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


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


#GAME_CONCEPTS


#GCON_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_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_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				  5		  5		  5
^Monarchy				  2		  4		  8



#GCON_Governments
Governments
^
^
^There are four types of government and they include Dominion of Sauron, Lordship of the Elves, Stewardship of Men, and Kingship of Men.
See specific governments for details.




#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
^
^ 
^Depending on what government your are allows a certain number of units that can be drafted from each city.

#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.(NOT IN THIS MOD)
^
^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


#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_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:
^
^
^{Conquest}
^It is very very unlikely that the Free Peoples of Middle Earth would win by conquest, unless you are a genius at the game. It is also unlikely that, in the multiplayer version, the armies of mordor would win. The main goal of the game for the free peoples of middle earth is too get the ring to mount doom and the armies of mordor main goal is to capture the ring and bring it back to Barad-Dur. 
^
^
^{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.](WHICH RESULTS IN THE VICTORY OF THE ARMIES OF MORDOR)
^
^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<Tropical Fruit=GOOD_Bananas>	+1		+0		+1
^$LINK<Cattle=GOOD_Cattle>			+12		+3		+0
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Game=GOOD_Game>			+11		+0		+1
^$LINK<Gold=GOOD_Gold>			+0		+3		+15
^$LINK<Oasis=GOOD_Oasis>			+10		+3		+0
^$LINK<Tobacco=GOOD_Tobacco>		+0		+0		+6
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+3		+0		+0





#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a city {has} a luxury resource, it appears in the city's {Luxuries box}.
^
^
^{City Production Bonuses}
^Like all resources, luxuries resources also provide city production bonuses to worked squares within a
$LINK<city radius=GCON_Radius>.
^ 
^{Types			Food	Shields	Commerce}
^$LINK<Rhun Animal=GOOD_Furs>				+0		+1		+1
^$LINK<Mythril=GOOD_Diamonds>				+0		+0		+25
^$LINK<Incense=GOOD_Incense>			+0		+1		+5
^$LINK<Ivory=GOOD_Ivory>				+0		+0		+4
^$LINK<Silk=GOOD_Silk>				+0		+0		+4





#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<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+10		+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				6
^
^
^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>, using Police Officers, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> and $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..
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Wetlands (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh>.
^
^{Clear Damage (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>, including fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>,
and $LINK<craters=GCON_Craters>. 
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%.
^
^{Build Barricade (Ctrl-F)}
^Turns Fortress into Barricade, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.


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




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

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



#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, 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					1	2 if irrigated.
^Plains						1	1 if irrigated.
^Hills						0	cannot be irrigated.
^Forests					0	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				2	3 if mined.
^Tundra				0	1 if mined.
^Desert				1	2 if mined.
^Forest				2	cannot be mined.
^Marsh					0	cannot be mined.
^Volcano				8	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_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_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.(BRING RING TO MOUNT DOOM FOR FREE PEOPLES AND BRING RING TO BARAD-DUR IF ARMIES OF MORDOR)-mordor is only accessable in mulitplayer version.


#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
^



; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units



#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 City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival civilizations.
#DESC_PRTO_Worker
^
^
^^
^
^Western Workers are rough and touch men that can build many industrial objects for Gondor, Rohan, Ranger of the North, and Haradwaith. They have a attack and defense value but don't rely on them for fighting though.

#PRTO_Squid
^
^[The Watcher in the Water] is mysterious creature that isnt even said to exist in Middle Earth. BEWARE if you encounter such a beast.
#DESC_PRTO_Squid
^
^The Watcher in the Water is a giant squid like creature that the Fellowship encountered on their venture into Moria.

#PRTO_Hobbit
^
^
^[Hobbit Peasants] are cheap affordable units that should only be recruited when the Shire is in dire danger.
#DESC_PRTO_Hobbit
^
^
^Hobbits tend to themselves; not worrying about the problems that are going around them. Ironically though is that the middle earth will have to rely on hobbits to destroy evil forever. Hobbits such as Bilbo Baggins, Frodo Baggins, Sam Wise Gamgee, Merry Brandybuck, and Peregrin Took showed 
others what little, humble, and motivated hobbits can do to change the world. T
#PRTO_Hobbit_Spearman
^
^
^[Hobbit Spearmen] are Hobbits that are equiped and trained with spears. They are effective defenders for the Shire.
#DESC_PRTO_Hobbit_Spearman
^
^
^Hobbits tend to themselves; not worrying about the problems that are going around them. Ironically though is that the middle earth will have to rely on hobbits to destroy evil forever. Hobbits such as Bilbo Baggins, Frodo Baggins, Sam Wise Gamgee, Merry Brandybuck, and Peregrin Took showed 
others what little, humble, and motivated hobbits can do to change the world. 
#PRTO_HS
^
^
^[Hobbit Swordsmen] are Hobbits armed with Sharp deadly swords. These are effective offensive units for the Shire.
#DESC_PRTO_HS
^
^
^Hobbits tend to themselves; not worrying about the problems that are going around them. Ironically though is that the middle earth will have to rely on hobbits to destroy evil forever. Hobbits such as Bilbo Baggins, Frodo Baggins, Sam Wise Gamgee, Merry Brandybuck, and Peregrin Took showed 
others what little, humble, and motivated hobbits can do to change the world. 
#PRTO_HB
^
^
^[Hobbit Bowmen] are Hobbits trained in the skills of archery. Hobbit Bowmen are effective units to bombard city defenses and enemy units for the Shire.
#DESC_PRTO_HB
^
^
^Hobbits tend to themselves; not worrying about the problems that are going around them. Ironically though is that the middle earth will have to rely on hobbits to destroy evil forever. Hobbits such as Bilbo Baggins, Frodo Baggins, Sam Wise Gamgee, Merry Brandybuck, and Peregrin Took showed 
others what little, humble, and motivated hobbits can do to change the world.

#PRTO_AH
^
^
^[Armoured Hobbits] are hobbits wearing tough heavy armour that can repel most swords with ease. These are the best units for the Shire.
#DESC_PRTO_AH
^
^
^Hobbits tend to themselves; not worrying about the problems that are going around them. Ironically though is that the middle earth will have to rely on hobbits to destroy evil forever. Hobbits such as Bilbo Baggins, Frodo Baggins, Sam Wise Gamgee, Merry Brandybuck, and Peregrin Took showed 
others what little, humble, and motivated hobbits can do to change the world. 


#PRTO_Elven_Bowman
^
^
^[Elven Bowmen] are the most skilled archers in all of middle earth. They are excellent for bombarding orcs with arrows or even a head on attack. These are the elite units for the Elves of Middle Earth. (THESE UNITS ALSO SPAWN EVERY 8 TURNS IN GREY HAVENS, RIVENDELL, LOTHLORIEN)
#DESC_PRTO_Elven_Bowman
^
^
^Elves where the first born of the Elder Childern of Iluvatar. There where many different types of elves such as the elves from LothLorien and the evles for Rivendell; each have their on culture and history but orginally there were three kindreds of evles in the begining of middle earth. They were the Nolder, the Vanyar, and the Teleri. They all came on the great journey to the lands of middle earth. "But in the First age 
they were divided into two groups: "The Eldar who accepted the summons of th Valar, undertook the Great Journey, and were ennobled by their life in Aman" and "The AvariElves who refused the summons and became the lesser Silvan Elves" as said in the book "Tolken's World From A To Z, The Complete Guide To Middle-Earth"; author-Robert Foster. Evles are immortal beings and cannot die
from natural causes but can be slain it battle or die of depression and sadness.

#PRTO_Troll
^
^
^[Cave Trolls] are powerful attackers but they aren't as strong as their cousin, the Olog-Hai.
#DESC_PRTO_Troll
^
^
^Cave Trolls are the smaller cousins of the Olog-Hai. Sometimes they fall under the leadership of Sauron, other times they fall under their own. Wild Cave Trolls live in dark dank caves that are piled with riches from the their helpless victims.


#PRTO_Ent
^
^
^[Ents] are very strong units that have awesome attack and defense status. Make sure you don't waste them though because you won't get many of them.(THEY ARE UNBUILDABLE UNITS, THEY SPAWN EVERY 15 TURNS IN LOTHLORIEN)
#DESC_PRTO_Ent
^
^
^Ents are very tall tree like creatures. In the beginning of middle earth, the whole world was covered with forest. The tree hearders, Ents, watched over the trees and kept them safe. But after numerous wars with Sauron and the dark forces of Melkor, the forest dwendled. All that is left of the great old forest is the forest of Fangorn. The name "Fangorn" is another name for Tree Beard which the leader of the Ents.


