#GAME_CONCEPTS_KEYS
GCON_Keypad
GCON_Overpopulation
GCON_Terrain_Combat
GCON_Hotkeys_Units
GCON_Hotkeys_Controls
GCON_Craters
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Collateral_Damage
GCON_Enslavement 
GCON_Landmark_Terrain
GCON_Locked_Alliances
GCON_Volcanic_Eruptions
GCON_Plague
GCON_Cores
GCON_Revolution
GCON_ZOC
GCON_Unit_Support
GCON_Governments
GCON_Mobilization
GCON_Pirates
GCON_Strengths
GCON_Draft
GCON_Maintenance
GCON_Combat
GCON_Conversion
GCON_Air_Missions
GCON_Transport
GCON_Espionage
GCON_Espionage_Missions
GCON_Spaceship
GCON_Victory
GCON_Maps
GCON_Golden_Age
GCON_Age_of_Science
GCON_Radius
GCON_Disease
GCON_Agreements
GCON_Culture
GCON_Nationality
GCON_Resistance
GCON_Assimilation
GCON_Territory	
GCON_Colony
GCON_Trade
GCON_ResourcesN
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesS
GCON_Experience
GCON_Leaders
GCON_Armies
GCON_Hurry_Production
GCON_Corruption
GCON_Pollution
GCON_Embassies
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_Moods
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_Research
GCON_Food
GCON_Shields
GCON_Commerce
GCON_Treasury
GCON_Fortresses
GCON_Happy_Faces
GCON_Disorder
GCON_Specialists
GCON_Mobile_Hangars
GCON_Outposts
GCON_Radar_Towers
GCON_Short_Game_Modes
GCON_Ruins
GCON_Stealth_Attack
GCON_Tourist_Attraction
GCON_Capital_Ship
GCON_Carrier
GCON_Planetary_Bombardments
GCON_Starfighter
GCON_Basic_Trooper
GCON_Advanced_Trooper
GCON_Light_Mech
GCON_Heavy_Mech
GCON_Turret
GCON_Basic_Fighter
GCON_Advanced_Fighter
GCON_Bounty_Hunter
GCON_Jedi-Sith
GCON_Mech_Transport
GCON_Special_Trooper
GCON_Infantry
GCON_Mech
GCON_Settler
GCON_Scout_Trooper
GCON_Basic_Bomber
GCON_Advanced_Bomber
GCON_Interceptor
GCON_Special_Starfighter

#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 colonies at different stages. 
In each colony, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Droid					4
^* Padawan					3
^* Lieutenant					2
^* Commander					2
^* Knight					1
^* General					1
^* Moff					1
^* Master						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%
^Colony						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Colonies with resisters do not give defensive bonuses.

#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Grav-Rail 						R
^*   Grav-Rail to							Ctrl-R
^Build Hyper-Rail							Shift-R
^*   Hyper-Rail to							Ctrl-Shift-R
^Build Road/Rail Net					Ctrl-N
^Build/Join colony				B
^*   Road then Colony					Ctrl-B
^Irrigate							I
^*   Irrigate to colony					Ctrl-I
^Improve Nearest Colony					Shift-I
^Improve Nearest Colony/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 Colony 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 Colony					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
^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
^
^{Colony 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-colony 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
^
^
^Workers can build [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, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a
coastal colony 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. 

#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 colony population
and land units (except Kings). The effect of plague is exacerbated in larger colonies, walled colonies and colonies
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>.

#GCON_Cores
Power Cores
^
^
^Once a colony has a $LINK<factory=BLDG_Factory>, it may also build a [Power Core]. There are two kinds:
^
^$LINK<Power Core=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Neutronic Power Core=BLDG_Hydro_Plant>
^Increases factory output by 50%.
^Reduces Pollution.

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

#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit.
This represents the unit's ability to project its combat power into surrounding areas. Such units attack
enemies that enter the zone of control without initiating a full battle.

#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, colonies, or metros the civilization controls.
^
^{Government			Town	Colony		Metro}
^Anarchy				  0		  0		  0
^Despotism				  4		  4		  4
^Monarchy				  2		  4		  8
^Republic				  1		  3		  4
^Feudalism			  	  5		  2		  1
^Communism			  6		  6		  6
^Fascism				  4		  7		  10
^Democracy			  0		  0		  0

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

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

#GCON_Pirates
Pirates
^
^
^[Pirate Cartels] inhabit every corner of the galaxy and there are two types: Passive and Aggressive.
^
^
^{Passive Groups} 
^Passive groups 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 Groups}
^These [named] tribes reside in bases on the map, but they send out raiding parties
to fight your units and pillage your colonies. By destroying a pirate base you can stop the raids from
that cartel. 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 colony improvements (aqueduct, for instance) are easier to build, and the center colony square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center colony squares of all colonies 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 colony square of all colonies produces
extra $LINK<shields=GCON_Shields> in colonies 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 colony improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific colony 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.
^
^
^{Spacefaring}
^Each colony built along the coast receives a commerce bonus in the center colony square, and Spacefaring colony
improvements (such as the Docking Bay) are easier to build.  Ships move faster in space too.

#GCON_Draft
Draft
^
^ 
^A civilization's citizens can be drafted into
military service. Each colony can draft some of its population each turn, depending upon the government currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* A colony in a $LINK<Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A colony in a country under $LINK<Communism=GOVT_Communism>, $LINK<Despotism=GOVT_Despotism>, $LINK<Fascism=GOVT_Fascism>,  $LINK<Martial-Law=GOVT_Martial-Law>, or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the Colony Display. You may only draft citizens from a colony with
^a population of 7 or higher.
^
^However, drafting citizens will cause unhappiness in the colony.

#GCON_Maintenance
Maintenance
^
^
^Some colony improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.

#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 colony with a $LINK<Barracks=BLDG_Barracks> heals ground units completely in one turn.
^A colony with a $LINK<Docking Bay=BLDG_Docking_Bay> heals space units completely in one turn.
^A colony with $LINK<Hangars=BLDG_Hangars> heals air units completely in one turn.

