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

#GAME_CONCEPTS

#GCON_Keypad
Number Keypad
^
^
^With your Num Lock "on," you can use the number keypad to move your units. Think of the numbers as the
eight directions on a compass.
^
^1 = move Southwest
^2 = move South
^3 = move Southeast
^4 = move West
^6 = move East
^7 = move Northwest
^8 = move North
^9 = move Northeast

#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages. 
In each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Chieftain					4
^* Warlord					3
^* Regent					2
^* Monarch					2
^* Emperor					1
^* Demigod					1
^* Deity					1
^* Sid						1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Grasslands					  10%
^Plains						  10%
^Desert					  10%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^Marsh						  20%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Volcano					  80%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Barricade					+100%
^Town Walls				  +50%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.

#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Rail							Shift-R
^*   Rail to							Ctrl-Shift-R
^Build Road/Rail Net					Ctrl-N
^Build/Join city/colony				B
^*   Road then Colony					Ctrl-B
^Irrigate							I
^*   Irrigate to city					Ctrl-I
^Improve Nearest City					Shift-I
^Improve Nearest City/Without Altering	Ctrl-Shift-I
^Build Mine							M
^Build Fortress/Barricade				Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle/Marsh		Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Wetlands					Shift-W
^*   Clear all Damage					Shift-D
^Automate Worker					A
^Automate Worker (virgin terrain)		Shift-A
^
^{Air Missions}
^Bombing							B
^Recon							R
^Air Superiority						S
^Re-Base							Shift-R
^Precision Strike						P

#DESC_GCON_Hotkeys_Units
^{General Unit Commands}
^Hold (don't move)					Spacebar
^Wait (until end of turn)				W
^Fortify/Garrison/Sleep				F
^Go to								G
^*	Stack Go to						X, J
^*	Stack Go to With Same Units			Ctrl-X, Ctrl-J
^Disband							D
^Load/unload						L
^Explore							E
^Pillage							Shift-P
^Bombard							B
^Airdrop							P
^Airlift								T
^Sentry							Y
^*	Sentry (Until Enemy Contact)			Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						U
^*	Upgrade all Obsolete Units			Shift-U
^Build Army							B
^Hurry City Production					Ctrl-H

#GCON_Hotkeys_Controls
Hotkeys: Game Controls
^
^
^{Main Controls}
^End Turn						Shift-ENTER
^Save Game					Ctrl-S
^Load Game					Ctrl-L
^Start New Game				Ctrl-Shift-Q
^Retire							Ctrl-Q
^Quit							ESC
^Civilopedia						Ctrl-C
^
^{Map Controls}
^Center map on Active unit			C
^Clear Map						Ctrl-Shift-M
^Zoom in/out					Z
^Map Grid on/off					Ctrl-G
^Locate City					Shift-L
^Center on Capital				H
^
^{Advisors and miscellaneous}
^Domestic Advisor				F1
^Trade Advisor					F2
^Military Advisor					F3
^Foreign Advisor					F4
^Cultural Advisor					F5
^Science Advisor					F6
^Wonders of the World			F7
^Victory Status Screen			F8
^Palace						F9
^Spaceship						F10
^Demographics					F11
^Preferences					Ctrl-P
^Audio Preferences				Shift-S
^Change Governments			Shift-G
^Change Mobilization				Shift-M

#DESC_GCON_Hotkeys_Controls
^{Diplomacy and Espionage}
^Plant Spy       				Ctrl+Shift+E
^Establish Embassy     		Ctrl+E
^Use Embassy or Spy			Shift+E
^Diplomatic Contact			Shift+D
^Espionage       				E
^
^{City Window}
^Hurry Production     			H
^Add to Production Queue		Shift+Click
^Governor       				G
^
^{Multiplayer}
^Center on Message Location	Ctrl-M
^Pause						Pause
^Perform Automation			Ctrl-U
^Send Voice Message			Tab
^Send Text Message			~~

#GCON_Craters
Craters
^
^
^Craters can occur in a non-city square due to bombardment attack. When a bombardment attack which eliminates
the last unit or terrain improvement in a square, a crater may be formed. Like pollution, the presence of
craters reduces a square's production, commerce, and food output by one.
^
^
^{Clearing Craters}  Craters can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.
 

#GCON_Barricades
Barricades
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [barricades], which are even more formidable than $LINK<Fortresses=GCON_Fortresses>. 
^
^A Barricades can only be built on a square already containing a Fortress. Even if unoccupied, barricades
automatically stops movement of a ground unit entering its square (unless that unit belongs to the same civilization
currently controlling the barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>
agreement through that land. Barricades become a fortress if their square is pillaged.
^
^Military units inside barricades have a few advantages.
^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus being in a Fortress).
^* The $LINK<zone of control=GCON_ZOC> exerted by the fortress still applies to a barricades.

#GCON_Bombardment_in_Ports
Bombardment in Ports
^
^
^A ship moored at a dock, or at anchor, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a
coastal city square being bombarded) are especially vulnerable to bombardment attacks.

#GCON_Collateral_Damage
Collateral Damage
^
^
^An attack by a unit with the “Collateral Damage” capability can potentially damage improvements in the
attacked square during the attack, representing damage to improvements, local structures or residents due
to combat (but not necessarily due to bombardment).

#GCON_Enslavement 
Enslavement
^
^
^Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. A unit with the "enslave" capability has a 1/3 chance of enslaving a defeated unit everytime it wins a battle. As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned into another unit type (as specificed in the editor) and is immediately under the control of the victorious player. 
^
^The $LINK<Privateer=PRTO_Privateer>, the English $LINK<Man-O-War=PRTO_Man-O-War>, and the Mayan
$LINK<Javelin Thrower=PRTO_Javelin_Thrower> have the Enslavement capability. 

#GCON_Landmark_Terrain
Landmark Terrain
^
^
^A pre-designed scenario (only) might feature "Landmark Terrain", which essentially is a variation on a
standard terrain type in order to alter that terrain's shield (production), food or commerce value(s).
If the game preference for [Show Food and Shields on Map] is ON, Landmark Terrain squares are shown on
the game map by a small gold diamond outline. As usual, information about a square's terrain can always be
determined by right-clicking on it.

#GCON_Locked_Alliances
Locked Alliances
^
^
^A pre-designed scenario (only) might begin with some (or all) civilizations grouped into several "Locked
Alliances". Members of a Locked Alliance have a permanent $LINK<Mutual Protection Pact=GCON_Agreements> with
each other. Therefore, a civilization that is part of a Locked Alliance is not allowed to conduct any type
of attack against another member of its alliance. Furthermore, if any civilization attacks another nation
that is part of a Locked Alliance, the attacker will find itself at war with all nations member to that
Locked Alliance.
^
^
^{Permanent War}  
^A Locked Alliance (and all of its member civilizations) might also find itself permanently at war -- right
from the start of the scenario -- with another Locked Alliance if so dictated by the scenario. Such a war is
permanent, and only ends when all members of one of the warring alliances have been eliminated (or the
scenario's time limit is reached).
^
^
^{Coalition Victory}
^A scenario featuring one or more Locked Alliances might specify that "Coalition Victory Conditions" are in effect.
In this case, victory criteria (score, victory points, cultural value, etc.) are summed for all allied players in
each Locked Alliance. As soon as any coalition has fulfilled the scenario's victory conditions the scenario ends
and all civilizations member to the winning coalition are awarded victory. 

#GCON_Volcanic_Eruptions
Volcanic Eruptions
^
^
^A $LINK<volcano=TERR_Volcano> is a disaster waiting to happen, as it can suddenly erupt with no warning. Most of
the time, however, a dark cloud begins to emanate from the volcano's "mouth" a few turns in advance of an eruption --
but such a warning cannot be guaranteed. Rest assured, however, once you notice a volcano beginning to smolder an
eruption is in the offing.
^
^{Lava Flow}  
^When a volcano erupts it spews forth lava -- in the form of $LINK<pollution=GCON_Pollution> -- that will mar the landscape of many of
the tiles adjacent to the volcanic mountain. Volcanic "fallout" can be cleaned up by $LINK<workers=GCON_Worker_Jobs>
set to clean up damage.

#GCON_Plague
Plague
^
^
^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out city population
and land units (except Kings). The effect of plague is exacerbated in larger cities, walled cities and cities
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>. Once the concept of $LINK<Sanitation=TECH_Sanitation>
is understood the effect of plague is much reduced.

#GCON_Plants
Power Plants
^
^
^Once a city has a $LINK<factory=BLDG_Factory>, it may also build a [Power Plant]. There are four kinds:
^
^$LINK<Coal Plant=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Hydro Plant=BLDG_Hydro_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Nuclear Plant=BLDG_Nuclear_Plant>
^Increases factory output by 100%.
^
^
^$LINK<Solar Plant=BLDG_Solar_Plant>
^Increases factory output by 50%.

#GCON_Revolution
Revolution
^
^
^If your civilization has knowledge of more than one system of $LINK<government=GCON_Governments>,
you can cause a revolution to usher in a [new] system of government.
^
^On the [Domestic Advisor] click the "Government" button to start a revolution.

#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit.
This represents the unit's ability to project its combat power into surrounding areas. Such units attack
enemies that enter the zone of control without initiating a full battle.
^
^The following military units have a zone of control:
^* $LINK<Aegis Cruisers=PRTO_AEGIS_Cruiser>
^* $LINK<Armies=PRTO_Army>
^* $LINK<Cavalry=PRTO_Cavalry>
^* $LINK<German Panzers=PRTO_Panzer>
^* $LINK<Mechanized Infantry=PRTO_Mech_Infantry>
^* $LINK<Modern Armor=PRTO_Modern_Armor>
^* $LINK<Mongol Keshik=PRTO_Keshik>
^* $LINK<Ottoman Sipahi=PRTO_Sipahi>
^* $LINK<Modern Paratroops=PRTO_Paratrooper>
^* $LINK<Radar Artillery=PRTO_Radar_Artillery>
^* $LINK<Russian Cossacks=PRTO_Cossack>
^* $LINK<Spanish Conquistador=PRTO_Conquistador>
^* $LINK<Tanks=PRTO_Tank>

#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one gold per turn from its $LINK<treasury=GCON_Treasury>.
However, each form of $LINK<government=GCON_Governments> defers these costs for a certain number of units,
depending upon how many towns, cities, or metros the civilization controls.
^
^{Government			Town	City		Metro}
^Anarchy				  0		  0		  0
^Despotism				  4		  4		  4
^Monarchy				  2		  4		  8
^Republic				  1		  3		  4
^Feudalism			  	  5		  2		  1
^Communism			  6		  6		  6
^Fascism				  4		  7		  10
^Democracy			  0		  0		  0

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

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

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

#GCON_Strengths
Civilization Strengths
^
^
^There are eight areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Agricultural}
^Agricultural city improvements (aqueduct, for instance) are easier to build, and the center city square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^The civilization starts the game with a $LINK<scout=PRTO_Scout> and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier.
^
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces
extra $LINK<shields=GCON_Shields> in cities and metros.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^
^(continued)

#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious civilizations do not experience prolonged periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious city improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of every era.
^
^
^{Seafaring}
^Each city built along the coast receives a commerce bonus in the center city square, and Seafaring city
improvements (such as the Harbor or Commercial Dock) are easier to build.  Ships move faster and are less likely to sink in the sea or ocean.