#PRTO_Elven_Spearman
^
^
^[Elven Spearmen] are excellent spearman in defense. They are moderatly cheap and are fast.
#DESC_PRTO_Elven_Spearman
^
^
^Elves where the first born of the Elder Childern of Iluvatar. There where many different types of elves such as the elves from LothLorien and the evles for Rivendell; each have their on culture and history but orginally there were three kindreds of evles in the begining of middle earth. They were the Nolder, the Vanyar, and the Teleri. They all came on the great journey to the lands of middle earth. "But in the First age 
they were divided into two groups: "The Eldar who accepted the summons of th Valar, undertook the Great Journey, and were ennobled by their life in Aman" and "The AvariElves who refused the summons and became the lesser Silvan Elves" as said in the book "Tolken's World From A To Z, The Complete Guide To Middle-Earth"; author-Robert Foster. Evles are immortal beings and cannot die
from natural causes but can be slain it battle or die of depression and sadness.


#PRTO_Elven_Warrior
^
^
^[Elven Warriors] are fierce, cunning, and brave warriors of the elves. They are good attackers and can overrun an orc defensive position with ease.
#DESC_PRTO_Elven_Warrior
^
^
^Elves where the first born of the Elder Childern of Iluvatar. There where many different types of elves such as the elves from LothLorien and the evles for Rivendell; each have their on culture and history but orginally there were three kindreds of evles in the begining of middle earth. They were the Nolder, the Vanyar, and the Teleri. They all came on the great journey to the lands of middle earth. "But in the First age 
they were divided into two groups: "The Eldar who accepted the summons of th Valar, undertook the Great Journey, and were ennobled by their life in Aman" and "The AvariElves who refused the summons and became the lesser Silvan Elves" as said in the book "Tolken's World From A To Z, The Complete Guide To Middle-Earth"; author-Robert Foster. Evles are immortal beings and cannot die
from natural causes but can be slain it battle or die of depression and sadness.

#PRTO_Army
^
^
An [Army] is a group of ordinary units that move and fight together. To form an army, you must build the Army unit
and then 'load' other units into it. You can load up to three units, though the $LINK<Pentagon=BLDG_Pentagon>
increases this limit to four, if you have built it.
^
^{Building an Army}
^Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create.
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
#DESC_PRTO_Army
^
^
^Armies are the military forces of a nation, commissioned to defend the security of their country, as well as to protect its
interests across the world. Complex organizations, armies are capable of supporting extended campaigns in lands far from home.
They are frequently large groups of soldiers, though armies can be comprised of diverse combat specialties. Since these organs
wield considerable force, their integration and power within a nation's ruling body is heavily scrutinized. Middle Earth warriors greatly rely on their armies to break forifications and strongholds.
 

#PRTO_Catapult
^
^
^[Siege Towers] are massive towers that are used in city attacks. Siege Towers can transport two units as well.(Spawn in Mordor on 22 turn)
#DESC_PRTO_Catapult
^
^
^Siege Towers were used by Lord Sauron in the Battle of Minas Tirith to climb over the walls with minimal casualties.

#PRTO_Elven_Rider
^
^
^[Elven Riders] are the cavalry force for the elves. They are archers mounted on horses so you can guess what a good combination that is.
#DESC_PRTO_Elven_Rider
^
^
^Elves where the first born of the Elder Childern of Iluvatar. There where many different types of elves such as the elves from LothLorien and the evles for Rivendell; each have their on culture and history but orginally there were three kindreds of evles in the begining of middle earth. They were the Nolder, the Vanyar, and the Teleri. They all came on the great journey to the lands of middle earth. "But in the First age 
they were divided into two groups: "The Eldar who accepted the summons of th Valar, undertook the Great Journey, and were ennobled by their life in Aman" and "The AvariElves who refused the summons and became the lesser Silvan Elves" as said in the book "Tolken's World From A To Z, The Complete Guide To Middle-Earth"; author-Robert Foster. Evles are immortal beings and cannot die
from natural causes but can be slain it battle or die of depression and sadness.


#PRTO_Warg
^
^
^[Wolves of Isengard] are orcs mounted on enormous wolves. They are fast units and are pretty cheap.
#DESC_PRTO_Warg
^
^
^Orcs used wolves as their mounted cavalry instead of horses. In the battle of 5 armies the orcs used their terrible wolf riders to strike down the elves, men, and dwarves, but in the end, evil still was defeated.


#PRTO_Wildman
^
^
^[Dunland Wildmen] are strong infantry that are cheap and are pretty well rounded. Only Isengard can build these units.
#DESC_PRTO_Wildman
^
^
^Dunland Wildmen were the rough wild men from the country on Dunland. They were corrupted by Saurman into attacking Rohan. They were savage and unpredictable.


#PRTO_Dwarf_Archer
^
^
^[Dwavf Archers] are good archers armed with bows and arrows. They are moderalty cheap and are moderatley reliable.
#DESC_PRTO_Dwarf_Archer
^
^
^Dwarves are creatures that love riches and wealth. They make mines, deep deep mines to extract wealth. But in Mines of Khazd-Dum, the dwarves awoke a deadly enemy, the Balrog. Because of that the mine was destroyed along with all the dwarves that lived in it. The dwarves most beloved city is Erebor, in the Lonley Mountain. Back before the "War of the Ring" when Bilbo had his great adventure to the Lonely Mountain, Smaug ruled Erebor and claimed all of its
riches and wealth. But Bilbo's company that went with him to retake the Lonely Mountain, defeated Smaug with the help of Bard I.


#PRTO_DC
^
^
^[Dwavf Horsemen] are good attackers and are fast units. Though they aren't as strong as Iron Breakers they are great units.
#DESC_PRTO_Dwarf_Archer
^
^
^Dwarves are creatures that love riches and wealth. They make mines, deep deep mines to extract wealth. But in Mines of Khazd-Dum, the dwarves awoke a deadly enemy, the Balrog. Because of that the mine was destroyed along with all the dwarves that lived in it. The dwarves most beloved city is Erebor, in the Lonley Mountain. Back before the "War of the Ring" when Bilbo had his great adventure to the Lonely Mountain, Smaug ruled Erebor and claimed all of its
riches and wealth. But Bilbo's company that went with him to retake the Lonely Mountain, defeated Smaug with the help of Bard I.


#PRTO_Dwarf_Iron
^
^
^[Dwarf Iron Breakers] are strong rough Dwarfs that can break down an enemy unit with ease. Dwarf Iron Breakers have great attack and moderate defense.
#DESC_PRTO_Dwarf_Iron
^
^
^Dwarves are creatures that love riches and wealth. They make mines, deep deep mines to extract wealth. But in Mines of Khazd-Dum, the dwarves awoke a deadly enemy, the Balrog. Because of that the mine was destroyed along with all the dwarves that lived in it. The dwarves most beloved city is Erebor, in the Lonley Mountain. Back before the "War of the Ring" when Bilbo had his great adventure to the Lonely Mountain, Smaug ruled Erebor and claimed all of its
riches and wealth. But Bilbo's company that went with him to retake the Lonely Mountain, defeated Smaug with the help of Bard I.

#PRTO_Sea_Monster
^
^[Sea Monsters] are foul creatures of the blue. They have enormous strength are deadly enough to wipe out even the largest of ships. BEWARE
#DESC_PRTO_Sea_Monster
^
^Sea Monsters are Legends of the Sea, not even certain to exist in Middle Earth. Many stories have been floating around in Middle Earth of deadly Creatures that can tear a warship in half.



#PRTO_Dwarven_Warrior
^
^
^[Dwarven Warriors] are the basic warriors of the dwarfs. They have moderate attack and moderate defense.
#DESC_PRTO_Dwarven_Warrior
^
^
^Dwarves are creatures that love riches and wealth. They make mines, deep deep mines to extract wealth. But in Mines of Khazd-Dum, the dwarves awoke a deadly enemy, the Balrog. Because of that the mine was destroyed along with all the dwarves that lived in it. The dwarves most beloved city is Erebor, in the Lonley Mountain. Back before the "War of the Ring" when Bilbo had his great adventure to the Lonely Mountain, Smaug ruled Erebor and claimed all of its
riches and wealth. But Bilbo's company that went with him to retake the Lonely Mountain, defeated Smaug with the help of Bard I.



#PRTO_Dwarf_Berserker
^
^
^[Heavy Armoured Dwarves] are the units that act as their name says, they are heavilied armoured with strong weapons. They are excellent defenders for the dwarves.
#DESC_PRTO_Dwarf_Berserker
^
^
^Dwarves are creatures that love riches and wealth. They make mines, deep deep mines to extract wealth. But in Mines of Khazd-Dum, the dwarves awoke a deadly enemy, the Balrog. Because of that the mine was destroyed along with all the dwarves that lived in it. The dwarves most beloved city is Erebor, in the Lonley Mountain. Back before the "War of the Ring" when Bilbo had his great adventure to the Lonely Mountain, Smaug ruled Erebor and claimed all of its
riches and wealth. But Bilbo's company that went with him to retake the Lonely Mountain, defeated Smaug with the help of Bard I.


#PRTO_Western_Spearman
^
^
^[Rohan Spearmen] are average defensive units and are very cheap, but they are not as fully trained in war as Royal Guard are. They are reliable units though and can hold their own against Uruk-Hai attacks. 
#DESC_PRTO_Western_Spearman
^
^
^These spearmen are Rohan's Regulars as one would call it. They are good defenders but lack attack skill.