#GCON_Conversion
Colony Defection
^
^
^Colonies with little culture who are members of culturally-poor civilizations can [defect]
to other, stronger, more impressive civilizations. This can occur when the colony is located close
to a culturally rich rival civilization or when foreign nationals are still present in the colony.
^
^
^Defections are made more likely by:
^* The presence of $LINK<foreign nationals=GCON_Nationality> of the other civilization in the colony.
^* The application of $LINK<propaganda=GCON_Espionage> by the other civilization.
^* $LINK<Civil disorder=GCON_Disorder> in the colony.
^* 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 colony.
^* 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 colony,
and assigned missions which they execute immediately against targets within their operational range.
^
^When an air unit is active, choose the mission you want it to perform (command button or hot key) and
choose a target within the plane's range.
^
^{Air Superiority (S)}
^The fighter attempts to intercept enemy aircraft that attack targets within the inner half of its operational range.
^
^{Bombing Mission (B)}
^The fighter flies to the target and attacks, sometimes affecting colony improvements,
and sometimes population.
^
^{Precision Strike (P)}
^The fighter launches
precision strikes to destroy colony improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
^The fighter flies to the target and reveals the map.
^
^{Re-Base Mission (Ctrl-R)}
^The unit can be moved to another colony or a carrier a distance equal to up to Six
times the fighter's operational range.

#GCON_Transport
Transport
^
^
^Transports are good for transporting foot units and mechs to other worlds. They do need escorts though, as they have weapons of any kind.

#GCON_Espionage
Espionage
^
^
^Once a civilization 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, colony selection, 
and operational cost options.
^
^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 colony. 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:
^
^{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 colony 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 colonies you can attempt to expose the intruder.
^
^{Investigate Colony -} This option attempts to Investigate a Colony belonging to the currently selected Civilization.
^
^{Steal Galactic Map -} Use a spy to steal a $LINK<galactic 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 colony.

#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time . Other 
missions become available as your level of technology increases.
^
^To launch a diplomatic or spy mission:
^
^{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 colony 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:
^
^{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 colony 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 colonies you can attempt to expose the intruder.
^
^{Investigate Colony -} This option attempts to Investigate a Colony belonging to the currently selected Civilization.
^
^{Steal Galactic Map -} Use a spy to steal a $LINK<galactic 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 colony.
^

#GCON_Spaceship
Space Ship
^
^This feature is not avalible in this version.

#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 four basic ways to win:
^
^{Domination}
^Have 70% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 70% of the world's population
within your colonies.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^{Cultural Victory}
^Make one of your colonies or your whole civilization the envy of the world. A single colony with 20,000
culture points will satisfy this victory condition. For your overall culture to do so, a variable
number of

#DESC_GCON_Victory
^
^
^total culture points is needed, based on map size:
^
^Tiny: 60,000
^Small: 80,000
^Standard: 100,000
^Large: 130,000
^Huge: 160,000
^
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or dominated
the world, wowed the world with cultural achievements or diplomatic aplomb, 
then the winner is determined by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern Era.

#GCON_Maps
Maps
^
^
^{Fog of Intelligence}
^The map is overlaid with a veil of darkness obscuring areas of the world your people have never explored.
As units move over the surface of the world they reveal the unexplored areas, brightening the areas they
can currently "see." Areas that have been explored, but are not currently "seen" by your people have a soft gray
veil over them.
^
^So at any time, each and every square of the map is either
^* unexplored			in darkness
^* explored				in grayness
^* seen				well lit
^
^
^{Galactic Maps} As civilizations explore the galaxy and found new colonies, they gather information and create a map of
the galaxy 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 [galactic map] and
can be very valuable in negotiations with other, less knowledgeable, civilizations.
^
^
^{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.

#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 colony 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
Colony Radius
^
^
^Every colony has a [colony radius], an area around the colony in which its citizens work. The radius is shown on
the Colony Display and potential radii are shown whenever a settler is active.
^
^{A square is part of a colony's radius if it is}
^* within the colony's $LINK<cultural borders=GCON_Territory>, and
^* within two squares of the colony. 
^
^Citizens of the colony work the squares in the colony 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.

#GCON_Agreements
Diplomatic Agreements
^
^
^When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's capital colony, 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 colonies, and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{Colony Cultural Value and Borders}
^All Wonders of the World and many colony improvements generate culture points every turn. These accumulate
over time and when the total culture value of a colony 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 [Colony 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 colonies is your [civilization's cultural value.]
It comes into play when you conquer an enemy colony (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: Imperial, Republican, Nubian, Barbarian,
and Ancient. Global culture determines the look of colonies 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 colony is captured, this can create a colony 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 colony 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 colony, become foreign nationals within that colony.

#GCON_Resistance
Resistance
^
^
^[Resistance] represents the unwillingness of the citizens of a strong culture to be subjugated by
another, less valuable culture. When a colony 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 colony -- 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 colonies, which in turn is a
result of the $LINK<cultural value=GCON_Culture> of each colony. 
^
^
^{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 what cities were in Civilization III. The colonies from Civilization III have been removed as a
feature from this game.

#GCON_Trade
Trade and Trade routes
^
^ 
^{Domestic Trade}
^Domestic trade occurs automatically between colonies of the same civilization that are [connected] to each other.
Any tradable $LINK<resource=GCON_ResourcesN> within your territory that is connected to any colony is shared
by [all] connected colonies. Every colony that is connected to a resource has that resource in the appropriate box of the
Colony 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 colonies of both civilizations are connected. You trade
strategic and luxury resources with other civilizations during diplomatic negotiations.
^
^
^{Trade Route Connections}
Two colonies are connected if any one of the following are true:
^* there is a $LINK<Grav-Rail=GCON_Worker_Jobs> or $LINK<Hyper-Rail=GCON_Worker_Jobs> running between them,
^* there are $LINK<Docking Bays=BLDG_Docking_Bay> in both colonies and a visible water route between them,
^* or both colonies contain $LINK<Hangars=BLDG_Hangars>.
^
^
^[Water Routes]: In order to use a water trade route, your civilization must be able to safely traverse
^every square of the route.
^
^
^The only exception involves enemy territory: two colonies 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 12 [natural resources] represented by various icons scattered around the galaxy. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give colony production bonuses in worked squares within a colony radius. Bonus resources
cannot be traded to other colonies or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give colony production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in colonies 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 colony production, but, like luxuries they can also be traded.
Strategic resources are required for a colony to build various military units and colony 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<colony radius=GCON_Radius>.
^
^
^{Colony 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>.

#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a colony 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 colony "has" a luxury resource, it appears in the colony's {Luxuries box}.
^
^
^{Colony Production Bonuses}
^Like all resources, luxuries resources also provide colony production bonuses to worked squares within a
$LINK<colony radius=GCON_Radius>.

#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a colony from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and colony improvements.
^
^When a colony "has" a strategic resource, it appears in the colony's {Strategic Resource box}.
^
^
^{Colony Production Bonuses}
^Like all resources, strategic resources also provide colony production bonuses to worked squares within a
$LINK<colony radius=GCON_Radius>.