#GCON_Draft
Draft
^
^ 
^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens can be drafted into
military service. Each city can draft some of its population each turn, depending upon the government currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* A city in a $LINK<Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A city in a country under $LINK<Communism=GOVT_Communism>, $LINK<Despotism=GOVT_Despotism>, $LINK<Fascism=GOVT_Fascism>,  $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 7 or higher.
^
^The draft produces the following $LINK<conscript=GCON_Experience> units, depending upon your level of 
scientific development:
^
^$LINK<Spearman=PRTO_Spearman>
^$LINK<Pikeman=PRTO_Pikeman>
^$LINK<Musketman=PRTO_Musketman>
^$LINK<Rifleman=PRTO_Rifleman>
^$LINK<Infantry=PRTO_Infantry>
^$LINK<Mech. Infantry=PRTO_Mech_Infantry>
^
^However, drafting citizens will cause unhappiness in the city.

#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.
^
^
^{These buildings require one gold per turn.}
^$LINK<Aqueduct=BLDG_Aqueduct>,
$LINK<Bank=BLDG_Bank>,
$LINK<Barracks=BLDG_Barracks>,
$LINK<Civil Defense=BLDG_Civil_Defense>,
$LINK<Courthouse=BLDG_Courthouse>,
$LINK<Granary=BLDG_Granary>,
$LINK<Harbor=BLDG_Harbor>,
$LINK<Library=BLDG_Library>,
$LINK<Marketplace=BLDG_Marketplace>, and
$LINK<Temple=BLDG_Temple>.
^
^
^{These require two gold per turn}
^$LINK<Airport=BLDG_Airport>,
$LINK<Cathedral=BLDG_Cathedral>, 
$LINK<Colosseum=BLDG_Colosseum>,
$LINK<Commercial Dock=BLDG_Commercial_Dock>,
$LINK<Hospital=BLDG_Hospital>,
$LINK<Mass Transit System=BLDG_Mass_Transit_System>,
$LINK<Police Station=BLDG_Police_Station>,
$LINK<Recycling Center=BLDG_Recycling_Center>,
$LINK<Research Lab=BLDG_Lab>,
$LINK<SAM Battery=BLDG_SAM_Missile_Battery>, and
$LINK<University=BLDG_University>.
^
^
^{These require three gold per turn}
^$LINK<Factory=BLDG_Factory>,
$LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>,
$LINK<Offshore Platform=BLDG_Offshore_Platform>,
$LINK<Stock Exchange=BLDG_Stock_Exchange>, and
$LINK<all Power plants=GCON_Plants>. 

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

#GCON_Conversion
City Defection
^
^
^Cities with little culture who are members of culturally-poor civilizations can [defect]
to other, stronger, more impressive civilizations. This can occur when the city is located close
to a culturally rich rival civilization or when foreign nationals are still present in the city.
^
^
^Defections are made more likely by:
^* The presence of $LINK<foreign nationals=GCON_Nationality> of the other civilization in the city.
^* The application of $LINK<propaganda=GCON_Espionage> by the other civilization.
^* $LINK<Civil disorder=GCON_Disorder> in the city.
^* The proximity of foreign territory.
^* The proximity of a foreign capital.
^
^Defections are made less likely by:
^* The presence of ground combat units in the city.
^* We Love The ____ Day.
^* The proximity of your capital.

#GCON_Air_Missions
Air Missions
^
^
^Air units are not moved around the map like other units. Instead, they are stationed in a city,
and assigned missions which they execute immediately against targets within their operational range.
^
^When an air unit is active, choose the mission you want it to perform (command button or hot key) and
choose a target within the plane's range.
^
^{Air Superiority (S)}
^The plane attempts to intercept enemy aircraft that attack targets within the inner half of its operational range.
^
^{Bombing Mission (B)}
^The plane flies to the target and attacks, sometimes affecting city improvements,
and sometimes population.
^
^{Precision Strike (P)}
^Performed by $LINK<stealth aircraft=PRTO_Stealth_Fighter>,
precision strikes destroy city improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
^The plane flies to the target and reveals the map.
^
^{Re-Base Mission (Ctrl-R)}
^The unit can be moved to another city or a $LINK<carrier=PRTO_Carrier> a distance equal to up to Six
times the plane's operational range.

#GCON_Transport
Transport
^
^
^Some naval and one air unit can carry or [transport] other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.
^
^{Helicopters}
^Helicopters are the only air unit that can [transport] ground units, and they may only be foot soldiers.
To board a helicopter a ground unit must start its turn in a city with the chopper and use the Load command button.

#GCON_Espionage
Espionage
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center>,
it can conduct [espionage missions] to find out classified information about other civilizations, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
^
^{Espionage Screen:}
^
^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city selection, 
and operational cost options. This screen is available for use once a player has discovered $LINK<Writing=TECH_Writing>.
^
^Your opponents are displayed followed by icons that indicate your Espionage status within that civilization. If the Embassy Icon 
is displayed, you currently have an embassy within that civilization's capitol city. If the Spy icon is present, you have a spy
planted within that civilization.
^
^The mission area displays the various diplomatic and clandestine espionage options which you may currently engage in. 
When an espionage mission button has been selected. The following is a list of espionage and diplomatic missions that may be performed:
^
^The assets section provides a summary of your current monetary and technological assets, including the amount of gold in your
treasury, your technological achievements (those that apply to espionage), and your level of spy experience
^
^The operational cost options allow you to set the level of risk you are willing to undertake with regard to the current mission. 
The controls for executing and canceling missions are also located in this area.
^
^
^(continued)
^

#DESC_GCON_Espionage
^
^
^
^The following is a list of espionage missions that may be performed (note that most missions become available after you have 
researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.

#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^{1 -} Select the target civilization in the Opponents area.
^
^{2 -} Select a mission type (Diplomatic or Spy).
^
^{3 -} Select a mission.
^
^{4 -} Select the target city for the mission (if appropriate).
^
^{5 -} Select an option in the Operational Costs area.
^
^{6 -} Click Execute to launch the mission.
^
^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.
^
^The following is a list of diplomatic and espionage missions that may be performed (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)
^

#DESC_GCON_Espionage_Missions
^
^
^(continued)
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization. 
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^

#GCON_Spaceship
Space Ship
^
^To win the space race $LINK<victory=GCON_Victory>, you have to be the first to build, then launch, the spaceship.
The spaceship is comprised of components:
^
^$LINK<Thrusters=BLDG_SS_Thrusters>
^$LINK<Cockpit=BLDG_SS_Cockpit>
^$LINK<Docking Bay=BLDG_SS_Landing_Docking_Bay>
^$LINK<Engine=BLDG_SS_Engine>
^$LINK<Fuel Cells=BLDG_SS_Fuel_Cells>
^$LINK<Life Support System=BLDG_SS_Life_Support_System>
^$LINK<Stasis Chamber=BLDG_SS_Stasis_Chamber>
^$LINK<Storage/Supply=BLDG_SS_Storage_Supply>
^$LINK<Planetary Party Lounge=BLDG_SS_Planetary_Party_Lounge>
^$LINK<Exterior Casing=BLDG_SS_Exterior_Casing>
^
^The components may be built in any order.

#GCON_Victory
Victory Conditions
^
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are six basic ways to win:
^
^{Space Race}
^One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha Centauri, the nearest star 
system. In order to achieve this victory, the player must be the first to launch a completed $LINK<spaceship=GCON_Spaceship> 
to Alpha Centauri.
^
^[Building the Ship]
^Each civilization can build an "Alpha Centauri-worthy" spacecraft, and construction can begin when
the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder).
The ship is comprised of [ten] components, which must be built prior to launch.
^
^
^{Domination}
^Have 70% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 70% of the world's population
within your cities.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^{Cultural Victory}
^Make one of your cities or your whole civilization the envy of the world. A single city with 20,000
culture points will satisfy this victory condition. For your overall culture to do so, a variable
number of

#DESC_GCON_Victory
^
^
^total culture points is needed, based on map size:
^
^Tiny: 60,000
^Small: 80,000
^Standard: 100,000
^Large: 130,000
^Huge: 160,000
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.
After the $LINK<United Nations=BLDG_United_Nations> is built, there
are periodic votes by the council to elect a Leader. To be elected, a candidate must win a majority of all votes.
If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or dominated
the world, wowed the world with cultural achievements or diplomatic aplomb, 
then the winner is determined by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern Era.

#GCON_Maps
Maps
^
^
^{Fog of Intelligence}
^The map is overlaid with a veil of darkness obscuring areas of the world your people have never explored.
As units move over the surface of the world they reveal the unexplored areas, brightening the areas they
can currently "see." Areas that have been explored, but are not currently "seen" by your people have a soft gray
veil over them.
^
^So at any time, each and every square of the map is either
^* unexplored			in darkness
^* explored				in grayness
^* seen				well lit
^
^
^{World Maps} As civilizations explore the world and found new cities, they gather information and create a map of
the world that is unique. For each civilization, it is comprised of the area its people currently see
and the explored areas (as they were when last seen). This is called the civilization's [world map] and
can be very valuable in negotiations with other, less knowledgeable, civilizations. You will be able to trade world
maps after your civilization discovers $LINK<Navigation=TECH_Navigation>.
^
^
^{Territory Maps} Each civilization also keeps a [territory map] showing areas under its cultural influence only.
These are less valuable in negotiations, but still of some worth.

#GCON_Golden_Age
Golden Age
^
^
^Every civilization can experience a [Golden Age], a 20-turn period in which every citizen laborer in the empire
is more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce>
if already producing at least one. A civilization's Golden Age is triggered in one of two ways:
^
^{Unique Unit Victory}
^Each civilization has a unique military unit -- one that only it can build.
A civilization's Golden Age can begin when its unique military unit is victorious in battle.  Note that only victories
versus other civilizations are capable of initiating a Golden Age in this way.  Victories versus barbarians will not initiate
a Golden Age.
^
^
^{Great Wonders}
^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilization strengths.
If a civilization builds a Great Wonder (or Wonders) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can be triggered.
^
^{For example} if the Egyptians (industrious and religious) build the Pyramids (which is both a
feat of construction and a place of worship), Egypt's Golden Age could begin. Or if the
Babylonians (scientific and religious) build the Great Library (scientific) [and] the Oracle
(religious) Babylon's Golden Age could begin.

#GCON_Age_of_Science
Age of Science
^
^
^Every civilization can experience an [Age of Science], a 20-turn period in which the 
$LINK<scientific research=GCON_Research> of each city in that civilization's empire is 25% more productive.
An Age of Science can only be triggered by a $LINK<scientific leader=GCON_Leaders>.