#PRTO_Stationary_Trebuchet
^
^
^[Stationary Trebuchets] are massive trebuchets that are mounted on walls in citadels like Minas Tirith. They are a death trap to any unit who is on the recieving end.(THESE UNITS SPAWIN EVERY 15 TURNS IN MINAS TIRITH AND CANNOT BE BUILT)
#DESC_PRTO_Stationary_Trebuchet
^
^
^Stationary Trebuchets are Gondor advantage when coming to defending Minas Tirith. But in the battle of Pelenor Fields, Minas Tirith's Stationary Trebuchets were wiped out by the Nazgul. Before they were destroyed, they took many orc lives with them.


#PRTO_Western_Bowman
^
^
^[Western Bowmen] are the archers for the race of men. They are good archers and are quite cheap. If used right they could decide whether a battle is won or lost.
#DESC_PRTO_Western_Bowman
^
^
^The class of Western Bowman fought many battles in the war of the ring. They held the seige at the hornburg and withstanded the army of Sauron in the city of Minas Tirith. They may not be the most acurate but they are some what reliable.

#PRTO_Gondorian_Pikeman
^
^[Gondorian Pikeman] are heavy spearman well able to defend Gondor against sudden attacks.
#DESC_PRTO_Gondorian_Pikeman
^
^Gondorian Pikeman are the "heavy infantry" of Gondor. They are deployed in cities and fortresses that are under threat of attack. Gondorian Pikeman are great defenders and should do their job well.

#PRTO_Oliphaunt
^
^
^[Oliphaunts] are enormous elephants that run right threw enemy formations and destroy everyting in their path. These are some of the most feared units that Haradwaith can produce.
#DESC_PRTO_Oliphaunt
^
^
^Oliphaunts were used by Haradrim as beast of war that would be almost unstopable. Mounted on the Oliphaunts were large towers that carried archers that rained arrows down onto their enemy. Oliphaunts battle tactics can be compared to in our world to Hannibal of Carthage. In his army he used elephants to attack the Republic of Rome. He almost conquered Rome itself.


#PRTO_Gondorian_Cavalry
^
^
^[Gondorian Cavalry] are heavly armoured horses with expert warriors mounted on them. Gondorian Cavalry are deadly even after their initial charge.
#DESC_PRTO_Gondorian_Cavalry
^
^
^Gondorian Cavalry didn't play a major role in the battle of Pelenor Fields because most of Gondor's fighting was in the city walls, logically. But they did have a few moments in the War of the Ring when they saw some combat. When Denethor heard the news that Osgiliath was lost, he ordered his son, Faramir, to retake Osgiliath but it turned out to be a slaughter for Gondor.


#PRTO_Undead
^
^
^[The Undead] are extremely powerful units. No civilization can build them (THEY SPAWN ON THE 48TH TURN IN ERECH) 
#DESC_PRTO_Undead
^
^
^The Undead made were once soldiers of Gondor, but they were cowards WHO they fled the battle field when they were most needed. In anger, Isildur cursed them so that their souls would remain on middle earth for eternity unless they fufilled their oath to Gondor. Aragorn promised that if they fight the battle of Pelennor Fields he would have their oaths fufilled and so after the battle their souls were free.


#PRTO_Nazgul
^
^
^[Nazgul] are fierce, cunning, and invincible warriors. They are the ones that lead Sauron's army. (THESE UNITS CANNOT BE BUILT, THEY ALSO DETECT INVISIBILITY/FRODO AND SAM)
#DESC_PRTO_Nazgul
^
^
^The Nazgul are neither living nor dead; no mortal man can kill them. They are pure forces of evil, loyal to anything that Sauron wishes; they are slaves to him. But they were
not always this way. They used to be great kings of men but were lured to Sauron by their lust for control and power. Sauron promised them each magical rings which would make them
very powerful but in doing so they would have to serve Sauron for eternity.


#PRTO_Rohirrim
^
^
^[Rohirrim] are the elite warriors of Rohan. They fast and power warriors. An army of Rohirrim would almost be unstoppable. (THESE UNITS ALSO SPAWN IN HELM'S DEEP EVERY 28 TURNS) 
#DESC_PRTO_Rohirrim
^
^
^Rohirrim are Rohan's cavalry. They will stop at nothing to proctect Rohan. Lead by the leader Eomer, the Rohirrim always seemed to turn the tide of battle when they arrived. In the battle of Hornburg/Helms Deep, the Rohirrim proved there worth by saving the people of Rohan from a most certain defeat. In the battle of Pelenor Field/The Battle of Minas Tirith, the overwelmed armies of
Gondor were being destroyed and overrun. Right when it seemed that there would be no victory for Gondor, the Rohirrim came to Gondor's aid to turn the tide of the battle until they fought the oliphaunts, but without them the forces of Gondor
would have definatley lost.


#PRTO_Balrog
^
^
^[Balrogs] are demons of the ancient world. They have enormous strength and power, not to mention that they are also magical demons. (THESE UNITS CANNOT BE BUILT) The Balrog can be found in Kazadum;  a location that has to be conquerored in order to uprade Gandalf.
#DESC_PRTO_Balrog
^
^
^The Balrogs were spirits of fire and bore mighty whips of flame yet they dwelled in shadows and darkness. The Balrogs served Lord Gothmog. As years passed, Balrogs slipped away from middle earth only to hide in darkness. One was discovered in Moria by the Fellowship on their journey towards
Mt. Doom. There may still be others that lay away in the far corners of middle earth.


#PRTO_Wraith_on_Wings
^
^
^[Wraiths on Wings] are the nazgul that are on beast that relate towards dragons. They have a very powerful attack and can change the tide of a battle with their meer presence.(WINGED WRAITH DETECT INVISIBILTY/FRODO AND SAM, WINGED WRAITHS SPAWN EVERY 22 TURNS IN MINAS MORGUL) These units cannot be built.
#DESC_PRTO_Wraith_on_Wings
^
^
^The Nazgul are neither living nor dead; no mortal man can kill them. They are pure forces of evil, loyal to anything that Sauron wishes; they are slaves to him. But they were
not always this way. They used to be great kings of men but were lured to Sauron by their lust for control and power. Sauron promised them each magical rings which would make them
very powerful but in doing so they would have to serve Sauron for eternity.

#PRTO_Giant_Spider
^
^
^[Giant Spiders] are feared by most creatures in middle earth. Spiders are strong fast units that ignore forest terrain movement cost. Giant Spider requires silk to produce.
#DESC_PRTO_Giant_Spider
^
^
^When Biblo Baggins was on his quest to the Lonely Mountain, he encountered many Giant Spiders in the Forest of Mirkwood. Bilbo had to save his dwarven friends from the evil spiders. After defeating the spiders, Bilbo decided to give his
sword a name "STING". In "The War of the Ring", Frodo uses this sword.

#PRTO_UrukHai
^
^
^[UrukHai] are fast, strong servants of Mordor. They are excellent attackers as infantry and are the elite units in Sauron's army.(THESE UNITS ALSO SPAWN EVERY 18 TURNS FOR SARUMAN AND EVERY 30 TURNS FOR MORDOR) 
#DESC_PRTO_UrukHai
^
^
^UrukHai are a mix between orcs and goblin men. They are spawned not born. They are very loyal and fearless warriors that should not be taken likely. Saurman's army that attack the Hornburg was an army of ten thousands UrukHai and the UrukHai would have won the day if not for the Rorrim that 
surprised and destroyed them. UrukHai were the main leaders of the army of Sauron and Saurman. UrukHai, though are related to the orc, are far far more superior in loyalty,  armour, and strengh to the Orcs.


#PRTO_Berserker
^
^
^[Berserker] are fierce brave warriors who will stop at nothing to do their mission, even at the cost of the lives. TheRE attack is excellent but they lack the defense to stay a live.
#DESC_PRTO_Berserker
^
^
^Bersker where used in the battle of Helm's Deep by being the first line that would attack the top of the wall by a ladder. Once they made landing, all hell broke lose.


#PRTO_Orc_Spearman
^
^
^[Orcs] were the first servants of Sauron. Orc spearmen are good defending units for Mordor and Isengard. Orc Spearmen can be drafted.(SPAWN EVERY 8 TURNS WITH CITIES THAT HAVE TEMPLE OF MELKOR AND THE SPAWNIN OF ORCS BUILDING)
#DESC_PRTO_Orc_Spearman
^
^
^Orcs were once elves but Sauron corrupted and mutated them into the orc. Orcs do not like to be in sunlight, that is why  orcs enhabit caves and mines such as Moria for example. Orcs are not all united under one banner. They are scattered and divided into clans that war against one another. Though Orcs fight
along side and obey Uruk-Hai, they despise them. The feeling is mutal on the other side as well. Orcs are short in stacher and are dark and ugly in appearence.