#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [conscripts, regulars, veterans,] and [elite units].
The more experienced a unit, the more damage it can absorb before being destroyed in combat.
The number of blocks in the unit's health bar shows this distinction.
^
^{Unit Type		   Blocks}
^Conscripts				2
^Regulars				3
^Veterans				4
^Elite units				5
^
^
^Normally, colonies produce regulars. But if a colony 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=GCON_Armies> or to
$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a colony. 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 colonies 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 colony
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 colonies that have the $LINK<Military Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four colonies 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
^
^
^Colony construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the [Colony Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism>, $LINK<Communism=GOVT_Communism>, $LINK<Martial-Law=GOVT_Martial-Law>, or $LINK<Fascism=GOVT_Fascism> you hurry production in your colonies
by forced labor. Disillusioned by your harsh rule, citizens will leave your colony 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
[Colony Display] and [Domestic Advisor].
^
^
^{Causes}
^In general, the farther a colony is from its capital colony, the more corruption and waste it experiences. Also the more colonies
in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^A $LINK<courthouse=BLDG_Courthouse>, $LINK<police station=BLDG_Police_Station>, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> or $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>
reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road, harbor, or airport also reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.

#GCON_Pollution
Pollution
^
^
^Pollution is a problem usually associated with the Industrial Age. It is caused by certain colony improvements, the meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>, $LINK<volcanic eruptions=GCON_Volcanic_Eruptions>, nuclear
explosions, and large colony 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 colony pollution, nuclear explosions, and meltdowns.
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>, and pollution from colonies can be lessened by
building the $LINK<Mass Transit Hub=BLDG_Mass_Transit_System> and the $LINK<Recycling Center=BLDG_Recycling_Center>.

#GCON_Embassies
Embassies
^
^
^You can begin to build an intelligence network using [embassies].
The first step is to build embassies in rival capital colonies. 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 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 colony 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 Grav-Rail (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Hyper-Rail (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest colony.
^
^{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>.

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

#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Grav-Rail to (Ctrl-R)}
^Builds a Grav-Rail network to a particular destination.
^
^{Hyper-Rail to (Ctrl-Shift-R)}
^Builds a Hyper-Rail network to a particular 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 colonies to your capital colony.
^
^{Automate: Irrigate to Nearest Colony (Ctrl-I)}
^Automates the worker, giving it the task of irrigating the nearest colony.
^
^{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 Colony Only (Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest colony.

#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 Colony Only (Ctrl-Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest colony 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 colonies 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_Massassai_Temple> or an $LINK<arena=BLDG_Arena>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the colony.
^* 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 colony (Military Police).
^
^A colony 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<Martial-Law=GOVT_Martial-Law>, 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 colony has been well provided for and are happy, a colony-wide
celebration will occur in that colony, called "We Love the King Day" (or Emperor, or Chancellor, or President, etc.).
^
^The provisions for this to occur are:
^
^	The colony cannot be starving,
^	The colony cannot have any resisters,
^	The colony cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The colony must be large enough (typically size 5).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the colony converting to another civ is halved,
^	Waste in the colony is reduced, and
^	The effectiveness of enemy spy propaganda missions against the colony 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 colony's income that will be poured into research.
^
^At the start of each turn, the science output of each colony 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 colony, you can convert a citizen or two to a $LINK<scientist=GCON_Specialists>.

#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in
the areas around their colony, 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 colony's food storage box each turn. When it is full, the storage is emptied and the colony grows, adding
one citizen to its population.
^   In other cases, a colony 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 colony 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 colony radius, because citizens
laboring there produce food. When the [Colony Display] is open, you can see what the citizens are producing.

#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 colony produces are used to complete its current project, which may be to build a military unit,
colony 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 colonies lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the colony's radius, because citizens
laboring there produce shields. When the [Colony Display] is open, you can see what the citizens are producing.

#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a colony, 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 colony's radius, because citizens
laboring there produce commerce. When the [Colony Display] is open, you can see what the citizens are producing.
^
^
^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 colonies 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 colony 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 colony 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
^
^
^Colony improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
colony where they exist. 
^
^{These								Produce this}
^* Colony improvements						content faces
^* Wonders								content faces
^* Militia								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 colony, extra faces will have a limited "carry over" effect. For example, if a colony has the capability to generate 5 happy faces, yet there are only 2 content faces in the colony, 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 colonies.

#GCON_Disorder
Civil Disorder
^
^
^[Civil Disorder] is a state of near anarchy in a colony, in which the colony 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<colony improvements=MENU_Colony_Improvements> or even sabotage to ongoing projects by angry mobs.
^* $LINK<Defection=GCON_Conversion> of the colony 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 colony has more unhappy than happy citizens. The only remedy is to improve the 
$LINK<mood=GCON_Moods> of the people in the colony.

#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a colony's production. To do so, you'll want specialists.
Specialists do not work in the colony radius so they don't contribute to colony 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>.
^
^{Militia}
^Militia can be used to help keep a lid on $LINK<corruption=GCON_Corruption> in a colony.
^
^{Civil Engineer}
^A Civil Engineer can be used to produce additional $LINK<shields=GCON_Shields> which can be applied 
toward the production of colony improvements and wonders.
^
^
^To create one of these specialists, on the [Colony Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer,
you're done. If you wanted a different specialist, click on the entertainer to cycle through all the
specialists.

#GCON_Mobile_Hangars
Mobile Hangars
^
^
^Mobile Hangars function in the same manner that a colony with Hangars would for air units.  To construct a Mobile Hangar, 
move a worker to any neutral or owned land tile and select the Build Mobile Hangar unit action.  Construction of the 
Mobile Hangar consumes the worker.  Mobile Hangar can be a re-base mission destination.  All air missions can be launched 
from a Mobile Hangar, and there is no limit to the number of aircraft that can be re-based at a Mobile Hangar.  Mobile Hangars 
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.  Mobile Hangars can be pillaged like a terrain improvement, which 
also destroys the Mobile Hangar.  Mobile Hangars can only be built in tiles that have no other improvements, a Mobile Hangar, 
a colony or a rail.

#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 or a rail.
You cannot build an Outpost on a tile with an Airfield or a Colony.

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

#GCON_Short_Game_Modes
Short Game Modes
^{Elimination}
^Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a 
colony to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, 
and colonies 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.
^
^{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 colonies, can be built on a Victory Location tile.