#GCON_Radius
City Radius
^
^
^Every city has a [city radius], an area around the city in which its citizens work. The radius is shown on
the City Display and potential radii are shown whenever a settler is active.
^
^{A square is part of a city's radius if it is}
^* within the city's $LINK<cultural borders=GCON_Territory>, and
^* within two squares of the city. 
^
^Citizens of the city work the squares in the city radius, extracting $LINK<Food=GCON_Food>,
$LINK<Shields=GCON_Shields>, and $LINK<Commerce=GCON_Commerce> -- the three basic currencies.

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

#GCON_Agreements
Diplomatic Agreements
^
^
^When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's capital city, or when a rival builds one
in your capital, you can negotiate [Diplomatic Agreements] with that civilization. There are four kinds:
^
^
^{Military Alliance}
^You agree to declare war on a despised third party.
^
^
^{Right of Passage}
^You agree to allow his or her military units to move through your $LINK<territory=GCON_Territory> and use
your transportation network (roads and railroads).
^
^
^{Trade Embargo}
^An agreement that neither of you will $LINK<trade=GCON_Trade> with or [allow] trade with a third party.
^
^
^{Mutual Protection Pact}
^An agreement to declare war upon any civilization that attacks your partner.
^
^
^There is a fifth item that you can trade through your Embassies: {Communications}. These are
introductions to a third civilization you can grant or receive from a rival.

#GCON_Culture
Culture
^
^
^[Culture] represents the impact of your civilization's customs, arts, and philosophy on the people
in the countryside surrounding your cities, and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{City Cultural Value and Borders}
^All Wonders of the World and many city improvements generate culture points every turn. These accumulate
over time and when the total culture value of a city reaches certain thresholds (10, 100, 1,000, 10,000, 20,000, etc.),
a [border expansion] is triggered. Pay attention to the culture box on the [City Display] to judge
when expansions will occur. The amount of culture each Wonder or improvement contributes doubles after 1000
years.
^ 
^
^{Civilization Culture Value}
^The sum of the cultural values of all of your cities is your [civilization's cultural value.]
It comes into play when you conquer an enemy city (and $LINK<resistance=GCON_Resistance> is determined),
conduct diplomacy with a rival, or when you and a rival both have a legitimate claim on a terrain square.
In all cases, if your civilization is more valuable culturally than your rival, that's good --
and the greater the discrepancy between you, the better.
^ 
^
^{Global Cultures}
^There are five global cultures in the game: Amerindian, Greco-Roman, European, Far Eastern,
and Middle Eastern. Global culture determines the look of cities and citizens, and nations
of the same global culture tend to start near each other and are more tolerant in diplomacy.

#GCON_Nationality
Nationality
^
^
^Each civilization produces citizens of its own [nationality], a characteristic that
persists until $LINK<assimilated=GCON_Assimilation> into another nationality.
^
^ 
^{Foreign Nationals}
^When a city is captured, this can create a city controlled by one nationality, but populated by another.
These citizens are called [foreign nationals]. Foreign nationals retain their team colors so they can be easily identified.
^
^
^Having a city with foreign nationals is not a problem unless you are at war with
the nation that originally produced them. When at war, foreign nationals become
unhappy more quickly than others and are more likely to be affected by hostile propaganda from
their mother country.
^ 
^
^Captured workers and settlers retain their original nationality as well, and, if ordered to
join a city, become foreign nationals within that city.

#GCON_Resistance
Resistance
^
^
^[Resistance] represents the unwillingness of the citizens of a strong culture to be subjugated by
another, less valuable culture. When a city is captured, a comparison of the 
$LINK<civilization cultural values=GCON_Culture> of the two civilizations determines if any of the
$LINK<foreign nationals=GCON_Nationality> will resist.
^
^Resisters are unwilling to work under the new regime.
^ 
^{Stopping Resistance}
^Resisters can be quelled by ending the war or garrisoning strong military units in the city -- the more the better.

#GCON_Assimilation
Assimilation
^
^
^[Assimilation] is the process by which $LINK<foreign nationals=GCON_Nationality> change their nationality
from one civilization to another. When a foreign national has been a part of a minority population longer than not,
he or she assimilates and becomes a member of the majority nationality.
^ 
^
^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage> makes
it useful.

#GCON_Territory	
Territory
^
^
^Every civilization has [territory] (areas of the map claimed as national land). The extent of your territory
is the sum of all terrain squares under the cultural influence of your cities, which in turn is a
result of the $LINK<cultural value=GCON_Culture> of each city. 
^
^
^{Borders}
^Your territory is defined by your [borders], which are drawn in your civilization's color, and clearly mark
your cultural boundaries. The area within your borders is [friendly] territory.
^ 
^
^{Advantages of Friendly Territory}
^Your territory has several characteristics beneficial to you.
^* Rival civilizations cannot benefit from the roads or rails within your territory without a
$LINK<right of passage=GCON_Agreements> agreement.
^* You can always $LINK<"see"=GCON_Maps> squares in friendly territory.
^* Tradable $LINK<resources=GCON_ResourcesN> are easier to get when found within your territory
(no need for a $LINK<colony=GCON_Colony>).
^* You can eject rival military units from your territory during diplomatic negotiations.

#GCON_Colony
Colony
^
^
^[Colonies] are built and maintained by a worker and enable exploitation of tradable $LINK<resources=GCON_ResourcesN>
that lie outside your $LINK<territory=GCON_Territory>. As with all tradable resources (strategic and luxury),
you need a road connecting the colony to one of your cities to get the benefits of the resource.

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

#GCON_ResourcesN
Natural Resources
^
^
^There are 27 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}

#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Geckos=GOOD_Geckos>	      +0		+0		+1
^$LINK<Brahmin=GOOD_Brahmin>      	    +3		+2		+2
^$LINK<Fish=GOOD_Fish>			+2		+0		+2
^$LINK<Wolves=GOOD_Wolves>			+0		+1		+2
^$LINK<Gold=GOOD_Gold>			+0		+0		+5
^$LINK<Oasis=GOOD_Oasis>			+2		+0		+0
^$LINK<Sugar=GOOD_Sugar>			+1		+0		+1
^$LINK<Golden Geckos=GOOD_Golden_Geckos>		+0		+0		+3
^$LINK<Whales=GOOD_Whales>		+2		+1		+2
^$LINK<Cabbage=GOOD_Cabbage>		    +3		+0		+1

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

#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city {has} a strategic resource, it appears in the city's {Strategic Resource box}.
^
^
^{City Production Bonuses}
^Like all resources, strategic resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Aluminum=GOOD_Aluminum>			+0		+2		+0
^$LINK<Coal=GOOD_Coal>				+0		+2		+1
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Oil=GOOD_Oil>				+0		+1		+2
^$LINK<Rubber=GOOD_Rubber>			+0		+0		+2
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Uranium=GOOD_Uranium>			+0		+2		+3

#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [conscripts, regulars, veterans,] and [elite units].
The more experienced a unit, the more damage it can absorb before being destroyed in combat.
The number of blocks in the unit's health bar shows this distinction.
^
^{Unit Type		   Blocks}
^Conscripts				2
^Regulars				3
^Veterans				4
^Elite units				5
^
^
^Normally, cities produce regulars. But if a city has a $LINK<barracks=BLDG_Barracks>, it produces [veterans].
Occasionally your men will discover barbarian tribes that contribute [conscripts] to your army, and sometimes you
may institute the draft, which also produces conscripts.
^
^
^[Elite units] cannot be built: they gain this status only through actual combat experience. An elite unit can produce a
$LINK<great leader=GCON_Leaders>, if it continues to be successful.
^
^
^{Battlefield Promotions}
^When one of your units is victorious in battle, there is a chance it will gain combat experience and be promoted to
the next level.

#GCON_Leaders
Leaders
^
^
^There are two kinds of great leaders: Military and Scientific.
^
^A {Military leader} is born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a
battle. 
^
^A Military Leader can be used to either create an $LINK<army=PRTO_Army> or to
$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. When a military
leader does either of these actions he disappears.
^
^
^A {Scientific leader} comes about as a result of $LINK<research=GCON_Research>. Each time a technology
is researched for the [first] time by any civilization there is a chance that a Scientific leader will arise
(this chance is increased slightly if the researching civilization has the "scientific"
$LINK<strength=GCON_Strengths>.
^
^A Scientific Leader can be used to increase the scientific output of all cities of his civilization, thus
starting an $LINK<Age of Science=GCON_Age_of_Science>. Simply move the scientific leader to your capital and
press the "Increase Scientific Output" button. A Scientific leader can also be used to
$LINK<hurry=GCON_Hurry_Production> the construction of any [improvement] (including a Great Wonder) of the city
he's currently in. When the leader does either of these actions he disappears.

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

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

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

#GCON_Pollution
Pollution
^
^
^Pollution is a problem usually associated with the Industrial Age. It is caused by certain city improvements, the meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>, $LINK<volcanic eruptions=GCON_Volcanic_Eruptions>, nuclear
explosions, and large city populations.
^
^
^{Global Warming}
^If world pollution reaches sufficiently critical levels, there is a chance that global warming will occur.
It can cause forests and jungles to disappear, and grasslands to become plains, and plains to become desert.
World pollution is the sum of all city pollution, nuclear explosions, and meltdowns.
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>, and pollution from cities can be lessened by
building the $LINK<Mass Transit System=BLDG_Mass_Transit_System> and the $LINK<Recycling Center=BLDG_Recycling_Center>.

#GCON_Embassies
Embassies
^
^
^When a civilization learns $LINK<Writing=TECH_Writing>, it can begin to build its intelligence network.
The first step is to build [embassies] in rival capital cities. That done, you can sign Right of Passage
$LINK<agreements=GCON_Agreements> and Military Alliances against third parties.
^
^When your empire has developed a sense of $LINK<Nationalism=TECH_Nationalism>,
you can engage in $LINK<Mutual Protection Pacts=GCON_Agreements> and Trade Embargoes against third parties.
^
^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^
^Build an embassy by double-clicking the capital city icon after you have learned Writing.

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

#DESC_GCON_Worker_Jobs
^
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.

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

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

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

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

#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a city has been well provided for and are happy, a city-wide
celebration will occur in that city, called "We Love the King Day" (or Emperor, or Regent, or President, etc.).
^
^The provisions for this to occur are:
^
^	The city cannot be starving,
^	The city cannot have any resisters,
^	The city cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The city must be large enough (typically size 6).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the city converting to another civ is halved,
^	Waste in the city is reduced, and
^	The effectiveness of enemy spy propaganda missions against the city is reduced.

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

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

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

#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the city's radius, because citizens
laboring there produce commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^{A citizen working			Produces}
^Floodplains				1	2 with road.
^Grasslands					0	1 with road.
^Plains						0	1 with road.
^Hills						0	1 with road.
^Mountains					0	1 with road.
^Forests					0	1 with road.
^Jungles					0	1 with road.
^Marsh						0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and 
some $LINK<natural resources=GCON_ResourcesN> provide bonus commerce as well.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].