#PRTO_Orc_Archer
^
^
^[Orcs] were the first servants of Sauron. Orc Archers are good attacking units for Mordor and Isengard. They bombard any enemy with arrows or attack head on.
#DESC_PRTO_Orc_Archer
^
^
^Orcs were once elves but Sauron corrupted and mutated them into the orc. Orcs do not like to be in sunlight, that is why  orcs enhabit caves and mines such as Moria for example. Orcs are not all united under one banner. They are scattered and divided into clans that war against one another. Though Orcs fight
along side and obey Uruk-Hai, they despise them. The feeling is mutal on the other side as well. Orcs are short in stacher and are dark and ugly in appearence.


#PRTO_Olog_Hai
^
^
^[Olog-Hai] are big masive trolls that strike fear into the hearts of their enemy. They may cost many shields but the finish product is absolutly worth it. (OLOG-HAI ALSO SPAWN EVERY 10 TURNS IN MORANNON)
#DESC_PRTO_Olog_Hai
^
^
^Olog-Hai is a race of trolls originating from the regions of Northern Mordor and southern Mirkwood. Lord Sauron bred many Olog-Hai towards the end of the Third Age. Olog-Hai weren't just regular trolls. They could endure the sunlight and were smart and cunning.



#PRTO_Easterling
^
^
^[Easterlings] are excellent defensive troops. They are heavily armoured and are moderalty expensive.
#DESC_PRTO_Easterling
^
^
^Easterlings originate from the territory east of Rhun. They usually find themselves roaming into middle earth searching for gold and riches. They are mercenaries to Sauron, but are still very loyal to him. There technology is generally primitve, but they are still very dangerous.


#PRTO_Eagle
^
^
^[Eagles] are extremely powerful units. They are brilliant and cunning. They always seem to arrive right when things are looking dark.
#DESC_PRTO_Eagle
^
^
^The Eagles have proven their value many times. They helped save Biblo and the dwarves from the goblins, and they saved Frodo and Sam when they when they were trapped on Mt. Doom by lava and and molten rocks.
The Eagles were created by Manwe before the awarkening of the Children of Illuvatar as lords of the Kelvar. They were made to aid the Men and Elves against a so ever threatning foe, Morgoth. (also known as Melkor)



#PRTO_Gondorian_Infantry
^
^
^[Gondorian Tower Guard] are well rounded warriors in attack and defensive. They are very reliable in any situation they are in. (SPAWN EVERY 15 TURNS IN CITIES THAT HAVE GONDORIAN GUARD RECRUTIERS)
#DESC_PRTO_Gondorian_Infantry
^
^
^Gondorian Infantry are Gondor's elite troops. Gondor conquered were others could not because Gondor had a reliable infantry force. They use many of the tactics the Romans developed. 


#PRTO_Royal_Guard
^
^
^[Royal Guard] are Rohan's elite infantry. Though they lack heavy attack strength, they are excellent defensive units.
#DESC_PRTO_Royal_Guard
^
^
^Royal Guard kept Rohan alive. Though Rohan is known for its cavalry, it could not win a victory in a battle if it did not have good infantry. Rohan's Royal Guard kept the Hornburg from falling. If it were not for them then the story would have turned out much differently.

#PRTO_Ships_of_Numenor
^
^[Ships of Numenor] are fast, mobile and effective transport ships of Gondor. They are cheaper to build than heavy warships and can out run most enemy ships aswell.
#DESC_PRTO_Ships_of_Numenor
^
^The Ships of Numenor are ships that resemble the ships that the Numenorians traveled on to get to middle earth. The reason why these ships are called Numenorians ships is due to the fact that they are swift and mobile, just like the original Numenorian ships.

#PRTO_Urban_Militia
^
^
^[Armoured Militia] are the basic armoured peasant force avaiable for Gondor, Aronor, and Rohan. They are equiped with a sword, shield, and cheap armor. They are moderate in combat but don't hold much security in this unit. Urban Militia are cheap and affordable for Gondor in times of need.
#DESC_PRTO_Urban_Militia
^
^
^The Peasants of middle earth are raised in a rough tough environment so logically the people of the world would be tough in combat since they are used to the pressures of hard work and labor. Peasants should be used for the last resort and the last resort only. They probably couldn't hold their own if they fought a well trained Uruk-Hai.


#PRTO_Ranger
^
^
^[Rangers] are very strong units that are great in any situation. They are expensive but they are worth it when the going gets tough.
#DESC_PRTO_Ranger
^
^
^Dunedain Rangers are the last remnants of the Dunedain as an organinzed people. They inhabit the Lost Realm of Arnor, and watch over places like the Shire. Aragorn was a Dunedain Ranger. The Dunedain can live almost twice a regular man's age.


#PRTO_Orc_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 City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival civilizations.
#DESC_PRTO_Orc_Worker
^
^
^Orc Workers are rough and touch orcs that can build many industrial objects for Isengard and Morder. They have a attack and defense value but don't rely on them for fighting though.



#PRTO_Elf_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 City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Note that workers may be captured and used by rival civilizations.
#DESC_PRTO_Elf_Worker
^
^
^Elf Workers are rough and touch Elves that can build many industrial objects for the Elves of Middle Earth. They have a attack and defense value but don't rely on them for fighting though.


#PRTO_Dwarf_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 City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
#DESC_PRTO_Dwarf_Worker
^
^
^Dwarf Workers are rough and touch Dwarves that can build many industrial objects for the Dwarves of Middle Earth. They have a attack and defense value but don't rely on them for fighting though.


#PRTO_Hobbit_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 City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
#DESC_PRTO_Hobbit_Worker
^
^
^Hobbit Workers are rough and touch Hobbits that can build many industrial objects for the Rangers of the North. They have a attack and defense value but don't rely on them for fighting though. (HOBBIT WORKERS SPAWN EVERY 8 TURNS IN THE SHIRE, CANNOT BE BUILT)


#PRTO_Gondor_Ship
^
^
^[Warships of Gondor] are the ships that heavily armed ships that serve in Gondor's fleet. They are powerful ships and are only matched in strength to the Corsair's Warships. 
#DESC_PRTO_Gondor_Ship
^
^
^The Warships of Gondor were developed to meet the growing threat of the Haradrim. They are evil pirates set on one goal, to destroy Gondor and everyone in it.

#PRTO_Black_Ship
^
^
^[Corsairs of Umbar] are awesome attacking ships and they can tranport 8 units over the sea as well. They are cheap to build and are fast moving.
#DESC_PRTO_Black_Ship
^
^
^Corsairs of Umbar are pirate ships basically that patrol the southern part of Gondor striking any Gondor ship that may be there. The Corsairs of Umbar are decended from the Dark Numenorians who where corrupted by Sauron because of their isolated land. The Corsairs possed a great threat to Gondor during the battle of Pelennor Fields. If they would have arrived, Gondor would have surely met defeat. 


#PRTO_White_Ship
^
^
^[White Ships of Valinor] are very fast ships that can withstand any attack from the enemy. They are mostly used only as transports but can do a fair share of fighting if needed.
#DESC_PRTO_White_Ship
^
^
^The White Ships of Valinor were used in middle earth as transportation for the elves to the land of Valinor. Only elves could make this journey unless you were invited by the elves for have performing great deeds for middle earth, ect... 


#PRTO_Sauron
^
^
^[Sauron] is the king unit for mordor. He is immobile.
#DESC_PRTO_Sauron
^
^
^The Dark Lord Sauron is ever so hunting the Ring of Power. He needs it to take his physical form in order to rule middle earth. Once when he is in his physical state, he is unstoppalbe basically. Sauron wasn't always evil. Back in the beginning of Middle Earth, he was seduced by Melkor which is the source of all evil on middle earth. 


#PRTO_Saruman
^
^
^[Saruman] is the king unit for Isengard. His immobile. He can unleash a powerful bombard of magic down upon an enemy.
#DESC_PRTO_Saruman
^
^
^Saruman is one of the 5 or so Istari. He is the leader of the Istari, but lost his authority when he betrayed middle earth and took Isengard for his own. The Grand Wizard Rank was then given to Gandalf the Grey who became Gandalf the White. Saruman's death came at the end of the story. He died at the shire by his servant Grima Wormtongue. (THIS IS THE TRUE WAY IN WHICH HE DIED, THE MOVIE MADE SARUMAN DIE AT THE BEGINNING OF THE 3RD BOOK)


#PRTO_Gandalf
^
^
^[Gandalf] is a very strong unit that can bomard with magic and attack an enemy using his staff. He upgrades to Gandalf the White when the civilization aquires mythril from defeating the Balrog of Moria.
#DESC_PRTO_Gandalf
^
^
^Gandalf is an Istari, as Gandalf the Grey he was the second highest in the Order. Only Saruman was higher than him. Gandalf greatly effected the outcome of the War of the Ring. He was given a magical ring by the elf Cirdan. The ring's name was Narya. Narya was one of the three elven rings.


#PRTO_Dragon
^
^
^[Dragons] are very powerful units. They are fast units and can bombard a enemy unit with dragon fire. If you are so unlucky to encounter one, my advice is to run!
#DESC_PRTO_Dragon
^
^
^Dragons are flying demons of the ancient world. Most have been killed or slain but their still a few that linger. They usual dwell in the Ered Mithrin but they have been known to dwell in other regions. Smaug was a famous evil dragon that dwelled in the lonely mountain after capturing all of the wealth inside from the dwarves. Smaug was killed by Bard I by an arrow shot to the heart where a scale was missing.