#GCON_Ruins
Ruins
^
^
^When a colony is destroyed, Ruins take its place on the map. Ruins will stay on the map indefinitely, unless they
are built upon by another colony. 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 colony 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

#GCON_Capital_Ship
Capital Ships
^
^
^{Capital Ships} are the large space ships that are in each faction's space navy. They come in different types:
^
^Light Cruiser
^Frigate
^Heavy Cruiser
^$LINK<Carrier=GCON_Carrier>
^Battleship
^Dreadnought
^
^These ships are common throughout the galaxy.

#GCON_Carrier
Carriers
^
^
^Although air units can move, they are easily taken out by other fighters. {Carriers} are good for transporting air units, and they are good for taking out 'coastal' colonies.

#GCON_Planetary_Bombardments
Planetary Bombardments
^
^
^When a ship capable of bombarding attacks a colony on the 'coast', this is called {Planetary Bombardment}.
^The only safe method of defending from a bombardment is to build walls around your colony and station ships one or two sqaures away from your colony. 

#GCON_Starfighter
Starfighters
^
^
^{Starfighters} are the small, usually one-man air units that fly around the map. They can go anywhere, but they have very little defense. They are safest when at an airbase or on a $LINK<carrier=GCON_Carrier>.
^When sending starfighters across vast distances, it is wise to send them in a carrier.
^
^There are several types of this unit:
^
^$LINK<Basic Fighter=GCON_Basic_Fighter>
^$LINK<Basic Fighter=GCON_Basic_Bomber>
^$LINK<Advanced Fighter=GCON_Advanced_Fighter>
^$LINK<Advanced Bomber=GCON_Advanced_Bomber>
^$LINK<Interceptor=GCON_Interceptor>
^$LINK<Special Starfighter=GCON_Special_Starfighter>
^
^These fighters are common throughout the galaxy.


#GCON_Basic_Trooper
Basic Troopers
^
^
^The standard trooper unit for a civilization. Usually armed with a blaster. Upgrades into $LINK<Advanced Trooper=GCON_Advanced_Trooper>.

#GCON_Advanced_Trooper
Advanced Troopers
^
^
^These units are stronger troopers, but still cost the same as $LINK<Basic Troopers=GCON_Basic_Trooper>.

#GCON_Light_Mech
Light Mechs
^
^
^This type of unit is good for attacking small settlements or groups of Troopers.

#GCON_Heavy_Mech
Heavy Mechs
^
^
^The Heavy Mechs are good for storming large colonies and for taking on incoming invasion forces.

#GCON_Turret
Turrets
^
^
^This type of unit is immobile, and is used for colony defense.

#GCON_Basic_Fighter
Basic Fighters
^
^
^These air units can move about, but are useless at attacking settlements. They are good for intercepting enemy air units though.


#GCON_Advanced_Fighter
Advanced Fighters
^
^
^These units are excelent at attacking enemy units, and are also capable at doing minimal damage to enemy settlements.


#GCON_Bounty_Hunter
Bounty Hunters
^
^
^These units can enter any territory without a treaty, and can attack any unit without starting a war.

#GCON_Jedi-Sith
Jedi/Sith
^
^
^There are two types of force units in the Starwars Universe. The {Jedi} and the {Sith.}
^
^The Jedi and the Sith are more or less evenly matched on the battlefield, and come in three differect classes:
^
^{Padawan/Apprentice:}
^This is the basic Jedi/Sith unit. They are good for attacking small numbers of enemy troopers.
^
^{Knight:}
^This is the standard Jedi/Sith unit. They are good for attacking small settlements.
^
^{Master:}
^This is the advanced Jedi/Sith unit. They are excellent for taking on incoming troopers and for attacking and defending frontier colonies.

#GCON_Mech_Transport
Mech Transports
^
^
^This mech is good for transporting foot units across large areas of land. They are also good for attacking large colonies.

#GCON_Special_Trooper
Special Troopers
^
^
^These class of troopers are the elite of their faction. They are quick, strong and work well with all other troopers.

#GCON_Infantry
Infantry
^
^
^{Infantry} are the foot soldiers and troopers of the galaxy. They come in different types:
^
^$LINK<Basic Trooper=GCON_Basic_Trooper>
^$LINK<Advanced Trooper=GCON_Advanced_Trooper>
^$LINK<Special Trooper=GCON_Special_Trooper>
^$LINK<Scout Trooper=GCON_Scout_Trooper>
^
^These troopers are common throughout the galaxy.

#GCON_Mech
Mechs
^
^
^{Mechs} are the walkers and heavy vehicles of the galaxy. They come in different types:
^
^$LINK<Light Mech=GCON_Light_Mech>
^$LINK<Heavy Mech=GCON_Heavy_Mech>
^$LINK<Mech Transport=GCON_Mech_Transport>
^
^These mechs are common throughout the galaxy.

#GCON_Settler
Settlers
^
^
^{Settlers} can create and build colonies on almost any land terrain in the galaxy. They are essential to your empire's expansion.

#GCON_Scout_Trooper
Scout Trooper
^
^
^These class of troopers are the scouts of their faction. They are quick, as they are aided by a vehicle such as a STAP or a speederbike.

#GCON_Basic_Bomber
Basic Bombers
^
^
^These air units can move about and are capable of bombarding enemy colonies. They are slow at getting places though, and cannot defend themselves, so therefore require escort.


#DESC_GCON_Basic_Bomber


#GCON_Advanced_Bomber
Advanced Bomber
^
^
^These units are excelent at attacking enemy colonies, and are also capable at doing minimal damage to enemy starfighters.

#DESC_GCON_Advanced_Bomber


#GCON_Interceptor
Interceptors
^
^
^These units are the best for attacking enemy starfighters, and can move quickly across the galaxy.


#DESC_GCON_Interceptor


#GCON_Special_Starfighter
Special Starfighters
^
^
^These units are the elite starfighters. They can do serious damage to enemy colonies and can dogfight enemy starfighters. They are extremely expensive though.

#DESC_GCON_Special_Starfighter


#PRTO_Clone_Trooper
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Basic Trooper=GCON_Basic_Trooper>
^{Weaponary}: Light
^
^The {Clone Trooper} is the [Basic Trooper] unit of the $LINK<Republic=RACE_REPUBLIC>, armed with blaster and thin armour. It is very cheap to build.