#GCON_Treasury
Treasury
^
^
^The [treasury] is where your empire's wealth is stored. Each turn, the net income from each of your cities is combined,
costs are deducted, and the remainder is placed into your treasury. On some turns, gold may have to be drawn out of the
treasury to cover costs. Balancing your need to spend with your need to build a substantial store of liquid wealth is
an interesting challenge.
^
^{Gold}
^You use gold from the treasury to pay:
^* $LINK<Maintenance=GCON_Maintenance> costs for city improvements.
^* Support for military units in excess of those allowed by your $LINK<government=GCON_Governments> types.
^* Payments you may be making to rival civilizations as part of a $LINK<diplomatic agreement=GCON_Agreements>.
^* To build $LINK<Embassies=GCON_Embassies> and conduct diplomatic and espionage missions.
^* To $LINK<hurry production=GCON_Hurry_Production> of city build projects.

#GCON_Fortresses
Fortresses
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [fortresses]. Military units inside these bastions have a few advantages.
^* They get a 50% defensive bonus if attacked.
^* They have a $LINK<zone of control=GCON_ZOC> and fire at passing enemy units without receiving return fire.
^
^
^{Upgrade}  A worker can improve a fortress by building a $LINK<barricade=GCON_Barricades>.

#GCON_Happy_Faces
Happy Faces
^
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
city where they exist. 
^
^{These								Produce this}
^* City improvements						content faces
^* Wonders								content faces
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough faces of the appropriate sort in a city, extra faces will have a limited "carry over" effect. For example, if a city has the capability to generate 5 happy faces, yet there are only 2 content faces in the city, then those 2 content faces will become happy and the remaining 3 happy faces will carry over to unhappy citizens at reduced efficiency.
^
^Certain political events, such as winning or losing battles and wars, can also influence the overall happiness in your civilization's cities.

#GCON_Disorder
Civil Disorder
^
^
^[Civil Disorder] is a state of near anarchy in a city, in which the city essentially freezes and shuts down:
^* $LINK<Production=GCON_Shields> ceases,
^* No revenue comes in from $LINK<commerce=GCON_Commerce>, and
^* No excess $LINK<food=GCON_Food> is stored.
^
^
^Prolonged periods of civil disorder can lead to:
^* Destruction of existing $LINK<city improvements=MENU_City_Improvements> or even sabotage to ongoing projects by angry mobs.
^* $LINK<Defection=GCON_Conversion> of the city to a nearby rival civilization with a strong culture.
^* An overthrow of your $LINK<government=GCON_Governments> and descent of your empire into anarchy.
^
^
^Civil disorder erupts when a city has more unhappy than happy citizens. The only remedy is to improve the 
$LINK<mood=GCON_Moods> of the people in the city.

#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists.
Specialists do not work in the city radius so they don't contribute to city production of food or commerce.
Instead, they produce extra happy faces, enhance scientific research, tax revenue, or shield production, or
help control corruption.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Police Officers}
^Once $LINK<Nationalism=TECH_Nationalism> has been researched, a police officer can be used to help keep a
lid on $LINK<corruption=GCON_Corruption> in a city.
^
^{Civil Engineer}
^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to
produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city
Improvements and wonders.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer,
you're done. If you wanted a different specialist, click on the entertainer to cycle through all the
specialists. Note that Police Officers and Civil Engineers are not available until Nationalism or
Replaceable Parts (respectively) have been researched.

#GCON_Airfields
Airfields
^
^
^Airfields function in the same manner that a city with an airport would for air units.  To construct an Airfield, 
move a worker to any neutral or owned land tile and select the Build Airfield unit action.  Construction of the 
Airfield consumes the worker.  Airfields can be a re-base mission destination.  All air missions can be launched 
from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield.  Airfields 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research 
Flight, in which case the airfield is destroyed).  Airfields can be pillaged like a terrain improvement, which 
also destroys the airfield.  Airfields can only be built in tiles that have no other improvements, an airfield, 
a colony, a road or a railroad. The "Build Airfield" unit-action becomes available after the Flight advance is 
researched.

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

#GCON_Radar_Towers
Radar Towers
^
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in a tile that is empty, 
has a mine, irrigation, a road and/or a railroad.  The "Build Radar Tower" unit-action becomes available after 
the Radio advance is researched.

#GCON_Short_Game_Modes
Short Game Modes
^{Regicide}
^Regicide is a victory condition, in which each player has a "King" unit. This unit represents the 
civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln). When the Regicide victory 
condition is enabled, if the "King" unit is killed, the controlling player is eliminated from the game. Once 
the "King" has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it. The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a victory condition, in which each player has several "King" units. These units represent 
the civilization's Great Leader (for the Americans, the "King" unit is Abraham Lincoln). When the Mass Regicide 
victory condition is enabled, if all of a player's "King" units are killed, the controlling player is eliminated 
from the game. Once the "Kings" have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location. The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a 
city to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.
^
^{Wonder Victory}
^This is a new method of suddenly bringing a game to conclusion. If this condition is enabled the game ends as
soon as [all] Great Wonders have been built. The winner is then determined based on victory points -- not
necessarily on building the greatest number of wonders, nor a specific wonder.

#DESC_GCON_Short_Game_Modes
^
^{Capture the Princess}
^Capture the Princess is a method of scoring victory points. Each player starts with a "Princess" unit. This 
unit has no unit actions and can be captured. The "Princess" unit is immobile until it is captured, at which 
point it moves with its owning unit at its speed. The "Princess" unit starts in the players starting location. 
The goal for each player is to capture this unit and return it to their own capital, bestowing them with 1000 
victory points. You may capture the "Princess" when any unit is in the tile with the "Princess" and executes the 
"Capture" unit action. Once captured, the "Princess" unit is spawned again at the original owner's Capital City.  
If there is no suitable city for the "Princess" to re-spawn in, it remains in the captor's Capital and bestows 
another 1,000 points upon that player.
^
^{Victory Location}
^Victory Location is a method of scoring victory points. Victory Location tiles are scattered about the map,
represented on the map by a Victory Location icon. Players score points by capturing and holding Victory
Location tiles. To score these points a unit with a defensive military stat must be in that tile at the end of
all players' turns for that turn. Each turn a Victory Location is controlled, the controlling player gets 25
victory points. In single player mode, the starting location of each player is designated a Victory Location.
Any terrain improvement, including cities, can be built on a Victory Location tile.
^
^{Reverse Capture the Flag}
^Reverse Capture the Flag is a new method of scoring victory points. This condition cannot be enabled for a random
map game; it can only be used in a custom-made scenario. When in effect, one or more Victory Units (which might
look like a "Holy Relic") will be present on the map. Like a "Princess" unit, a "Holy Relic" can only be
transported by another unit. When the Victory Unit is delivered to a Victory Location (see above), the player
scores a substantial amount of victory points.

#GCON_Ruins
Ruins
^
^
^When a city is destroyed, Ruins take its place on the map. Ruins will stay on the map indefinitely, unless they
are built upon by another city. They have no impact on the production of the terrain they reside in. 

#GCON_Stealth_Attack
Stealth Attack
^
^
^Stealth attack allows a unit to specify which enemy unit -- in a stack -- it will attack. As soon as a unit with stealth capability attacks a stack of enemy units, a selection box appears listing the target units. >From this box, you may select the unit to attack. The stealth unit then conducts its attack normally against the unit you've targeted. 

#GCON_Tourist_Attraction
Tourist Attraction
^
^
^A Great Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain number of years. A Tourist
Attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time
passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based upon the number of years that it has existed. 
^
^1000 (years) - 1500   +2 (gold)
^1501 - 1750   		+4
^1751 - 1875  		+6
^1876 - 2000  		+8
^2001 - 2250   		+10
^2251 - 2500   		+12
^2501 +         		+14
^
^Given time, the following wonders can become tourist attractions:
^	* $LINK<The Pyramids=BLDG_Pyramids>
^	* $LINK<The Oracle=BLDG_Oracle>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<The Great Wall=BLDG_Great_Wall>
^	* $LINK<The Statue of Zeus=BLDG_Zeus>
^	* $LINK<The Temple of Artemis=BLDG_Artemis>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Great Library=BLDG_Great_Library>
^	* $LINK<The Colossus=BLDG_Colossus>
^	* $LINK<The Great Lighthouse=BLDG_Lighthouse>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<Leonardo's Workshop=BLDG_Inventor's_Workshop>
^	* $LINK<Copernicus' Observatory=BLDG_Solar_System>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<Newton's University=BLDG_Great_University>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Hoover Dam=BLDG_Hoover_Dam>
^	* $LINK<The United Nations=BLDG_United_Nations>

#PRTO_Settler
^
^
^{Building a Settler}: A city that builds a [settler] loses two citizens from its population.
^
^{Founding Cities}: Settlers are used primarily to found new cities. Move the settler to 
the desired city site, and, when the settler is active in that square, press B.
^
^{Joining a City}: A settler may also be used to increase the population of an existing city; when the 
settler is active on a city, click the "Join City" button. The settler disappears and the city's 
population gains two citizens.

#DESC_PRTO_Settler
^
^
^When cities grew to a size where the resources were insufficient to adequately insure a decent standard of 
living for the populace, adventurous groups of citizens set out on their own in search of a place to build 
a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land 
surrounding the city. Eventually the whole process repeated, and the new city would send out settlers of 
its own. This process allowed civilizations to grow throughout history, from the empires of the ancient 
world to the discovery and settlement of the New World.

#PRTO_Worker
^
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.
The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^
^{Joining a Village}: A worker may also be used to increase the population of an existing city;
when the worker is active on a village, click the "Join village" button. The worker disappears and
the village's population gains one citizen.
^
^Note that workers may be captured and used by rival civilizations.

#DESC_PRTO_Worker
^
^
^In primitive, hunter-gatherer cultures, there was no division of labor. But every civilization since has had a 
worker "class," devoted to the production of goods and the unskilled tasks necessary for the maintenance of society. 
In most early societies, slaves and peasants fulfilled this role. With the coming of the Middle Ages, the more 
specialized workers organized themselves into craft guilds. The technological advances of the Industrial Age gave 
rise to a new class of semi-skilled workers: wage laborers, most of which worked in factories and offices. 
Continuing trends in the specialization and professionalism of labor during the late 20th century has not altered 
the fact, however, that civilization still rests upon the shoulders of those who till the fields and build the 
roads.

