Tupi are a Minor Native Nation, not intended for play.


#RACE_Carib
^Caribbean and South American Culture Group
^
^The Carib are a Minor Native Nation, not intended for play.
	

#RACE_Arawak
^Caribbean and South American Culture Group
^
^The Arawak are a Minor Native Nation, not intended for play. 


#RACE_Calusa
^Caribbean and South American Culture Group
^
^The Calusa are a Minor Native Nation, not intended for play.



#EOF