#PRTO_Wolves
^
^
^[Wolves] are fast barbarian units that can easily pillage a village with ease if it is not heavily guarded. Wolves are also fast units.
#DESC_PRTO_Wolves
^
^
^Wolves are a wild breed of dogs that are uncivilized and are dangerous. The orcs where the only ones that tamed them in middle earth and they were used as a cavalry force. They were also called Warg riders.


#PRTO_Aragorn
^
^
^[Aragorn] is the second king unit for Gondor. He is a great escort for the Frodo and Sam also. Strider upgrades into Aragorn when he reaches Rohan. (ARAGORN UPGRADES INTO KING OF THE WEST WHEN HE REACHES GONDOR)
#DESC_PRTO_Ranger
^
^
^Dunedain Rangers are the last remnants of the Dunedain as a people. They inhabit the Lost Realm of Arnor, and watch over places like the Shire. Aragorn was a Dunedain Ranger. The Dunedain can live almost twice a regular man's age.

#PRTO_Trebuchet
^
^
^The [trebuchet] is a powerful siege weapon. It is most effective when used to
$LINK<bombard=GCON_Combat> a fortified city to soften its defenses.
Like its sister unit the catapult, a trebuchet needs to be protected by an escort as it has no attack or defense power on its own. Finally, a trebuchet is wheeled unit.
#DESC_PRTO_Trebuchet
^
^
^Trebuchet is a powerful weapon used by the Free Peoples of Middle Earth to knock down enemy fortifications.

#PRTO_Dain
^
^
^King Dain is the King unit for the Dwarves of the Mountains. He is imobile.


#PRTO_Elrond
^
^
^Lord Elrond is the King unit for the elves. He is imobile.


#PRTO_Harad_Leader
^
^
^The Dark Numenorian Leader is the king unit for the Haradwaith. He is imobile.

#PRTO_Denethor
^
^
^Denethor is the King Unit for Gondor. He is imobile.

#PRTO_Theoden
^
^
^Theoden is the King unit for Rohan. He is not imobile.

#PRTO_Dunedain_Leader
^
^
^The Dunedain Leader is the King unit for Arnor. He is imobile.


#PRTO_Haradrim
^
^
^[Haradrim Warriors] are the infantry unit for the Haradwaith. They are good in attack and moderate in defense, and they are also very cheap. Haradrim Warriors are also amphibious units.
#DESC_PRTO_Haradrim
^
^
^The Haradrim are the primitive and savage men of Haradwaith. In the second century of middle earth the Haradrim paid tribute to Numenor but by Sauron's influence, the Haradrim became a threat to Gondor southern border during the third age of middle earth.


#PRTO_Ring
^
^
^The Ring of Power is the flag unit for middle earth. The planatir shows the One Ring within itself. The men of the west and the elves have to bring the ring to Mt. Doom where as the Mordor, Isengard, and the Haradwaith have to bring the ring to Barad-Dur. (ALWAYS RECOMENDED TO USE FRODO OR SAM, SINCE THEY ARE INVISIBLE; IF YOU DON'T USE ANOTHER UNIT TO CARRY THE RING TO MOUNT DOOM, IT WILL MOST SURELY BE CAPTURED.


#PRTO_Frodo
^
^
^[Frodo Baggins] is a hobbit with great motivation. Frodo is intusted with bringing the ring down to Mt. Doom. Frodo and Sam are the only units that are able to throw the Ring of Power into Mount Doom. They are the only ones that are able to not be corrupted by its evil when time of destorying it is at hand. (BEWARE OF RINGWRAITHS OF ALL SORTS, THEY CAN DETECT INVISABLITY,FRODO IS ALSO A KING UNIT SO DO LET HIM GET KILLED ON HIS JOURNEY TO MORDOR,INVISIBLE) Frodo Baggins upgrades into Frodo the Ring Bearer when he reaches Gondor.
#DESC_PRTO_Frodo
^
^
^Frodo Baggins is Bilbo's adopted son. They are actually Uncle and Nephew because Bilbo adopted Frodo from his own family. Frodo was the only one intrusted with the Ring to bring it down to Mt. Doom because he showed that he could withstand its evil. While middle earth saw their great battles like Helm's Deep and Pelennor Fields, Frodo was on his way down to Mt. Doom to destroy the Ring of Power!


#PRTO_Sam
^
^
^[Samwise Gamgee] is a hobbit that should be used to help escort Frodo down to Mt. Doom. Sam and Frodo are the only units that are able to throw the Ring of Power into Mount Doom. They are the only ones that are able to not be corrupted by its evil when time of destorying it is at hand. (INVISIBLE) Sam upgrades to Samwise the Brave when he reaches Gondor.
#DESC_PRTO_Sam
^
^
^Samwise Gamgee is a hobbit that is extremely dedicated to Frodo's cause, to destroy the ring. He will stop at nothing to protect Frodo from danger. 


#PRTO_Gandalf_White
^
^
^[Gandalf] is a very strong unit that can bomard with magic and attack an enemy using his staff. He is vastly superior with his upgrade.
#DESC_PRTO_Gandalf
^
^
^Gandalf is an Istari, as Gandalf the Grey he was the second highest in the Order. Only Saruman was higher than him. Gandalf greatly effected the outcome of the War of the Ring. He was given a magical ring by the elf Cirdan. The ring's name was Narya. Narya was one of the three elven rings.


#PRTO_Orc
^
^
^[Orcs] were the first servants of Sauron. Orcs are good attackers and are easy to build.
#DESC_PRTO_Orc
^
^
^Orcs were once elves but Sauron corrupted and mutated them into the orc. Orcs do not like to be in sunlight, that is why  orcs enhabit caves and mines such as Moria for example. Orcs are not all united under one banner. They are scattered and divided into clans that war against one another. Though Orcs fight
along side and obey Uruk-Hai, they despise them. The feeling is mutal on the other side as well. Orcs are short in stacher and are dark and ugly in appearence.

#PRTO_Boromir
^
^
^[Boromir] is a strong leader for the Kingdom of Gondor. Boromir is a strong offensive unit that would greatly aid the capture of Moria.
#DESC_PRTO_Boromir
^
^
^Boromir is the oldest son of Denethor. His younger brother is Faramir. Boromir was corrupted by the ring of power and tried to take it for himself. After he tried to take the ring he came back to his sense and regretted his actions and so in redepmtion he tried to save Merry and Pippin but was heroicly struck down by the demon Lurtz.

#PRTO_Legolas
^
^
^[Legolas] is a brave and intelligent elf who greatly aids Aragorn and Gimli in their quest to find Merry and Pippin in the Two Towers. He is a strong offensive unit and is also very effective as a ranged combat unit. Legolas upgrades when he reaches Rohan.
#DESC_PRTO_Legolas
^
^
^Legolas originated from the region around Erebor. He lived in Northern Mirkwood at the Elven Halls and represented his kingdom at the secret meeting at Rivendell to decide the fate of the ring.

#PRTO_Faramir
^
^
^[Faramir] is a strong flexible unit that aids Denethor down in Gondor. He defends the lands until the true king, Aragorn can come and claim the throne of Gondor.
#DESC_PRTO_Faramir
^
^
^Faramir is a very kind and decent fellow. He was a loyal servant to Gondor. Faramir suffered discrimination from his father. His father always favored Boromir in everything that is Gondor but in the end of Denethor's life, he realizes his love for Faramir. At the end of "The War of the Ring" Faramir married Eowyn and became a steward of Gondor under Elessar, more commonly known as Aragorn.

#PRTO_Thain
^
^[Thain] is the king unit for the Shire.
#DESC_PRTO_Thain
^
^King Thain was the king of the Shire after the Kingdom of the North fell.

#PRTO_Gimli
^
^
^[Gimli] is a tough dwarf with a real grudge towards elves. He is a strong hearty offensive unit and is reliable in every situation. Gimli upgrades when he reaches Rohan.
#DESC_PRTO_Gimli
^
^
^Gimli is a dwarf from the Erebor region. He came to the secret meeting at Rivendell to discuss the destruction of the Ring. Gimli was the first dwarf to enter the forest of LothLorien in since the Durin Day's. After the War of the Ring, Gimli formed a long lasting friendship with Legolas and later traveled with Legolas into the West on the White Ship of Valinor.

#PRTO_Merry
^
^
^[Merry] is a very a hobbit unit that is a hearty unit cable of killing goblins and spiders that would threaten the fellowship.(INVISIBLE) upgrades when he reaches Rohan.
#DESC_PRTO_Merry
^
^
^Merry was a very couragous hobbit that helped contribute to the destruction of Isengard and rode with the rohirrim to the Battle of Pelennor Fields to assist Gondor. After War of the Ring, he became a knight of Rohan and later returned to the shire to lead the Battle of Bywater.