#PRTO_Transport
^

#DESC_PRTO_Transport
^

#PRTO_Leader
^

#DESC_PRTO_Leader
^

#PRTO_Army
^

#DESC_PRTO_Army
^

#PRTO_Militia
^

#DESC_PRTO_Militia
^

#PRTO_Deathclaw
^

#DESC_PRTO_Deathclaw
^

#PRTO_Armored_Raider
^

#DESC_PRTO_Armored_Raider
^

#PRTO_Vertibird
^

#DESC_PRTO_Vertibird
^

#PRTO_BoS_Rifle
^

#DESC_PRTO_BoS_Rifle
^

#PRTO_Pipboy
^

#DESC_PRTO_Pipboy
^

#PRTO_Radscorpions
^

#DESC_PRTO_Radscorpions
^

#PRTO_Rifle_Infantry
^

#DESC_PRTO_Rifle_Infantry
^

#PRTO_Combat_Armor_Laser
^

#DESC_PRTO_Combat_Armor_Laser
^

#PRTO_Combat_Armor_Minigun
^

#DESC_PRTO_Combat_Armor_Minigun
^

#PRTO_Enclave_Rifle
^

#DESC_PRTO_Enclave_Rifle
^

#PRTO_Mutant_Melee
^

#DESC_PRTO_Mutant_Melee
^

#PRTO_Mutant_MG
^

#DESC_PRTO_Mutant_MG
^

#PRTO_Ghoul_Melee
^

#DESC_PRTO_Ghoul_Melee
^

#PRTO_Combat_Armor_Rifle
^

#DESC_PRTO_Combat_Armor_Rifle
^

#PRTO_PopUp_Turret
^

#DESC_PRTO_PopUp_Turret
^

#PRTO_Hellfire_Trooper
^

#DESC_PRTO_Hellfire_Trooper
^

#PRTO_Raider
^

#DESC_PRTO_Raider
^

#PRTO_Outcast_Gauss
^

#DESC_PRTO_Outcast_Gauss
^

#PRTO_Scout_Dog
^

#DESC_PRTO_Scout_Dog
^

#PRTO_Armored_Mutant_Melee
^

#DESC_PRTO_Armored_Mutant_Melee
^

#PRTO_Citizen_Pistol
^

#DESC_PRTO_Citizen_Pistol
^

#PRTO_Vault_Citizen
^

#DESC_PRTO_Vault_Citizen
^

#PRTO_Mutant_Flamer
^

#DESC_PRTO_Mutant_Flamer
^

#PRTO_Mutant_Settler
^

#DESC_PRTO_Mutant_Settler
^

#PRTO_Vault_Shotgunner
^

#DESC_PRTO_Vault_Shotgunner
^

#PRTO_Mutant_Worker
^

#DESC_PRTO_Mutant_Worker
^

#PRTO_Ghoul_Worker
^

#DESC_PRTO_Ghoul_Worker
^

#PRTO_Talon_Co_Rifle
^

#DESC_PRTO_Talon_Co_Rifle
^

#PRTO_Talon_Co_Flamer
^

#DESC_PRTO_Talon_Co_Flamer
^

#PRTO_BoS_Gattling_Laser
^

#DESC_PRTO_BoS_Gattling_Laser
^

#PRTO_Kraken
^

#DESC_PRTO_Kraken
^

#PRTO_Mr_Handy
^

#DESC_PRTO_Mr_Handy
^

#PRTO_Eyebot
^

#DESC_PRTO_Eyebot
^

#PRTO_Shotgunner
^

#DESC_PRTO_Shotgunner
^

#PRTO_Mutant_Rocket_Launcher
^

#DESC_PRTO_Mutant_Rocket_Launcher
^

#PRTO_Sentry_Gun
^

#DESC_PRTO_Sentry_Gun
^

#PRTO_BoS_Recruiter
^

#DESC_PRTO_BoS_Recruiter
^

#PRTO_Ghoul_Assault_Rifle
^

#DESC_PRTO_Ghoul_Assault_Rifle
^

#PRTO_Ghoul_RPG
^

#DESC_PRTO_Ghoul_RPG
^

#PRTO_Ghoul_Minigun
^

#DESC_PRTO_Ghoul_Minigun
^

#PRTO_Mutant_Minigun
^

#DESC_PRTO_Mutant_Minigun
^

#PRTO_Survivor
^

#DESC_PRTO_Survivor
^

#PRTO_Ghoul_Rifle
^

#DESC_PRTO_Ghoul_Rifle
^

#PRTO_Tactical_Nuke
^

#DESC_PRTO_Tactical_Nuke
^

#PRTO_Armored_Survivalist
^

#DESC_PRTO_Armored_Survivalist
^

#PRTO_Survivalist_SMG
^

#DESC_PRTO_Survivalist_SMG
^

#PRTO_Lyons_Pride
^

#DESC_PRTO_Lyons_Pride
^

#PRTO_Special_Forces
^

#DESC_PRTO_Special_Forces
^

#PRTO_Howitzer
^

#DESC_PRTO_Howitzer
^

#PRTO_Survivalist_Infantry
^

#DESC_PRTO_Survivalist_Infantry
^

#PRTO_T-51b_Power_Armor
^

#DESC_PRTO_T-51b_Power_Armor
^

#PRTO_Radroach
^

#DESC_PRTO_Radroach
^

#PRTO_Ghoul_Pistol
^

#DESC_PRTO_Ghoul_Pistol
^

#PRTO_Vault_Security
^

#DESC_PRTO_Vault_Security
^

#PRTO_Outcast_Rifle
^

#DESC_PRTO_Outcast_Rifle
^

#PRTO_Robobrain
^

#DESC_PRTO_Robobrain
^


#BLDG_Wealth
^
^
^

#DESC_BLDG_Wealth
^
^
^

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

#DESC_BLDG_Palace
^
^
^When populations began to organize their communities into cities, their governments became more structured and formalized. 
At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. 
In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often 
expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped 
to reinforce the aura of power surrounding the ruler.

#BLDG_Radio
^
^
^The [Radio] produces two $LINK<content face=GCON_Moods>, making two unhappy citizens content.

#DESC_BLDG_Radio
^

#BLDG_Caravan_Stop
^
^
^The [Caravan Stop] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also boosts luxury output by 50%.

#DESC_BLDG_Caravan_Stop
^

#BLDG_Gun_Range
^
^
^A city with a [Gun Range] produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units completely in one turn.
^A city with a [Gun Range] can be used to upgrade ground units.

#DESC_BLDG_Gun_Range
^

#BLDG_Bar
^
^
^The [Bar] produces two $LINK<content face=GCON_Moods>, making two unhappy citizens content.
^Note that Bars produce $LINK<pollution=GCON_Pollution>.

#DESC_BLDG_Bar
^

#BLDG_Granary
^
^
^The [Granary] effectively doubles the rate of a city's growth by causing only half of a city's $LINK<food store=GCON_Food> to be depleted when the city grows.

#DESC_BLDG_Granary
^

#BLDG_Scav_library
^
^
^A city with a [Scav Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.

#DESC_BLDG_Scav_library
^

#BLDG_Sheriff_Hut
^
^
^The [Sheriff Hut] decreases $LINK<corruption=GCON_Corruption> in its settlement.
^The [Sheriff Hut] combats $LINK<war weariness=GCON_War_Weariness> in the settlement

#DESC_BLDG_Sheriff_Hut
^

#BLDG_Simple_Walls
^
^
^[Simple Walls] can be built only in town-size settlements and provide a land bombardment defense of eight,
and a 40% defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive bonus.

#DESC_BLDG_Simple_Walls
^

#BLDG_Tool_Shop
^
^
^A [Tool Shop] increases $LINK<shield production=GCON_Shields> in its city by 50%.
^Note that Tool Shops produce $LINK<pollution=GCON_Pollution>.

#DESC_BLDG_Tool_Shop
^

#BLDG_Doctors_Office
^
^
^A city with a [Doctors Office] can grow beyond population 6.
^The [Doctors Office] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.


#DESC_BLDG_Doctors_Office
^

#BLDG_Dock
^
^
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^Coastal, sea, and ocean squares produce one extra $LINK<shield production=GCON_Shields>. 
^Coastal, sea, and ocean squares produce one extra $LINK<gold=GCON_Gold>. 
^A [Dock] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Docks].

#DESC_BLDG_Dock
^

#BLDG_Abraxo_factory
^
^
^The [Abraxo Factory] decreases $LINK<pollution=GCON_Pollution> caused by city improvements.

#DESC_BLDG_Abraxo_factory
^




#TECH_Fortification
^
^
^{New Diplomatic Agreement}  Can now negotiate mutual protection pacts $LINK<agreements=GCON_Agreements>. 

#DESC_TECH_Fortification
^

#TECH_Rule_of_Law
^
^
^{New Ability}  Can now negotiate right of passage $LINK<agreements=GCON_Agreements>.
^{New Diplomatic Agreement}  Can now negotiate trade embargos $LINK<agreements=GCON_Agreements>.

#DESC_TECH_Rule_of_Law
^

#TECH_Construction
^
^
^{New Resource}  $LINK<Digging Tools=GOOD_Digging_Tools> appear on the map.
^{New Ability}  Workers work twice as fast.

#DESC_TECH_Construction
^

#TECH_Distilling
^
^
^{New Resource}  $LINK<Prewar Booze=GOOD_Prewar_Booze> appears on the map.

#DESC_TECH_Distilling
^

#TECH_Organization
^
^
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.

#DESC_TECH_Organization
^

#TECH_Medicine
^
^
^{New Resource}  $LINK<Medical Supplies=GOOD_Medical_Supplies> appear on the map.
^{New Resource}  $LINK<Rad Away=GOOD_Rad_Away> appears on the map.
^{New Resource}  $LINK<Rad-X=GOOD_Rad-X> appears on the map.
^{New Resource}  $LINK<Stimpacks=GOOD_Stimpacks> appear on the map.

#DESC_TECH_Medicine
^

#TECH_Robotics
^
^
^{New Resource}  $LINK<Defense Turrets=GOOD_Defense_Turrets> appear on the map.
^{New Resource}  $LINK<Electronics=GOOD_Electronics> appear on the map.

#DESC_TECH_Robotics
^

#TECH_Heavy_Ordnance
^
^
^{New Resource}  $LINK<LargeCal Ammo=GOOD_LargeCal_Ammo> appears on the map.
^{New Diplomatic Agreements} Can now negotiate military alliances.

#DESC_TECH_Heavy_Ordnance
^

#TECH_Flight
^
^
^{New Resource}  $LINK<Virtibird Parts=GOOD_Virtibird_Parts> appear on the map.

#DESC_TECH_Flight
^

#TECH_Scavenging
^
^
^{New Resource}  $LINK<SmallCal Ammo=GOOD_SmallCal_Ammo> appears on the map.
^{New Resource}  $LINK<Holodisk=GOOD_Holodisk> appears on the map.
^{New Resource}  $LINK<Green Goo=GOOD_Green_Goo> appears on the map.

#DESC_TECH_Scavenging
^

#TECH_Hunting
^

#DESC_TECH_Hunting
^

#TECH_Boating
^

#DESC_TECH_Boating
^

#TECH_Hyperalloy_Armor
^
^
^{New Resource}  $LINK<Power Armor=GOOD_Power_Armor> appears on the map.

#DESC_TECH_Hyperalloy_Armor
^

#TECH_Advanced_Munitions
^
^
^{New Resource}  $LINK<Energy Cells=GOOD_Energy_Cells> appear on the map.
^{New Resource}  $LINK<Flamer Fuel=GOOD_Flamer_Fuel> appears on the map.

#DESC_TECH_Advanced_Munitions
^

#TECH_Deathclaw_Engineering
^
^
^{New Resource}  $LINK<Deathclaws=GOOD_Deathclaws> appear on the map.