#PRTO_Droid_Control_Ship
^
^{Type}: $LINK<Capital Ship=GCON_Capital_Ship>
^{Class}: $LINK<Carrier=GCON_Carrier>
^{Weaponary}: Heavy
^
^The {Droid Control Ship} is huge and very powerful [capital ship] used by the $LINK<Confederacy=RACE_SEPARATIST> and the Trade Federation.
^
^The Droid Control Ship is a huge [capital ship] designed to transport and control The Droid Army of Trade Federation 
and so able to carry wings of $LINK<starfighters=GCON_Starfighter> and make $LINK<planetary bombardments=GCON_Planetary_Bombardments>  
and move in {Space}, {Deep Space} and {Unknown Space}.  

#PRTO_Destroyer_Droid
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Special Trooper=GCON_Special_Trooper>
^{Weaponary}: Light
^
^The {Destroyer Droid} is an expensive but very capable [special trooper] of the $LINK<Confederacy=RACE_Separatist>, originally designed for army of The Trade Federation.
^Armed with two double laser cannons, own shield generator and thick armour, the Destroyer Droid is one of the most capable troopers in the 
universe. The Destroyer Droid is designed for city warfare so it counts as wheeled unit and so can only cross {mountains} and {hills} 
in a square containing {road}.

#PRTO_AT-TE
^
^{Type}: $LINK<Mech=GCON_Mech>
^{Class}: $LINK<Mech Transport=GCON_Mech_Transport>
^{Weaponary}: Heavy
^
^The {AT-TE} is the [Mech Transport] unit of the $LINK<Republic=RACE_REPUBLIC>, armed to the teath with heavy blasters.
^It can carry a small number of $LINK<infantry=GCON_Infantry> across large areas of land.

#PRTO_Battle_Droid
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Basic Trooper=GCON_Basic_Trooper>
^{Weaponary}: Light
^
^The {Battle Droid} is the [Basic Trooper] unit of the $LINK<Confederacy=RACE_SEPARATIST>, armed with blaster and thin armour. It is very cheap to build.

#PRTO_Droid_Fighter
^
^{Type}: $LINK<Starfighter=GCON_Starfighter>
^{Class}: $LINK<Basic Fighter=GCON_Basic_Fighter>
^{Weaponary}: Light
^
^The {Droid Fighter} is the [Basic Fighter] unit of the $LINK<Confederacy=RACE_SEPARATIST>. It can be used to attack other air units and works best in large numbers.

#PRTO_Geonosian_Fighter
^
^{Type}: $LINK<Starfighter=GCON_Starfighter>
^{Class}: $LINK<Advanced Fighter=GCON_Advanced_Fighter>
^{Weaponary}: Light
^
^The {Geonosian Fighter} is the [Advanced Fighter] unit of the $LINK<Confederacy=RACE_SEPARATIST>. It can be used to attack other air units and bombard colonies.


#PRTO_Hailfire_Droid
^
^{Type}: $LINK<Turret=GCON_Turret>
^{Class}: [none]
^{Weaponary}: Medium
^
^The {Hailfire Droid} is the [Turret] unit of the $LINK<Confederacy=RACE_SEPARATIST>. It can be only used to defend colonies from land atacks and cannot be moved.

#PRTO_Homing_Spider_Droid
^
^{Type}: $LINK<Mech=GCON_Mech>
^{Class}: $LINK<Light Mech=GCON_Light_Mech>
^{Weaponary}: Medium
^
^The {Homing Spider Droid} is the [Light Mech] unit of the $LINK<Confederacy=RACE_SEPARATIST>. It works well defending borders from enemy attacks and defending colonies. As it is a light mech, it cannot go on {mountains}.

#PRTO_Jedi_Starfighter
^
^{Type}: $LINK<Starfighter=GCON_Starfighter>
^{Class}: $LINK<Advanced Fighter=GCON_Advanced_Fighter>
^{Weaponary}: Light
^
^The {Jedi Starfighter} is the [Advanced Fighter] unit of the $LINK<Republic=RACE_REPUBLIC>. It can be used to attack other air units and bombard colonies.

#PRTO_Laser_Turret
^
^{Type}: $LINK<Turret=GCON_Turret>
^{Class}: [none]
^{Weaponary}: Medium
^
^The {Laser Turret} is the [Turret] unit of the $LINK<Republic=RACE_REPUBLIC>. It can be only used to defend colonies from land atacks and cannot be moved.

#PRTO_R2_Droid
^
^{Type}: $LINK<Worker=GCON_Worker_Jobs>
^{Class}: Normal
^{Weaponary}: None
^
^The {R2 Droid} is the [Worker] unit of the galaxy. It can perform any task it is set, and is a highly versitle little droid.

#PRTO_Republic_Gunship
^
^{Type}: $LINK<Starfighter=GCON_Starfighter>
^{Class}: $LINK<Basic Fighter=GCON_Basic_Fighter>
^{Weaponary}: Light
^
^The {Republic Gunship} is the [Basic Fighter] unit of the $LINK<Republic=RACE_REPUBLIC>. It can be used to attack other air units and works best in large numbers.


#PRTO_Republic_Transport
^
^{Type}: $LINK<Transport=GCON_Transport>
^{Class}: [none]
^{Weaponary}: None
^
^The {Republic Transport} is the [Transport] unit of the $LINK<Republic=RACE_REPUBLIC>. It can carry a large number of $LINK<infantry=GCON_Infantry> across a large mass of space. It has no weapons, but does not require an escort.

#PRTO_Bounty_Hunter
^
^{Type}: $LINK<Bounty Hunter=GCON_Bounty_Hunter>
^{Class}: [none]
^{Weaponary}: Light
^
^The {Bounty Hunter} is an advanced type of $LINK<infantry=GCON_Infantry>. It is quite well armed and armored, and can engage any unit in any territory without starting a war.

#PRTO_SPHA-T
^
^{Type}: $LINK<Mech=GCON_Mech>
^{Class}: $LINK<Heavy Mech=GCON_Heavy_Mech>
^{Weaponary}: Heavy
^
^The {SPHA-T} is the [Heavy Mech] unit of the $LINK<Republic=RACE_REPUBLIC>, armed to the teath with heavy blasters.
^It can heavily bombard enemy colonies and instalations from long distances.

#PRTO_Super_Battledroid
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Advanced Trooper=GCON_Advanced_Trooper>
^{Weaponary}: Light
^
^The {Super Battledroid} is the [Advanced Trooper] unit of the $LINK<Confederacy=RACE_SEPARATIST>, armed with a blaster rifle and medium armour. It is very cheap to build. 