#PRTO_Peregrin_Took
^
^
^[Pippin] is a hobbit very similar to Merry in his status.  He is a good warrior against smaller foes his size.(INVISIBLE) Pippen upgrades when he reaches Rohan.
#DESC_PRTO_Peregrin_Took
^
^
^Pippin like the other hobbits, was a close friend to Frodo. Pippin was the character that recover the plantir which distracted Lord Sauron's attention thiking that the ring was in Rohan/Gondor where as is was actually on Mordor's doorstep. Pippen fought in the siege of Minas Tirith and was made a Knight of Gondor after the "War of the Ring" by Elessar/Aragorn.

#PRTO_Haldir
^
^
^[Haldir] is a excellent warrior that first intercepted the fellowship at LothLorien. 
#DESC_PRTO_Haldir
^
^Haldir rushed to the aid of Helm's Deep and fought valiently, but was killed by an Uruk-Hai Berserker later in the battle.

#PRTO_Eomer
^
^
^[Eomer] is a very hearty Riddermarker. He is the elite of the elite of the Rohirrim. Eomer has imense offensive strength and should be put in the nearest amry unit.
#DESC_PRTO_Eomer
^
^
^Eomer is the nephew of the Great King of Rohan, Theoden. Eomer saved Rohan by coming to its aid at the Battle of the Hornburg. He later fought in the Battle of Pelennor Fields and later inherited the throne of Rohan after the death of Theoden.

#PRTO_Lurtz
^
^
^[Lurtz] is a strong offensive unit that is deployed to find the Ring for Saruman.(DETECTS INVISIBLITY)
#DESC_PRTO_Lurtz
^
^
^Lurtz is an aggresive Uruk-Hai who lead his Uruk-Hai platoon to find the Ring Bearer. He later kills Boromir with his bow but Lurtz is later struck down and decapitated by Aragorn.

#PRTO_Shelob
^
^
^[Shelob] is a strong deadly spider capable of killing anything that disturbs its slumber.
#DESC_PRTO_Shelob
^
^
^Shelob is one of the main challenges Frodo and Sam must face before they can reach the mountain of fire. She is a cunning mysterious spider who is guarding the secret path into Mordor.

#PRTO_Elessar
^
^
^[Elessar] is the supreme unit for Gondor. He has enormous strength and he is fast unit as well.(KING UNIT)
#DESC_PRTO_Elessar
^
^
^Elessar is Aragorn's name when he becomes King of Gondor. As Elessar, he is know as "King of the West". Elessar later reunited the world of men under Gondor and restablished Arnor as a dominent kingdom.

; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements


#BLDG_Palace
^
^
^[The Palace] marks the capital city and center of your empire.
^It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it in nearby cities.
Each civilization can have only one palace at a time. But each civilization can also build the
$LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
#DESC_BLDG_Palace
^
^
^A Royal Palace is the building that centers an empire's wealth, trade, and power. It establishes the Capital city.


#BLDG_Barracks
^
^A city with a [Barracks] produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units
completely in one turn.
^A city with a [Barracks] can be used to upgrade ground units.
^Barracks also lower corruption in a city.
#DESC_BLDG_Barracks
^
^
^Barracks are the buildings in which warriors train, develop, and master their combat techniques. 

#BLDG_Granary
^
^
^The [Grain Storage] 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
^
^
^Grain Storages are places where food is stored to meet the growing populations of cities. Grain Storages also serve as a means to feed the population when under a seige.

#BLDG_Temple
^
^
^The [Temple of Valar] produces three $LINK<content face=GCON_Moods>.
#DESC_BLDG_Temple
^
^
^The temple of Valar is the place that the faithful followers of middle earth go to worship worship. Though Valar is isnt their head god, he is the 2nd highest. 


#BLDG_Marketplace
^
^
^The [Bazzar] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the number
of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL> as per the following list:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces
#DESC_BLDG_MarketPlace
^
^
^As cities grew in middle earth, bazzars were ser implace to meet the growing demand of resources and wealth.

#BLDG_Library
^
^
^A city with a [Scroll House] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
#DESC_BLDG_Library
^
^
^A Scroll House is the place where countries keep all of their beloved books and writings.

#BLDG_Courthouse
^
^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda. Courthouses also produce 50% more tax income in the city it is built in.
#DESC_BLDG_Courthouse
^
^
^Courthouses are a must in a world of fear, corruption, and mischief.

#BLDG_Walls
^
^
^[Helm's Deep] is the great fortress of Rohan. Helm's Deep has always been the last fall back for Rohan. This building makes Helm's Deep look like Helm's Deep.
#DESC_BLDG_Walls
^
^
^

#BLDG_Aqueduct
^
^
^A city with an [Water Causeway] can grow beyond population 14.
^Note that a city adjacent to fresh water never requires an aqueduct.
#DESC_BLDG_Aqueduct
^
^
^Water Causeways allow water into large cities which supports the growing population.

#BLDG_Colosseum
^
^
^A [Theater] produces 4 Happy Faces.
#DESC_BLDG_Colosseum
^
^
^A theater is a place of entertainment in middle earth. It is where people come together and forget about the troubles of their everyday life.

#BLDG_Harbor
^
^Cities with a [Harbor] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^A city with a [Harbor] can be used to upgrade naval units.
#DESC_BLDG_Harbor
^
^
^Harbors are places where ships are built and food is harvested.

#BLDG_Police_Station
^
^
^[Hobbition and Bag End] are symbols of peace and comfort in middle earth. Hobbiton doubles the cities defense and Bag End allows healing of units in enemy territory.
#DESC_BLDG_Police_Station
^
^Hobbition is a humble town inside the Shire. Folks in these parts tend to keep to themsevles, don't go any adventures, or do anything unexpected until one day when Bilbo Baggins of Bag End changed all of that when he went on his adventure, "There and Back Again".

#BLDG_Wealth
^[Wealth] causes shields to be converted to gold at a ratio of four to one.
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to two to one.
#DESC_BLDG_Wealth
^
^
^


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS

#BLDG_Hanging_Gardens
^
^
[The Haven of the Elves] produces Ents every 15 turns.
^
^
#DESC_BLDG_Hanging_Gardens
^
^
^Produces Ents for Elves.




#BLDG_Great_Library
^
^
^Gondor is the Civilization that starts out with the Archieve of Minas Tirith. This Wonder lets Gondor double their money spent of research in Minas Tirith.
^
^
#DESC_BLDG_Great_Library
^
^
^The Archieve of Minas Tirith is the place that the Kingdom of Gondor keeps all of its secrets. It holds many pieces of writing that were written in the beginning of time.


#BLDG_Great_Wall
^
^
^The Black Gate is the main entrance into Mordor. The Great Battle was fought outside the Black Gate. Many many men, elves, and orcs died in that battle. (SPAWNS OLOG-HAI EVERY 10 TURNS)

^
^
#DESC_BLDG_Great_Wall
^
^
^Produces Olgu-Hai every 10 turns.

#BLDG_Inventor's_Workshop
^
^
^Doubles the city's defense in Helm's Deep.
^
^
^
#DESC_BLDG_Inventor's_Workshop
^
^
^The Hornburg is the tower part of Helm's Deep. It was built orginally by Gondor in the days of the Hornrock near the Thrihyrne. It was said that the Hornburg's defenses were unbeatalbe 
if it were ever to be attacked.(SPAWNS ARMY EVERY 19 TURNS)

#BLDG_Internet
^
^
^The Black Tower represents the towers of Barad-Dur and Orthanc, the heart of evil in middle earth.(SPAWNS ARMY EVERY 8 TURNS)
^
^
#DESC_BLDG_Internet
^
^
^Produces amry.

#BLDG_Sistine_Chapel
^
^
^Cities with this building may produce undead units,royal guard units, gondorian tower guard units, or elven bowan depending on their civilization and city. See units section to find when certain units spawn.
^
^
^
^
#DESC_BLDG_Sistine_Chapel
^
^
^Produces units of various types.




; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat.
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Epic
^
^
^Heroic Epics are monuments that enspire others to do heroic actions.

#BLDG_Forbidden_Palace
^
^
The Shadow of Dol-Guldur is the remnance of the evil presence of Sauron in Mirkwood. Dol-Guldur is the center of Sauron's rule in Mirkwood.

#BLDG_Military_Academy
^
^
The city with the [Military Academy] can build $LINK<armies=GCON_Armies> without the benefit of a $LINK<leader=GCON_Leaders>.  Armies from this civilization are more effective in combat.
^
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Military_Academy
^
^
^A Military Academy is where leaders are perfected and legends born.

#BLDG_Wall_Street
^
^
The White Gate is the Gate of Minas Tirith. If it falls then the fall of the great white city is inevitable.

#BLDG_Intelligence_Center
^
^
^The Temple of Melkor is the place of worship for Mordor, Haradwaith, and Isengard for them to worship the evil god Melkor. He was the won that gave Sauron all of his evil dark powers and he is the one that first released evil upon middle earth. Buildings with this design produce units such as Uruk-Hai and Orcs. See units for specific Turns of Spawn.