#DESC_TECH_Deathclaw_Engineering
^

#TECH_Radiation_Tampering
^
^
^{New Resource}  $LINK<Rad Suits=GOOD_Rad_Suits> appear on the map.

#DESC_TECH_Radiation_Tampering
^

#TECH_Old_World_Foodstores
^
^
^{New Ability}  Workers can $LINK<irrigate=TFRM_Irrigation> without fresh water.

#DESC_TECH_Old_World_Foodstores
^

#TECH_Scouting
^
^
^{New Resource}  $LINK<Fusion Batteries=GOOD_Fusion_Batteries> appears on the map.
^{New Ability} Can now trade communications between civilizations. 
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy. 

#DESC_TECH_Scouting
^

#TECH_BoS_Tech
^

#DESC_TECH_BoS_Tech
^

#TECH_Rivet_City_Tech
^

#DESC_TECH_Rivet_City_Tech
^

#TECH_Enclave_Tech
^

#DESC_TECH_Enclave_Tech
^

#TECH_Mutant_Tech
^

#DESC_TECH_Mutant_Tech
^

#TECH_Talon_Co_Tech
^

#DESC_TECH_Talon_Co_Tech
^

#TECH_Outcast_Tech
^

#DESC_TECH_Outcast_Tech
^

#TECH_Ghoul_Tech
^

#DESC_TECH_Ghoul_Tech
^

#TECH_Treeminders_Tech
^

#DESC_TECH_Treeminders_Tech
^

#TECH_Big_Town_Tech
^

#DESC_TECH_Big_Town_Tech
^

#TECH_Megaton_Tech
^

#DESC_TECH_Megaton_Tech
^

#TECH_Tenpenny_Tech
^

#DESC_TECH_Tenpenny_Tech
^

#TECH_Paradise_Tech
^

#DESC_TECH_Paradise_Tech
^

#TECH_Dave_Tech
^

#DESC_TECH_Dave_Tech
^

#TECH_Vault_Tech
^

#DESC_TECH_Vault_Tech
^



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

#DESC_GOOD_Horses
^
^
^Arguably the most useful domesticated animal in mankind’s history, horses have existed for some 50 million years. While significant 
evolution has taken place (early ancestors were under a foot tall), the basic appearance of horses has remained relatively 
unchanged. The earliest interaction between horses and men was of game, with early man hunting them for food. Around 2500 
B.C. the first signs of domesticated breeds began appearing in Asia, but the idea took hold and spread rapidly. Their contributions 
to man’s conquest of his fellow man were immense, enabling the vast campaigns by Genghis Khan and Alexander the Great. 
The Spaniards introduced the modern breed to North America in the 16th century, often turning their imported herds loose 
before returning to Europe (making valuable room for gold and other treasures). While the importance of horses has dwindled since 
the advent of the internal combustion engine, they remain a boon in the forms of entertainment and farming.

#GOOD_SmallCal_Ammo
^
^
^[Small Caliber Ammunition] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build military units.
^
^Ammo appears when your civilization discovers $LINK<scavenging=TECH_Scavenging> and can be found in all land terrain.

#DESC_GOOD_SmallCal_Ammo
^
^
^Modern military units utilize vast quantities of small arms ammunition, ranging from small pistol calibers to .50 caliber for heavy machineguns and sniper rifles.  Thankfully, small arms ammunition is more readily available than heavy munitions.

#GOOD_Fusion_Batts
^[Fusion Batteries] are a $LINK<Strategic Resource=GCON_ResourcesS> required to build most high tech military units. Fusion Battery caches appear when your civilization discovers $LINK<fusion power=TECH_Fusion_Power>, and they can be found in almost all terrain types.

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

#DESC_GOOD_Iron
^
^
^When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was bronze. Bronze 
had the advantage of being readily available and easy to work with. Unfortunately, it was too soft to hold an effective edge. In 
the mid-14th century BC in central Europe, iron replaced bronze as the metal of choice, and the Iron Age was begun. Since this time, 
iron has been a valuable commodity. Deposits of iron and iron ore found in mountains are mined and processed for use in their 
raw form, and in the production of steel.

#GOOD_LargeCal_Ammo
^
^
^[Large Caliber Ammo] is a $LINK<Strategic Resource=GCON_ResourcesS> required to salvage most modern military units.
^
Large Caliber Ammunition caches appear when your civilization discovers $LINK<Milstores Reclamation=TECH_Milstores_Reclamation> and can be found in all land terrain.

#GOOD_Humans
^
^
^[Humans] are a $LINK<Strategic Resource=GCON_ResourcesS> required to build a variety of buildings and units.
^
Tribes of Humanity can be found in all land terrain.

#DESC_GOOD_Humans
^
^
^Humanity is the only resource that is mobile and can be found anywhere on the planet.

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

#DESC_GOOD_Saltpeter
^
^
^When found in nature, saltpeter (also known as potassium nitrate) takes the form of a white powdery substance. A major 
component in black gunpowder beginning around the 12th century, it has also contributed to the fields of medicine, food 
preservation and farming. The manufacturing of saltpeter is accomplished by combining the compounds sodium nitrate and 
potassium chloride.

#GOOD_Coal
^
^
^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> required to produce early steampower units like 
$LINK<ironclads=PRTO_Ironclad>. More importantly, a civilization requires coal to build its
$LINK<railway=TFRM_Railroad> system and to power the  $LINK<factories=BLDG_Factory> and $LINK<power plants=GCON_Plants>
that fuel the incredible production  of the Industrial Age.
^
^Coal deposits appear when your civilization discovers $LINK<Steam Power=TECH_Steam_Power> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Coal
^
^
^More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud covered the 
decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment. Over time, the 
plant matter hardened and became coal. Coal deposits are mined all over the world, and coal was one of the major fuel sources 
in the world through the 1970s. In many countries, concern over the environmental effects of the burning of coal has led to a 
decline in its use. The smoke produced by burning coal has a high acid content, and creates an environmental condition known 
as acid rain, which is harmful to plant and animal life. Despite the environmental concerns, some of the largest coal mines in the 
U.S. each still produce more than 450,000 metric tons annually, making coal mining a very profitable industry.

#GOOD_Electronics
^
^
^ Electronics are a $LINK<Strategic Resource=GCON_ResourcesS> required to build Robotic and other high tech units.
^
^ Electronic caches can be found once your civilization discovers $LINK<Electronics=TECH_Electronics> and can be found in all land terrain except for $LINK<Tundra=TERR_Tundra>.

#DESC_GOOD_Electronics
^
^
^The field of electronics deals with the practical application and manipulation of electricity and electromagnetic phenomena. The invention of the vacuum tube in the early 20th century marked the beginning of modern electronics. The vacuum tube was capable of amplifying weak radio signals, allowing them to be transmitted over greater distances. Vacuum tubes also allowed music and voice to be superimposed onto radio waves for transmission. The early study of electronics revolutionized a number of fields, especially the field of communications. 
Because of the vacuum tube, the technology of radio communications was highly developed by World War II. After the war, electronics research continued had continued to advance rapidly until the nascent electronics industry was given a severe blow when the leading researcher, William Shockley, on transistors was drafted into the nuclear arms programs, and was killed in a automoblie accident. All his research into nuclear physics and transistors was classified most secret, and anyone divulging that information would be prosecuted and executed as a traitor to the US. So the transistor was given a one hundred year setback.

#GOOD_Tires
^
^
^[Tires] are a $LINK<Strategic Resource=GCON_ResourcesS> required to salvage most vehicle units.
^
^Tires  appear when your civilization discovers $LINK<Replaceable Parts=TECH_Recycling> and can be found in all land terrain.

#DESC_GOOD_Tires
^
^
^

#GOOD_Aluminum
^
^
^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and Spaceship Parts.
^
^Aluminum sources appear when your civilization discovers $LINK<Rocketry=TECH_Rocketry> and can be found in
$LINK<hills=TERR_Hills> and $LINK<tundra=TERR_Tundra>.

#DESC_GOOD_Aluminum
^
^
^A silvery, gray metal, aluminum has a staggering number of uses and applications. Just a few examples include the fact it never 
rusts, is lighter than copper (and almost as effective in electricity transmission), and is soft enough to easily mold for nearly any 
purpose. Though the dominant metal in the Earth’s composition, aluminum wasn’t discovered until 1825, thousands of years 
after copper and iron. The primary reason for this was the difficulty in extracting the metal from the ore (in modern aluminum, 
the ore bauxite). Charles Hall, a 22-year-old American, created what was to become the most cost effective method of 
separating aluminum in 1886. His process involved passing an electrical current through aluminum oxide, resulting in two 
separate components of pure aluminum and oxygen.

#GOOD_Uranium
^
^
^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Modern Era units and power plants.
^
^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fission> and can be found in
$LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.

#DESC_GOOD_Uranium
^
^
^One of the most valuable metals in the world, uranium’s use has dramatically changed since its discovery in 1789. Originally 
used in the production of steel-alloys, uranium improved the strength and elasticity of steel without making it brittle. Since 1939 it’s rarely been 
used for anything besides atomic energy. This heavy, white metal’s greatest contribution is to the process of nuclear fission. 
Radioactive manipulation of uranium atoms can eject neutrons, which can travel at speeds up to 12,000 miles per second. If 
such a neutron impacts the nucleus of a neighboring atom, the target atom can completely fragment. Not only is the resulting 
energy released immense, but the shattered atom can also potentially collide with additional atoms. This chain reaction is 
the phenomenon underlying all nuclear fission applications including nuclear weapons and power.

#GOOD_Mutated_Corn
^
^
^[Corn] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are $LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Mutated Corn is always visible on the map and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>

#DESC_GOOD_Mutated_Corn
^
^
^Corn belongs to the grass family and is descended from maize, which was cultivated by the indigenous peoples in the Americas. Its popularity spread throughout the world during European colonialism. In the 20th century, chemicals based on the sugars in cornstarch were used to create everything from Nuka Cola, plastics, ethanol, and even biotechnological creatures. It is the hope of many farmers that we will one day become as technologically proficient as our ancestors - and once again reap the rewards of corn.

#GOOD_Geckos
^
^
^[Geckos] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Geckos are always visible on the map and can be found in $LINK<forests=TERR_Forest>.

#DESC_GOOD_Geckos
^
^
^Gecko pelts are a valued for their attractive sheen in the sun as well as the protection it affords people when sewn in to clothing. The modern gecko is quite large, averaging nearly 70 cm in height. Part of the Great War's radiation effect on geckos is that they spawn at least one large golden gecko in each month's brood. These golden geckos may reach up to 120 cm in 
height and attract higher pricing due to their unpredictable scarcity. Unlike pre-war geckos, modern geckos cannot shed their tails. All geckos will attack with a vicious bite when they feel threatened.

#GOOD_Broc_Flower
^
^
^[Broc Flowers] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $$LINK<trade routes=GCON_Trade>.
^
^Broc Flowers are always visible on map and can be found in $LINK<forests=TERR_Forest>.