#PRTO_Tank_Droid
^
^{Type}: $LINK<Mech=GCON_Mech>
^{Class}: $LINK<Heavy Mech=GCON_Heavy_Mech>
^{Weaponary}: Heavy
^
^The {Tank Droid} is the [Heavy Mech] unit of the $LINK<Confederacy=RACE_SEPARATIST>, armed to the teath with heavy blasters.
^It can heavily bombard enemy colonies and instalations from long distances.

#PRTO_Transport
^
^{Type}: $LINK<Mech=GCON_Mech>
^{Class}: $LINK<Mech Transport=GCON_Mech_Transport>
^{Weaponary}: Heavy
^
^The {Transport} is the [Mech Transport] unit of the $LINK<Confederacy=RACE_SEPARATIST>, armed to the teath with heavy blasters.
^It can carry a small number of $LINK<infantry=GCON_Infantry> across large areas of land.

#PRTO_Protocol_Droid
^
^{Type}: $LINK<Settler=GCON_Settler>
^{Class}: Normal
^{Weaponary}: None
^
^The {Protocol Droid} is the [Settler] unit of the galaxy. It can build and set up colonies almost anywhere in the universe.

#PRTO_Jedi_Padawan
^
^{Type}: $LINK<Jedi=GCON_Jedi-Sith>
^{Class}: $LINK<Padawan=GCON_Jedi-Sith>
^{Weaponary}: Light
^
^The {Jedi Padawan} is an apprentice of the force. It still has a long way to go before it becomes a knight, but it is still a powerful unit. It can see further than most $LINK<infantry=GCON_Infantry>.

#PRTO_Jedi_Knight
^
^{Type}: $LINK<Jedi=GCON_Jedi-Sith>
^{Class}: $LINK<Knight=GCON_Jedi-Sith>
^{Weaponary}: Light
^
^The {Jedi Knight} is a user of the force. It has achieved much since being an apprentice and usually serves as a General in it's faction's army. It can see further than the troops it commands and can detect invisable units.

#PRTO_Jedi_Master
^
^{Type}: $LINK<Jedi=GCON_Jedi-Sith>
^{Class}: $LINK<Master=GCON_Jedi-Sith>
^{Weaponary}: Light
^
^The {Jedi Master} is a master of the force. It will most certainly be part of a council of other force users within its faction. It can see further than other units, detect invisable units and even appear invisable to enemy troops.

#PRTO_Sith_Apprentice
^
^{Type}: $LINK<Sith=GCON_Jedi-Sith>
^{Class}: $LINK<Apprentice=GCON_Jedi-Sith>
^{Weaponary}: Light
^
^The {Sith Apprentice} is an apprentice of the force. It still has a long way to go before it becomes a knight, but it is still a powerful unit. It can see further than most $LINK<infantry=GCON_Infantry>.

#PRTO_Sith_Knight
^
^{Type}: $LINK<Sith=GCON_Jedi-Sith>
^{Class}: $LINK<Knight=GCON_Jedi-Sith>
^{Weaponary}: Light
^
^The {Sith Knight} is a user of the force. It has achieved much since being an apprentice and usually serves as a General in it's faction's army. It can see further than the troops it commands and can detect invisable units.

#PRTO_Sith_Master
^
^{Type}: $LINK<Sith=GCON_Jedi-Sith>
^{Class}: $LINK<Master=GCON_Jedi-Sith>
^{Weaponary}: Light
^
^The {Sith Master} is a master of the force. It will most certainly be part of a council of other force users within its faction. It can see further than other units, detect invisable units and even appear invisable to enemy troops.

#PRTO_Separatist_Transport
^
^{Type}: $LINK<Transport=GCON_Transport>
^{Class}: [none]
^{Weaponary}: None
^
^The {Separatist Transport} is the [Transport] unit of the $LINK<Confederacy=RACE_SEPARATIST>. It can carry a large number of $LINK<infantry=GCON_Infantry> across a large mass of space. It has no weapons, but does not require an escort.

#PRTO_AT-XT
^
^{Type}: $LINK<Mech=GCON_Mech>
^{Class}: $LINK<Light Mech=GCON_Light_Mech>
^{Weaponary}: Medium
^
^The {AT-XT} is the [Light Mech] unit of the $LINK<Republic=RACE_REPUBLIC>. It works well defending borders from enemy attacks and defending colonies. As it is a light mech, it cannot go on {mountains}.

#PRTO_Worker_SLAVE
^
^{Type}: $LINK<Worker=GCON_Worker_Jobs>
^{Class}: Slave
^{Weaponary}: None
^
^This unit is an enslaved [Worker] unit. It has been captured from one faction and has been made to work for another.

#PRTO_Heavy_Clone_Trooper
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Advanced Trooper=GCON_Advanced_Trooper>
^{Weaponary}: Light
^
^The {Heavy Clone Trooper} is the [Advanced Trooper] unit of the $LINK<Republic=RACE_REPUBLIC>, armed with an e-web blaster and medium armour. It is very cheap to build. 


#PRTO_ARC_Trooper
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Special Trooper=GCON_Special_Trooper>
^{Weaponary}: Light
^
^The {ARC Trooper} is an expensive but very capable [special trooper] of the $LINK<Confederacy=RACE_Separatist>.
^Armed with a heavy blaster rifle, this unit is one of the most highly skilled troopers in the galaxy. They were trained by Jango Fett, possibly the greatest bounty hunter of all time.

#PRTO_Speederbike_Clone
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Scout Trooper=GCON_Scout_Trooper>
^{Weaponary}: Light
^
^The {Speederbike Clone} is the [Scout Trooper] unit of the $LINK<Republic=RACE_REPUBLIC>, armed with a blaster built into the speederbike. It is quite cheap to build.

#PRTO_STAP
^
^{Type}: $LINK<Infantry=GCON_Infantry>
^{Class}: $LINK<Scout Trooper=GCON_Scout_Trooper>
^{Weaponary}: Light
^
^The {STAP} is the [Scout Trooper] unit of the $LINK<Confederacy=RACE_CONFEDERACY>, armed with a blaster built into the STAP. It is quite cheap to build.

#PRTO_Republic_Bomber
^
^{Type}: $LINK<Starfighter=GCON_Starfighter>
^{Class}: $LINK<Basic Bomber=GCON_Basic_Bomber>
^{Weaponary}: Light
^
^The {Republic Bomber} is the [Basic Bomber] unit of the $LINK<Republic=RACE_REPUBLIC>. It can be used to bombard enemy colonies.