#BLDG_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.(CANNNOT BE BUILT)
#DESC_BLDG_Battlefield_Medicine
^
^
^Allows units to heal themselves in enemy territory


; END WONDERS ____________________________________________________________________________________ END WONDERS















; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^
^Bronze Working allows for stronger buildings, harder weapons, and later the magic rings.
#DESC_TECH_Bronze_Working
^
^
^Metal Working was the first technoloy that allowed civilizations in middle earth to build more advance units and buildings. It is a tedious process to cast iron and make metal but all the worth it when empires are threatened.



#TECH_Map
^
^Map crafting allows players to trade their world maps of middle earth.
^
^
#DESC_TECH_Map
^
^
^Map crafting was an old tradition started by the Numenorians when they were settleling middle earth. They would map out areas later to exploit/ settle/ or conqueror the region.


#TECH_Alphabet
^
^
^The Common Tongue is a technology that leads to many other techs. It's a technology that was handed down to all races by the God, more formly know in middle earth as Iluvatar.
#DESC_TECH_Alphabet
^
^
^The Common Tongue is the language that is most fluently spoken in middle earth. Most civilizations speak it or at least know how to speak it. This is the reason why it is called the common tongue.


#TECH_Horse
^
^
^ Horse Breeding allows many powerful units to be trained for the free peoples of middle earth. 
#DESC_TECH_Horse
^
^
^Horse Breeding is an old art that is usually passed down from generation to generation. This art was perfected by the country of Rohan. Rohan was renouned for their fast and noble horses. Some have said that only foul magic could makes beasts so perfect.

#TECH_Lord_Elves
^
^
^Lordship of the Elves allows the Elves to convert to the Lordship of Elves Government.
^
^
^
#DESC_TECH_Lord_Elves
^
^
^Lordship of Elves is a form of Rule that has been in existance for ages. The elves are proud in their way that they govern themselves. Their ethics, morales, and laws were passed down direcly from the valar, the fourteen greatest Ainur.

#TECH_Rings
^
^
^The Crafting of Rings Technology symbolizes the making of the Rings of Power.
^
^
^
#DESC_TECH_Rings
^
^
^The Crafting of Rings orginates from the Rings of power given to the elves, dwarves, and men.  Three were given to the elves, seven were given to the dwarves, and nine rings were given to the race of men, who above all else desired power. These nine rings later turned their bearers into the fearful Nazgul. When Sauron crafted these rings of power he also forged a master ring to control them all, the One Ring.

#TECH_Warrior_Code
^
^
^Warriors skills are essential in every kingdom to strength their military and defenses.
#DESC_TECH_Warrior_Code
^
^
^Warrior Skills is orginated from fathers teaching their sons the art of war. In middle earth, this was a serious tradition spending years to train to perfection.

#TECH_Ceremonial_Burial
^
^
^Orc Breeding was started by Sauron by mutating elves into a new races called Orcs/Goblins. Orcs usually only come out at night and linger in dark places away from the sun.
#DESC_TECH_Ceremonial_Burial
^
^
^Orc Breeding is the technology that allowed Mordor and Isengard to breed or spawn orcs. Orcs where once evles but were mutated and changed by evil because of Sauron's influence.


#TECH_Iron_Working
^
^
^Sword Casting was a technique that took many years in middle earth to perfect. If one was to discover this technology, his armies would be much more equiped in weapons aswell as armour.
#DESC_TECH_Iron_Working
^
^
^Swording Casting was where middle earth first saw the perfection of making swords that would last longer and had sharper blades.


#TECH_Writing
^
^
^Elvish Writing started long ago. Elves wrote down their discoveries and mythologies so that other people, men, would one day take heart to their wise words once when the elves left middle earth.
#DESC_TECH_Writing
^
^
^The Elvish Language is not known by all beings in middle earth. It is said that if you know the language, it shows your wisdom and love for middle earth. Evlish Language is a mythical and mysterious language that many have attempted to learn but only few have succeed.

#TECH_Mysticism
^
^
^Mordor Warriors unlock many powerful creatures to morder and his allies. 
#DESC_TECH_Mysticism
^
^
^Mordor mutated many of their warriors from beautiful and peaceful creatures. Others, they found in dark deep places of middle earth that where never supposed to be found.

#TECH_Mathematics
^
^
^Trebuchets are powerful bombarding units that can break down heavily defended fortresses.
#DESC_TECH_Mathematics
^
^
^Trebuchets were used by Arnor and Gondor when they attack many evil dwellings after War of the Ring. Trebuchets didn't play such a big part during the War of the Ring but the great Stationary Trebuchets prove their worth in the Battle for Minas Tirith.

#TECH_Philosophy
^
^
^Kingdoms allows players to upgrade their Hero units once they conquerored Moria and/or have reached Rohan, depending on each specific hero unit. It also allows the recruitment of other units.
#DESC_TECH_Philosophy
^
^
^ Kingdoms reprensents when stewardships are getting closer and closer to declaring a king. 

#TECH_Code_of_Laws
^
^
^The Laws of Men and Elves was a time when all of the elves and men gathered to discuss what was moral and what wasn't.
#DESC_TECH_Code_of_Laws
^
^
^The Laws of Men and Elves are standards that were set by men and elves to make life better and more comfortable. The laws talk much about crime, money, and the way to live a well hopeful life.

#TECH_Literature
^
^
^Elven Architecture was a style of masonry that many define as purely spectacular.
#DESC_TECH_Literature
^
^
^The elves perfected their ways of build cities that they could enginneer marvelous places like LothLorien which was constructed in the branches of enormous ancient trees.


#TECH_Map_Making
^
^
^Map Making allows the civilizations of middles earth to trade maps and better their knowledge of their growing world.
#DESC_TECH_Map_Making
^
^
^Map Crafting represents when the Numenorians came to middle earth and exploried the region later settling the land due to their destruction of their homeland, the Island of Numenor. The island was destroyed when the Numenorians tried to claim their immortality by attack the undying lands of the west. When the Iluvatar herd this treachory he destroyed the Numenorians but the faithful Numenorians where spared and later settled in Middle Earth first creating the Kingdom of Arnor and later the Kingdom of Gondor. The faithful Numenorians where lead by Elendil and his son Isildur. 

#DESC_TECH_Horseback_Riding
^
^
^The Taming of Beast technology allows many well trained and exotic units to be built. It is a key technology that every civilization will have to research and aquire.

#DESC_TECH_Polytheism
^
^
^Mordor Crops is the technology that allows the Mordor Crop resource to appear on the map for that civilization who discovers it.



#DESC_TECH_Currency
^
^
^Common Currency is the technology that made nations wealthy. In order to have a good economy you have to have a good supply and demand trade access. When you research this technology and build bazaars your economy will increase drastically.

#DESC_TECH_The_Republic
^
^
^Kingship of Men is associated with when Aragorn assumed the role as King of the West.

#DESC_TECH_Monarchy
^
^
^The Dominion of Sauron symbolizes Sauron's influence and control over all who use this form of government.

#TECH_Construction
^
^
^Stewardship of Men represents stewards like Denethor of Gondor controlling the Kingdom until one day when the King Returns.
#DESC_TECH_Construction
^
^
^Stewardship was originally a title that was given to men that were to take care of a city/kingdom until a King returns from War.


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#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
^
^
^Resource required to make powerful units like Rohirrim.


#GOOD_Iron
^
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Ancient and Middle Ages sword and 
armor 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
^
^
^Resource required to make powerful infantry units.

#Good_Lumber
^
^
^[Lumber] is a resource that enhances a cities production which in turn allows kingdoms to build powerful armies faster and more efficient.



; ___________________________________________Luxury Resources____________________________________________


#GOOD_Furs
^
^
^[Rhun Animal] 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>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Furs
^
^
^Rhun Animal is the resource that lets Mordor build Rhun's special units.



#GOOD_Incense
^
^
^[Incense] 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>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Incense
^
^
^Highly valued by hobbits, it is a key ingrident in their hygeine.



#GOOD_Spice
^
^
^[Spice] 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>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Spice
^
^
^Resource found in hills or forest.



#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
^
^
^Resource drawn from wild oliphaunts on the "Harad" Plain.


#GOOD_Silk
^
^
^[Silk] 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>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Silk
^
^
^Drawn from spiders in the dense forests, like Mirkwood, to provide clothing material.



#GOOD_Diamonds
^
^
^[Mythril] 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
^
^
^Mythril is the most rarest metal in all of middle earth. It is said that Moria is the only place where Mythril lies, but there are probably a little more places where hints of mythril lie.




; _______________________________________________Bonus Resources_______________________________________________


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

#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest>, 
$LINK<tundra=TERR_Tundra> and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Game
^
^
^Food resource that was hunted by well trained hunters to provide food for their families or for their armies.


#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
^
^
^Food resource eaten by all classes of middle earth


#GOOD_Cattle
^
^
^[Cattle] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cattle 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_Cattle
^
^
^Food resource eaten by the wealthy classes of middle earth.



#GOOD_Wheat
^
^
^[Wheat] 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. 
^
^Wheat is always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<floodplains=TERR_Flood_Plain>.
#DESC_GOOD_Wheat
^
^
^Food resource eaten by the peasent class middle earth.