#DESC_GOOD_Broc_Flower
^
^Broc flowers are often found among other trees of the wastelands due to its requirement of rich soils and heavy shading. These flowers have 
large attractive orange petals used in the creation of healing powders.

#GOOD_Cactus
^
^
^[Cactii] are a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are $LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>. 
^
^Cactii are always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.

#DESC_GOOD_Cactus
^
^
^Cactii are found all over the wastelands, but primarily in the less extreme desert regions. While the modern cactus cannot be eaten, it does posess something of value; water. Like their pre-war bretheren, cactii have a waxy coating on their skin that prevents evaporation of any water it has collected. However, unlike pre-war cactii, modern cactii have evolved to filter irradiated and acidic water! This pure water is bottled and sold to the wealthier health conscious residents of the wastelands.

#GOOD_RadScorpions
^
^
^[RadScorpions] are a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are $LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^RadScorpions are always visible on the map and can be found in $LINK<forests=TERR_Forest>, $LINK<hills=TERR_Hills> and $LINK<desert=TERR_Desert> .

#DESC_GOOD_RadScorpions
^
^Scorpions are one of the world's oldest creatures, arriving over 200 million years before dinosaurs. It is not surprising that they have survived the Great War. They have mutated in to deadlier creatures than their pre-war brethren. Modern scorpion tails have a far higher toxicity, enough to paralyze a person after just two stings. Scorpions cannot be easily gotten rid of, their persistence for surviving and rapid breeding make for a stubborn foe. It has become neccessary to hunt scorpions for the venom stored in their tails. The venom is used to create an antidote which every person in the wastelands must purchase if they want to stay alive.

#GOOD_Ivory
^
^
^[Ivory] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.

#DESC_GOOD_Ivory
^
^
^Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most 
ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of 
prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been 
banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade 
was once a widespread and profitable venture.

#GOOD_Xander_Root
^
^
^[Xander Root] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are $LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Xander Root is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<hills=TERR_Hills>.

#DESC_GOOD_Xander_Root
^
^
^Xander roots are similar to ginger but are far more potent. When ingested alone, they cause severe stomach pains and even temporary blindness. However, when mixed with Broc flower petals and other ingredients, they form a powerful healing powder prized by those who wage war or brave the wastelands.

#GOOD_Diamonds
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Diamonds
^
^
^Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile substance has many uses. The hardest 
material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora dies and is covered 
by earth, it is turned into carbon over the centuries. Diamonds are pure carbon, but in the form of a mineral. There is no shortage 
of uses for such a resilient substance, including wartime applications like manufacturing, cutting and drilling. World War II found 
the Allies in strong position because of these benefits, since the British colony of South Africa produced over half the world’s 
supply. 

#GOOD_Whales
^
^
^[Whales] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Whales are always visible on the map; they are found only in $LINK<Sea=TERR_Sea>.

#DESC_GOOD_Whales
^
^
^Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 
AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread 
throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, 
along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of 
whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near 
extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the 
late 1980s.

#GOOD_Wolves
^
^
^[Wolves] 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. 
^
^Wolves are always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest>, $LINK<hills=TERR_Hills> and $LINK<tundra=TERR_Tundra>.

#DESC_GOOD_Wolves
^
^
^Canis Lupis, or the Grey Wolf, is found all over the Wastelands - no matter what the climate. How they survived the Great War is unknown, but if their tenacity during hunting expeditions is any indication - they surive out of sheer will. Though they are hunted mainly for sport, their flesh can be eaten for food and their pelts worn for decorative purposes.

#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish are always visible in explored areas of the map and can be found in Coast, Sea and Fresh Water Lake squares 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_Brahmin
^
^
^[Brahmin] are a $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Brahmin are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.

#DESC_GOOD_Brahmin
^
^
^Nobody knows quite where Brahmin come from, but they tend to exist everywhere there is some grass to eat. The Elders often tell a tale to scare Children that describes a similar pre-war animal that only posess one head! If true, it is doubtful that radiation was the cause of mutation. Their meat and milk is not harmful to a healthy human body. The tale continues by suggesting that these old "cows" - as they were called - were fed a mutagenic food substance that slowly allowed them to grow a second head... Most dismiss this as nonsense - and rightly so.

#GOOD_Cabbage
^
^
^[Cabbage] 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. 
^
^Cabbage is always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<flood plains=TERR_Flood_Plain>.

#DESC_GOOD_Cabbage
^
^
^Green cabbage is one of the oldest known vegetables and can be grown year round. It is one of the few crops other than corn that is suitable for growing in the wastelands. When kept in cool temperatures, cabbage can last five monthes without rotting.

#GOOD_Gold
^
^
^[Gold] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances city production of commerce (gold). To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Gold is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.

#DESC_GOOD_Gold
^
^
^Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything from jewelry 
to electronics, and has been established as the basis for monetary systems worldwide. The factor that makes gold valuable is its 
rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through 
mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. 
Historical examples of this phenomenon are the many towns that grew and prospered over a relatively short time during the 
California gold rush in America during the 1800s.

#GOOD_Bananas
^
^
^[Tropical Fruit] 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. 
^
^Tropical Fruit is always visible in explored areas of the map and can be found only in $LINK<jungles=TERR_Jungle>.

#DESC_GOOD_Bananas
^
^
^This resource represents any of a myriad number of tropical fruits that include pomegranates, pineapples, mangoes,
mangosteens, carambolas (star fruit), bananas, papayas, avocados, breadfruits, coffee, guavas, lychees, moyas,
passion fruits, rambutans, tamarinds, durians, cikus, jackfruits, watermelons, and pomeloes. Jungles provide
many food resources to native populations, and these exotic fruits are in high demand for variety throughout
the rest of the world.

#GOOD_Oasis
^
^
^[Oases] 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. 
^
^An oasis is always visible in explored areas of the map and can be found only in $LINK<desert=TERR_Desert>.

#DESC_GOOD_Oasis
^
^
^An oasis is a fertile place in the desert caused by the presence of water from underground springs or rivers, or
even by manmade wells. Date palms, fig trees, rice, wheat, cotton, vegetables, alfalfa, barley and wheat are all
examples of commonly grown plants in oases. To desert cultures of old, oases were of vital importance as sites
for agriculture, trading and manufacturing, and the cultures that frequented oases often established rigid codes
of conduct regarding them. No one would be allowed to despoil an oasis, and if the unthinkable should happen, the
penalty was often death. Most oases in the Arabian Peninsula became sites for shrines, and this added sanctity
also brought about a further code of conduct, namely no one could shed blood at the oasis where the shrine was
located. This allowed the often-warring tribes of Arabia neutral territory in which to trade or conduct peace
negotiations. The Silk Road was mostly a series of oases across the forbidding territory of central Asia between
China and the Middle East. Mecca, Cairo and Baghdad are examples of cities that originated because of an oasis,
although all of these have grown much larger due to modern influences. In modern times, irrigation has also
created oases, the most notable (and large) being the Imperial Valley in California.

#GOOD_Tobacco
^
^
^[Tobacco] 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. 
^
^Tobacco is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<grassland=TERR_Grassland>.

#DESC_GOOD_Tobacco
^
^
^Many, many moons before the first modern Europeans began populating the shores of the 'New World' tobacco smoke carried prayers of the
early Native Americans skyward to their Creator. It was not long after the Europeans landed, however, that they, too, began enjoying
the intoxicating effects of tobacco. By the 16th century the Portuguese were planting limited quantities of it at small farms near their
trading posts. Today the tobacco industry, though much maligned, is a multi-billion dollar a year business, and reaches around the world.

#GOOD_Sugar
^
^
^[Sugar] 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. 
^
^Sugar is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<plains=TERR_Plains>.

#DESC_GOOD_Sugar
^
^
^Long has man had a 'sweet tooth', and long has sugar been used to satisfy it. Natural honey was doubtless the first type of sweet
food enjoyed by ancient man, although a few bee stings had to be endured. Using the Sugar Cane plant to extract sweet juices probably
originated in New Guinea. Its cultivation spread westward along trade routes, to southeast Asia, India, and eventually the Middle
East and Europe. The actual process used to press the cane plant to extract its juices, and boiling the juice down to crystals, was
evidently first done in India about 500 BC. Today sugar cane is an important staple crop in a number of countries, and its ultimate
byproduct is enjoyed by countless people worldwide on a daily basis.

#GOOD_Caps
^
^

#DESC_GOOD_Caps
^
^


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

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

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

#DESC_TERR_Plains
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.

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

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

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

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

#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>, or
$LINK<oil=GOOD_Oil>.

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

#TERR_Flood_Plain
^Incredibly rich farm land, [floodplains] appear along $LINK<river=TERR_River> banks and, therefore,
produce one extra $LINK<food=GCON_Food>.
^
^Floodplains may contain $LINK<wheat=GOOD_Wheat>.

#DESC_TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
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.]
^
^Hills may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<coal=GOOD_Coal>,
$LINK<gold=GOOD_Gold>,
$LINK<horses=GOOD_Horses>,
$LINK<incense=GOOD_Incense>,
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>,
$LINK<sugar=GOOD_Sugar>,
$LINK<tobacco=GOOD_Tobacco>, or
$LINK<wine=GOOD_Wine>.

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

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

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

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

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

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

#DESC_TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through 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.
^
^Coastal squares can contain $LINK<fish=GOOD_Fish>.

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

#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<astronomy=TECH_Astronomy>.
^
^Seas may contain
$LINK<fish=GOOD_Fish> or
$LINK<whales=GOOD_Whales>.

#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>.
^
^Marsh may contain
$LINK<fish=GOOD_Fish>, 
$LINK<game=GOOD_Game>,
$LINK<oil=GOOD_Oil>, or
$LINK<rubber=GOOD_Rubber>.

#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).

#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy 
if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. During that period corruption 
and waste are so high that no production occurs and no taxes are collected. Scientific research comes to halt, as well.
There is no improvement maintenance when a civilization is in Anarchy.
^
^Worker efficiency				50%
^Hurry Method					None
^Corruption / Waste				Catastrophic
^War Weariness					None
^Draft Rate						0
^Military Police Limit				0
^Units Support:
^    per town					0
^    per city						0
^    per metropolis				0
^Notes: No city production, no research.

#DESC_GOVT_Anarchy
^Change of rule in cultures are often periods of unrest, but when the very framework for government is transformed 
it almost always results in a period of anarchy. The massive political and social upheaval experienced by the 
culture during a period of anarchy brings commerce and production to a standstill as cities rise up and government 
organizations try to restructure. Despite the fact that corruption and waste are absolute, there is a positive side 
to anarchy - it is temporary. When the smoke clears and the citizens calm down they are ready to embrace a new form 
of order in your society.

#GOVT_Despotism
^
^
^In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This 
system has a tendency to minimize individual freedom and reduce the efficiency of production efforts. 
^
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Rampant
^War Weariness					None
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					4
^    per city						4
^    per metropolis				4
^In addition, any city production square which produces more than two $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or
$LINK<commerce=GCON_Commerce> in a despotic government instead produces one less.