#DESC_PRTO_Republic_Bomber


#PRTO_Geonosian_Bomber
^
^{Type}: $LINK<Starfighter=GCON_Starfighter>
^{Class}: $LINK<Basic Bomber=GCON_Basic_Bomber>
^{Weaponary}: Light
^
^The {Geonosian Bomber} is the [Basic Bomber] unit of the $LINK<Confederacy=RACE_CONFEDERACY>. It can be used to bombard enemy colonies.


#DESC_PRTO_Geonosian_Bomber


#PRTO_Republic_Assualt_Ship
^
^{Type}: $LINK<Capital Ship=GCON_Capital_Ship>
^{Class}: $LINK<Carrier=GCON_Carrier>
^{Weaponary}: Heavy
^
^The {Republic Assualt Ship} is huge and very powerful [capital ship] used by the $LINK<Republic=RACE_REPUBLIC>.
^
^The Republic Assualt Ship is a huge [capital ship] designed to transport and control The Clone Army of The Republic  
and so able to carry wings of $LINK<starfighters=GCON_Starfighter> and make $LINK<planetary bombardments=GCON_Planetary_Bombardments>  
and move in {Space}, {Deep Space} and {Unknown Space}.


#DESC_PRTO_Republic_Assualt_Ship


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

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

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

#BLDG_Massassi_Temple
^
^
^The [Massassi Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content. It also allows $LINK<Jedi/Sith=GCON_Jedi_Sith> to be created.

#BLDG_Marketplace
^
^
^The [Marketplace] 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>:
^* 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

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

#BLDG_Courthouse
^
^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its colony and makes the colony more resistant to propaganda.

#BLDG_Walls
^
^
^[Walls] can be built only in settlements and provide a land bombardment defense of eight,
and a 50% defensive bonus to units defending in the town. When a settlement becomes a colony, the walls no longer provide a defensive bonus.

#BLDG_Water_Supply_Facility
^
^
^A colony with an [Water Supply Facility] can grow beyond population six.

#BLDG_Bank
^
^
^A [Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its colony by 50%, in addition to any $LINK<marketplace benefit=BLDG_Marketplace>.
You must have a Marketplace to build a Bank.

#BLDG_Jedi_Sith_Temple
^
^
^[The Jedi/Sith Temple] produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have a Massassi Temple in the colony in order to build a Jedi/Sith Temple.

#BLDG_Education_Center
^
^
^[The Education Center] increases the scientific $LINK<research=GCON_Research> in its colony by 50%.
This is in addition to any $LINK<library=BLDG_Library> benefits already in place. You must have a Library in the colony in order to build an University.

#BLDG_Arena
^
^
^The [Arena] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.

#BLDG_Factory
^
^
^A [Factory] increases $LINK<shield production=GCON_Shields> in its colony by 50%. Building a power plant in the same colony
increases this bonus. Note that factories produce $LINK<pollution=GCON_Pollution>.

#BLDG_Sercurity_Complex
^
^
^The [Sercurity Complex] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in its colony.

#BLDG_Recycling_Center
^
^
^The [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by colony improvements.

#BLDG_Manufacturing_Plant
^
^
^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its colony by 50%. Note that 
manufacturing plants produce $LINK<pollution=GCON_Pollution>. A Factory is required to build a Manufacturing Plant.

#BLDG_Power_Core
^
^
^The [Power Core] increases $LINK<factory=BLDG_Factory> output by 50%.
^It does produce $LINK<pollution=GCON_Pollution>.
^A Factory is required to build a Power Core.

#BLDG_Spice_Mine
^
^
^[Spice Mines] increase the number of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL>:
^* 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
^
^A colony must have a river within its $LINK<radius=GCON_Radius> to build a Spice Mine.

#BLDG_Neutronic_Power_Core
^
^
^The [Neutronic Power Core] increases $LINK<factory=BLDG_Factory> output by 100%. 
^It does not create any $LINK<pollution=GCON_Pollution>. A Factory is required to build a Neutronic Power Core.
^Neutronic Power Cores can [meltdown], causing all hell to break loose...

#BLDG_Moisture_Farm
^
^
^[Moisture Farms] increase the number of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL>:
^* 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
^
^A colony must have a river within its $LINK<radius=GCON_Radius> to build a Moisture Farm.

#BLDG_Medical_Facility
^
^
^A colony with a [Medical Facility] can grow beyond population 12.

#BLDG_Lab
^
^
^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%.
^This is in addition to any benefits from a $LINK<library=BLDG_Library>.
A Library is required to build a Research Lab.

#BLDG_Mass_Transit_Hub
^
^
^The [Mass Transit Hub] reduces $LINK<pollution=GCON_Pollution> caused by population.

#BLDG_Defense_Grid
^
^
^[Defense Grids] attack enemy air units that attempt to attack the colony.

#BLDG_Academy
^
^
^An [Academy] gives the colony a naval bombardment defense of eight and a 50% defensive bonus against naval attacks.
^The fortress automatically bombards passing enemy ships. This is also where the pilots learn to fly.

#BLDG_Docking_Bay
^
^Colonies with a [Docking Bay] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^Space, Deep Space, and Unknown Space squares produce one extra $LINK<food=GCON_Food>. 
^A [Docking Bay] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Docking Bay].
^A colony with a [Docking Bay] can be used to upgrade naval units.

#BLDG_Orbital_Platform
^
^
^An [Orbital Platform} causes all worked Space, Deep Space, and Unknown Space squares to produce one $LINK<shield=GCON_Shields>.

#BLDG_Hangars
^
^A colony with [Hangars] produces $LINK<veteran=GCON_Experience> air units instead of regulars.
^[Hangars] are a link in the $LINK<trade network=GCON_Trade>, allowing luxuries
and strategic resources to be traded to other [Hangars].
^A colony with [Hangars] can be used to upgrade air units.

#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of  eight to one.

#BLDG_Civil_Defense
^
^
^[Civil Defense] can be built in any size settlements and provide a 50% defensive bonus to units
defending in the settlment. Civil Defense can only be built in a colony that has a barracks.

#BLDG_Stock_Exchange
^
^
^[Stock Exchange] provides a 50% tax output for the colony it is constructed in. The Stock Exchange can only be built
in a colony that has a bank.

#BLDG_Space_Port
^
^
^A [Space Port] causes the colony it is in to produce one extra Commerce in every water square that already produces one.
^A Space Port can only be built in a colony that has a Docking Bay.