#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 is another rich wealth resouce that brings a lot of monney to a civilization's economy.

#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
^
^
^Oasis are highly valued by the Haradrim. Oasis can make or break a city if it loses or acquires the resource.

#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
^
^
^Tobacco is loved by many people by most of all the Hobbits of the Shire. The Hobbits enjoy no other than to eat a fine dinner under the star filled sky smoking a pipe with a lovely batch of tobacco that was harvest that was released today.



#GOOD_Sugar
^
^
^[Mordor Corp] 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
^
^
^Mordor Crop is a special crop that can only be found in the land of Mordor. It gives lots of shields and food to a city.



; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Wasltlands] are lands that can be hot or cold and are undiscovered lands that seem to have no value.
^
^

#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 
^

#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 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>.
^
^
^These fertile 
regions, cover many regions in middle earth.

#TERR_Grassland
^The areas of land between forests in temperate and tropical climates usually consist of [grassland].
^
^
^
^These fertile 
regions, covered many regions in middle earth, mostly the western part of middle earth.


#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain
^


#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
^
^There are no flood plains in middle earth.



#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.] Hills are (IMPASSABLE) except for Frodo and Sam.
^
^

#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. 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.(IMPASSABLE)
^
#DESC_TERR_Mountains
^
^
^Mountains are form many beatiful locations in middle earth.



#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 
^
^

#DESC_TERR_Forest
^
^
^In middle earth, forest used to cover all the land but due to constant war with morgoth, the forest have diminished to isolated locations.



#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>.
^
^NO JUNGLES IN MIDDLE EARTH.
#DESC_TERR_Jungle
^
^
^No Jungles...



#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 coast provides cities with many accessable food resources like fish that benifits city growth. 



#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<astronomy=TECH_Astronomy>.
^


#DESC_TERR_Sea
^
^
^The Sea, to the west harvest many secret in middle earth. The land of Valinor lies west of the waters.



#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
^
^
^No oceans in middle earth...


#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.

#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 the Dead Marshes. The fetid conditions of
a marsh can sometimes cause $LINK<disease=GCON_Disease>.
^
^
#DESC_TERR_Marsh
^
^
^The Dead Marshes is a dank, horrid, and miserable place. Only the most rugged can travel its pathes...(CAN YOU SEE...)



#TERR_Volcano
^Mount Doom is a mountain capped by a large crater which can,
$LINK<erupt=GCON_Volcanic_Eruptions> and spew forth streams of molten lava. Mount Doom is (IMPASSABLE) except for Frodo and Sam.
#DESC_TERR_Volcano
^
^
^Mount Doom is the location in which the dark lord Sauron produced his master ring, the Ring of Power. The ring must be brought to this location if it is wished to be destroyed.


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#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				catisrophic
^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.

#GOVT_LS
^
^
^The Dominion of Sauron is where a kingdom is solely controlled by the will of Sauron.
^
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Communal
^War Weariness					None
^Draft Rate						5
^Military Police Limit				5
^Unit Support
^    per town					5
^    per city						5
^    per metropolis				5
^

#GOVT_KM
^
^
^The Kingship of Men is a Government that is ruled by a King that either is a man of valor and honor, or in countries like Gondor, has the dunedain blood flowing through him and is directly related to Isildur.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^War Weariness					None
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					2
^    per city						6
^    per metropolis				8
^Awarded with trade bonus


#GOVT_LE
^
^
^The Lordship of the Elves is a form of government that only the elves have mastered. It is almost a perfect form of government that pays no maintenance towards military or buildings since the elves are diminishing in middle earth.
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				None
^War Weariness					None
^Draft Rate						0
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0


#GOVT_SM
^
^
^
^Stewardship of Men is not ment to be a permanent form of government. It is only installed so that one day the King should Return or one should arise. It suffers from the high cost of keeping up a military and horrid corruption due to the absence of the King.
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Rampant
^War Weariness					None
^Draft Rate						1
^Military Police Limit				2
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				6
^Unit Cost 
^    X2 per unit

; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

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


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^Floodplains			3 food, 4 if irrigated.
^Grasslands				2 food, 3 if irrigated.
^Plains					1 food, 2 if irrigated.
^
^Workers are ordered to irrigate by pressing [I] or the "Irrigate" button.


#TFRM_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one half 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.

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_ROMANS
The Race of Men contains two kindoms in its borders: the powerful Kingdom of Gondor and the Swift Kingdom of Rohan. The Kingdom of Gondor was orgianlly one of the Dunedain Kingdoms in middle earh. At the height of Gondor's power, it extended all the way north from Celebrant,  east to the sea of Rhun, south to the River Harnen, and west to Gwathlo. It was a 
lucrative nation in the beginning, but over the course of time, Gondor slowly began to decline. When the war of the ring came about, Gondor was ruled by a steward not a king. The Dunedain were said to be extinct, but the last of the dying clan restored
the Kingdom and hope was returned. The Kingdom of Rohan is mostly known for their love of horses. They are expert horsemen who resemble much like the Saxons and the Norse. There cavalry is called Rohirrim and the they are very dangerous if met head on. Rohan orginally was part of Gondor but received its independence in the year TA 2510. Their independence was given to them by the
by Cirion of Gondor swearing to the Oath of Eorl. You must command both of these kingdoms wisely in order to save middle earth...


#DESC_RACE_ROMANS

#RACE_BABYLON
Isengard was orginally built by Gondor, and was granted to Saruman the White to over see it. But when the ring was discovered, Saruman took Isengard for his own and made it a horrid fortress. He breeded many Uruk-Hai to find the ring. In one of there
raids, Lurtz, leader of the Uruk-Hai, killed a son of Gondor, Bormir.

#DESC_RACE_BABYLON

#RACE_AMERICAN
The Dunedain Rangers are the last remnants of a great nation that lived once ago. Arnor is a lost realm that has no real power unless the King of Gondor returns, then they should see their glory days once again. The Dunedain Rangers live twice a man's age, blessed with long life.
The Dunedain are actually decended from the evles or a branch that went off from them. This may be one reason why they live so long, but yet they still have to face the bitterness of mortality.

#DESC_RACE_AMERICAN

#RACE_HATTI
The Shire is a land populated by small peoples called hobbits. Hobbits tend to care for themselves and rarely venture behond their borders. They are happy and content folk that do not carry the worries of the middle earth.  The shire first came into being when King Argeleb II ceded the land to the hobbits.
#DESC_RACE_HATTI

#RACE_ZULU
Mordor is heart of evil on middle earth. It is controlled by the dark lord, Sauron, that has one goal in mind, to rule middle earth and destroy the race of men along with all who dare stand against him. Mordor is a barren wasteland that is filled
with fire, ash, and smoke. Why Sauron would carry so much value in a wasteland? It is the most secured location in middle earth, having mountain ranges on all border of the land.

#DESC_RACE_ZULU

#RACE_Vikings
The Dwarves are a people that lust after wealth and riches. Erebor is the place were the most of the dwarves dwell nowadays, but that was not always so. Erebor used to br owned by the evil dragon, Smaug, but Biblo and Company recaptured Erebor. This story can be found in the pages of There and Back Again, a Hobbit's Tale by Bilbo Baggins. The dwarves are short in stature and are well built.

#DESC_RACE_Vikings

#RACE_Celts
The Kingdom of Rohan is mostly known for their love of horses. They are expert horsemen who resemble much like the Saxons and the Norse. There cavalry is called Rohirrim and the they are very dangerous if met head on. Rohan orginally was part of Gondor but received its independence in the year TA 2510. Their independence was given to them by the
by Cirion of Gondor swearing to the Oath of Eorl.

#DESC_RACE_Celts

#RACE_Arabs
The Haradwaith are the people that dwell in the city of Corsairs and the lands bordering it. They are wild men that are also called Dark Numenorians. The Haradrim are called Dark Numenorians because they came under the influence of Sauron and betrayed the Kingdoms of Men. Their army consist of unorganized infantry but massive elephant like creatures called Oliphaunts.
The Haradwaith would like to see nothing better than Gondor's destruction.

#DESC_RACE_Arabs

#RACE_BYZANTINES
The Elves are the Eldar Childern of Iluvatar. They are imortal but can die of grief or can be slain in battle. The Elves are ruled by there city rulers. Some rulers are Lady Galadriel of LothLorien, Lord Elrond of Rivendell and Lord Cirdon of the Grey Havens. The Elves are expert archers and seem to make war look majestic and beautiful with the way they conduct themselves in battle. The Elves
dwell mostly in wooded areas. They are tall in stature and usually have blonde hair unless they are of the Nolder clan, then they may have brown hair.

#DESC_RACE_BYZANTINES


#RACE_Moria
Moria was originally owned by the dwarves. The dwarves found many sources of mythril in its depths, but when the dwarves were seeking out their riches, they unleashed a ancient demon, the Balrog of Morgoth. The Balrog then took control of Moria and controlled its chasm until he was defeated by Gandalf the Grey when the fellowhip stubbled into Khazad-dum.

#DESC_RACE_Moria

#EOF