#DESC_GOVT_Despotism
^Despotism is, without a doubt, the simplest form of government. It is based on a simple concept: might makes 
right. In a despotism, the power is held unquestionably by those who hold power over the military and who therefore 
can enforce their decrees. Because of the oppression experienced in this type of regime, despots often find that 
their ability to control the population is proportional to their use of armed troops in towns and cities in which 
the people live. Furthermore, because it is such a centralized form of government despotism makes it difficult to 
effectively put down rebellions and prevent the misappropriation of funds if their empire grows too large. Despots 
pay a terrible price in waste and corruption in their society; and with the development of more sophisticated forms 
of government despots often find that staging a coup is necessary for further growth. 

#GOVT_Monarchy
^
^
^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all
citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by
sanction of the gods (or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>.
$LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^War Weariness					None
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8

#DESC_GOVT_Monarchy
^Rule by monarchy developed as a logical extension of the absolute rule of tribal chieftains. Many of the earliest monarchs, such as those in 
ancient Egypt, claimed that they ruled by divine right. In the spread of European monarchy during the Middle Ages, however, rulership was 
generally conveyed upon a leader who could most effectively raise and command an army. Monarchies are dynastic, with rule of the country 
passing to the eldest son when the king dies or retires. Monarchs had absolute rule over their subjects, severely limiting the personal and 
economic freedom of all citizens except for nobility and the rich upper class. Although monarchies ruled most of Europe for centuries, the 
unhappiness of lower-class citizens eventually grew intolerable, causing several major revolutions. By the mid-18th century, the power of the 
European monarchs had been severely limited, paving the way for participatory systems of government.

#GOVT_Communism
^
^
^Under Communism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman.
Although Communism allows greater production than despotism, the system restricts personal freedoms, limiting
$LINK<commerce=GCON_Commerce>. One positive aspect of Communism is its effect upon $LINK<corruption and waste=GCON_Corruption>:
all cities suffer the same, limited effects.
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Communal
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					6
^    per city						6
^    per metropolis				6

#DESC_GOVT_Communism
Communism is a conceptualized system of government in which resources and production facilities are the property
of the entire society rather than individuals. In a communist society, labor is shared equally as well, and the
benefits of labor are distributed according to need. Under such a system, all people would be equal, without class stratification. Although the basic idea of 
communism has existed since the time of Plato, modern communism is identified with the system of government described by 
Karl Marx and Fredrich Engels in the "Communist Manifesto". They believed that capitalistic systems, in which the rich upper 
class prospered through the exploitation of the powerless lower class, were bound to destroy themselves. At this point, the poor 
would rebel against their former oppressors and form a classless society. This prophecy has never come true, and countries that 
have attempted to base their governments on communism have ultimately failed to achieve the utopia described by Marx and 
Engels.

#GOVT_Republic
^
^
^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the
people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>.
However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant
$LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.  Maintenance cost per unit per turn is 2 gold instead of just 1.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Nuisance
^War Weariness					Low
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					1
^    per city						3
^    per metropolis				4

#DESC_GOVT_Republic
The republic is a system of government in which the citizens appoint, by popular vote, a head of state and officials to represent the 
views of the general public. The concept of the republic first appeared in ancient Rome, where local provinces sent elected 
representatives to the Senate, which governed all Roman lands. Both the head of state and the local representatives in a republic 
are elected; no one is granted a position by birth or divine right. Republican governments are similar in some ways to democracies, 
in that they offer a great deal of personal, financial, and political freedom to their citizens. The main difference between the two 
systems is that a true democracy allows the participation of every voting citizen in any and all political matters, whereas in a 
republic, a body of elected officials represents the views and opinions of the people. Although an effective system, personal 
agendas of political representatives might act to decrease the effectiveness in representing the views of the people. Due to human 
nature, corruption is fairly common in a republican government.

#GOVT_Democracy
^
^
^You are elected by the people to rule with their interests at heart. You are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness>
is a significant problem and war must be entered into only after much consideration.
^
^
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^War Weariness					High
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0

#DESC_GOVT_Democracy
Democracy is a ruling system where the citizens have a great deal of control over the actions of the government, either directly or 
through elected representatives. Democratic governments can be traced back to the city-states of ancient Greece and Rome. 
Citizens would gather in a public forum, and each one would have the opportunity to speak and vote on issues affecting the 
community. This direct democracy system was possible due to the relatively small populations of the city-states. Starting in the 
17th century, the monarchs of Europe began to be stripped of their absolute power, and by the end of the 19th century the 
citizens had a strong voice in government in many European nations. Large populations made public forums impractical, so the 
people elected groups of representatives to carry their views to the ruling powers. Strictly speaking, this type of system more 
closely resembles a republican system rather than a true democracy. This type of representative democracy is considered the best 
governing system in the modern world because of the personal and economic freedom enjoyed by the citizens.

#GOVT_Fascism
^
^You rule as dictator of a fascist state, appealing to strong feelings of national identity and the promise of a glorious future (or return to an idealized past). Your nation views itself as entitled to anything it can take from weaker or less worthy civilizations, so $LINK<war weariness=GCON_War_Weariness> is not an issue, and nationalist fervor for public works means that your Workers do their jobs faster. However, your brutal methods and suspicious attitude towards business and enterprise mean you must use forced labor to build improvements. Your cities lose population points upon a change to fascist government, Newly conquered cities also lose population, and do not generate culture until a popular majority has been assimilated. 
^
^Worker efficiency				200%
^Hurry Method					Forced Labor
^Corruption / Waste				Nuisance
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					4
^    per city						7
^    per metropolis				10

#DESC_GOVT_Fascism
^
^
^Unlike other forms of government, there is no concrete definition of fascism. The word "fascism" comes from the fasces, the bundle of sticks used as a symbol of authority in ancient Rome -- appropriately, since the first fascist government, that of Benito Mussolini in Italy, aspired to regain Rome's glory.
^	Some common elements of fascism include strong nationalist sentiment, xenophobia, subordination of individual interests to those of the community or "society", militarism and glorification of the army, secret police forces that enforce secret laws, informer networks, suppression of civil liberties and independent media, and economic policies that tightly tie business and commerce to government. (Note that many of these features are common in communist states as well.)
^	Fascist states need not be authoritarian, although they usually are; when fascist leaders are democratically elected (as Adolf Hitler was), they often try to modify or abolish the democratic institutions that placed the leaders in power.

#GOVT_Feudalism
^
^
^You rule as a feudal king, dependent on your vassal lords for support and bound to respect their wishes. $LINK<Corruption=GCON_Corruption> among the lords is a continual problem.  In addition, your vassals are wary of continual warfare and $LINK<war weariness=GCON_War_Weariness> may result. You do not suffer the production problems associated with $LINK<despotism=GOVT_Despotism>, however.  Maintenance cost per unit per turn is 3 gold instead of 1.
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Problematic
^War Weariness					Low
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					5
^    per city						2
^    per metropolis				1

#DESC_GOVT_Feudalism
^
^
^Feudal governments are decentralized monarchies where kings rule because subordinate nobles support them. Kings still retain vast powers under feudalism, but nonetheless must tread carefully lest their vassals rebel. The range of powers available to feudal kings usually involved the power to tax, to impress a lord's serfs into (limited) military service, and to resolve political disputes and create titles.

#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 function in the same manner that a city with an airport would for air units.  To construct an Airfield, 
move a worker to any neutral or owned land tile and select the Build Airfield unit action.  Construction of the 
Airfield consumes the worker.  Airfields can be a re-base mission destination.  All air missions can be launched 
from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield.  Airfields 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research 
Flight, in which case the airfield is destroyed).  Airfields can only be built in tiles that are empty or have a 
road and/or railroad.  The "Build Airfield" unit-action becomes available after the Flight advance is 
researched.

#TFRM_Radar_Tower
^
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in tiles that are empty 
or have a mine, irrigation, road and/or railroad.  The "Build Radar Tower" unit-action becomes available after 
the Radio advance is researched.

#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.

#RACE_SHI
^The Shi are $LINK<militaristic and scientific=GCON_Strengths>. They start the game with
$LINK<iron working=TECH_Iron_Working> and $LINK<metallurgy=TECH_Metallurgy>.
^
^	The Shi are the descendants of the crew of a Chinese submarine that crashed in San Francisco during the Great War. They have managed to keep many of their old traditions and customs, which is more than many American groups can say. Somehow, the city was spared a good deal of destruction, although radiation levels were high for a while. As of 2242, two clans currently battle for control of San Francisco, and the style of martial arts that will reign in the future. The Shi manage to run an extensive weapons trade, offering pieces of technology usually only available to groups like the Brotherhood of Steel. Where they manage to get these items is unknown. 

#DESC_RACE_SHI
^
^
^	The Shi are organised by an Emperor Computer which, while possessing no artificial intelligence, is capable of making predictions based on all factors it has access to, and with astonishing accuracy. Because of this advanced computer, the Shi have plans to expand. While their ultimate goal is unclear, their attempts at creating new kinds of synthetic armor, their eagerness to gain the advanced Enclave technology for the Vertibirds, their experiments in the artificial enhancement of their soldiers using radiation, and their militaristic approach to opposing factions such as the Hubologists suggests that their expansion is likely to be violent. 
^
^	The Shi are very active researchers. They are nearing a breakthrough in the rediscovery of nuclear power, and are considering methods of space travel. The apparent leader of the Shi is Ken Lee, whose job is advisor to the Emperor. In fact, the reverse is closer to the truth; Ken Lee dictates the Shi actions based on the predictions of the Emperor Computer.

#RACE_TENPENNY_TOWER
^

#DESC_RACE_TENPENNY_TOWER
^

#RACE_ENCLAVE
^
^The Enclave is the most technologically advanced faction in the capital wasteland, and possibly the world. With it's roots stretching back to the days of the Great War, it is no surprise that they claim to be the legitimate remnants of the United States government. Led by the charismatic John Henry Eden, the Enclave will stop at nothing to return 'America' back to its former glory.

#DESC_RACE_ENCLAVE
^

#RACE_BROTHERHOOD
^

#DESC_RACE_BROTHERHOOD
^

#RACE_OUTCASTS
^

#DESC_RACE_OUTCASTS
^

#RACE_SUPERMUTANTS
^

#DESC_RACE_SUPERMUTANTS
^

#RACE_GHOULS
^

#DESC_RACE_GHOULS
^

#RACE_VAULTDWELLERS
^

#DESC_RACE_VAULTDWELLERS
^

#RACE_TALON_COMPANY
^

#DESC_RACE_TALON_COMPANY
^

#RACE_RACE_RIVET_CITY
^

#DESC_RACE_RACE_RIVET_CITY
^

#RACE_PARADISE_FALLS
^

#DESC_RACE_PARADISE_FALLS
^

#RACE_BIG_TOWN
^

#DESC_RACE_BIG_TOWN
^

#RACE_MEGATON
^

#DESC_RACE_MEGATON
^

#RACE_TREEMINDERS
^

#DESC_RACE_TREEMINDERS
^

#RACE_REPUBLIC_OF_DAVE
^

#DESC_RACE_REPUBLIC_OF_DAVE
^

#EOF