#BLDG_SS_Thrusters
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Thrusters
^
^
^The massive Thrusters are, much like the Engine, designed to function in a myriad of ways. Designed in stages like the 
Engines, the Thrusters channel the exhaust used to propel the Space Ship through all of its phases of travel. In the initial 
phase, the external booster rockets channel their fuel through the Thrusters array until they run out of fuel, at which 
point they are jettisoned. After that, the powerful electromagnets built into the Thrusters help accelerate the charged 
particles of the ion drive to near the speed of light, providing a great deal of thrust for the Space Ship. Finally, in 
the last stages of travel, the Thrusters are responsible for maneuvering the Space Ship into the planet's gravity well 
and providing a counter thrust to slow the vessel to a manageable velocity to settle into a geo-synchronous orbit. In 
order to fulfill all of these functions, the Thrusters array had to be capable of the ultra-sensitive duty of accelerating 
high energy ions as well as be able to handle the hundreds of thousands of pounds of thrust produced by the solid fuel 
boosters. The engineers who designed the Thrusters were able to fulfill both of these functions as well as making them 
articulated to allow for maneuverability that is remarkable considering the mass and projected velocities of the craft.

#BLDG_SS_Cockpit
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Cockpit
^
^
^The command and control center of the Space Ship, the Cockpit component is the brain of the vessel. Ergonomically 
designed for the comfort of the pilots, the Cockpit holds all of the advanced navigation and systems control computers 
necessary for interstellar travel and interplanetary colonization as well as providing for all of the long-term 
necessities of its occupants. A fully encased component, the Cockpit has no unshielded area, completely encasing 
the occupants in a protective shell of titanium, ceramic, and an electromagnetic repulsion system to shed unwanted 
radiation. It utilizes the latest in holographic technology for star chart navigation, heads up displays for a 360 
degree range of vision around the Space Ship, and the most advanced sensors available for collision detection and 
avoidance. The crowning jewel of the Cockpit component, however, is the advanced CAM Computer System, an artificial 
intelligence system designed to evaluate the potential dangers of deep space flight that may be encountered in the 
regions that no human has ever before penetrated. The CAM System continually monitors radiation fields and particle 
positions, judging the best way to deal with any potential threat and alerting the pilots in case of an emergency. 
The CAM system also helps keep the pilots entertained, having full access to the libraries of the Planetary Party 
lounge and being the most advanced Chess computer in the known galaxy. 

#BLDG_SS_Landing_Docking_Bay
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Landing_Docking_Bay
^
^
^Built entirely in space and for space travel, the Space Ship is a marvel of human technology. The Docking Bay module 
allows for the transfer of personnel and materials both during the initial loading of the Space Ship as well as during its 
final orbit, during which it will be converted to a Space Station for the first phase of the colonization and terraforming 
process. The Docking Bay module also holds the RCV Manned Shuttle, the main travel and transit vehicle for the Space Ship 
occupants, as well as providing access for the engineers to the exterior of the Space Ship during space walks. The Docking 
Bay is in essence a large air lock with a door large enough to release the RCV, flanked by a pair of smaller air locks for 
transferal of small teams of individuals. The Docking Bay also has large magnetic locks, allowing the Space Ship to join to 
the International Space Station prior to its departure during the final phases of supply loading before launching from 
Earth's orbit for its interstellar trip.

#BLDG_SS_Engine
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Engine
^
^
^The Space Ship Engine is actually a four part launch vehicle, designed to enable the Space Ship to complete its journey 
both within the high gravity space-time bends surrounding star systems and through the vast emptiness of deep space that 
separates our star from Alpha Centauri. Its first stage is the external booster rockets, which, much like the terrestrially 
launched shuttles of the late twentieth century, are solid fuel boosters and are jettisoned when they are no longer 
needed. They are crucial to build the initial impulse which will carry the Space Ship into Jupiter's gravity well, giving 
it the energy to slingshot to Uranus and then out into deep space. The second part to the Engine is the Space Ship's solar 
sail, which was designed both to use the radiation emitted from our sun and Jupiter for propulsion and to collect atomic 
particles for further future fuel and materials. The third part of the Engine array is the ion drive, which will harness 
both nuclear power and collected hydrogen to propel the craft through deep space, channeling high energy particles through 
the Thrusters. The fourth and most externally obvious component is the hydrogen solid fuel rocket, which will be used in 
the final phases of the Space Ship's travel to place it in orbit around Alpha Centauri's planetary system. 

#BLDG_SS_Fuel_Cells
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Fuel_Cells
^
^
^Essentially designed around the concept of a controlled hydrogen bomb explosion, the Fuel Cells for the Space Ship are 
based around the hydrogen collection system of the solar sail. The electromagnetic and solar energy collected by the solar 
sail are converted to electricity, which is used to slowly build the free hydrogen collected into fuel, which is stored in 
the fuel cell. The fuel cells also contain small, controlled amounts of fissionable material, which is in turn used with 
the hydrogen core to start a nuclear reaction. These reactions, contained in the Fuel Cells, supply the high energy 
particles which are funneled and accelerated through the ion drive to boost the Space Ship in deep space travel. In the 
final stages of travel the Fuel Cells provide the necessary hydrogen, collected in transit, to power the solid fuel rocket. 
The entire process is controlled through powerful electromagnets which channel the energy and prevent the escape of excess 
energy which could produce a dangerous meltdown. One byproduct of this nuclear reaction is heat, which is absorbed in the 
Fuel Cell walls and converted to the electrical energy which powers the computers, Life Support Systems, and other essential 
functions.

#BLDG_SS_Life_Support_System
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Life_Support_System
^
^
^Essential to the sustenance of human life are food, water, air, and heat, and the Life Support System provides all of 
these things. Recycling is the key to the Space Ship's Life Support System, and no organic component is left to waste in 
the vessel. Computers control the collection and recycling of waste, which is injected into large vats of algae which 
consume the waste or processed into fertilizer for the Space Ship hydroponics garden. Both the algae and the garden provide 
food and oxygen for the colonists as well as for their livestock, which consist of fish, shrimp, and a particularly hearty 
(and tasty) breed of Peruvian mountain llama. Extra oxygen is processed in the air filtration system, which electrically 
divides water into hydrogen and oxygen molecules and separates them for oxygen and fuel uses. Excess heat produced by the 
Fuel Cells is also absorbed into steam pipes, which are used to keep the interior of the vessel warm and to separate pure 
water out of waste water to a 99.44% purity. Extraplanetary travel has never before been attempted on this scale, and the 
Life Support System has been carefully crafted to provide indefinitely for the needs of the colonists as well as giving 
them a basis for redeveloping a food chain on the eventual planet of colonization.

#BLDG_SS_Stasis_Chamber
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type. 

#DESC_BLDG_SS_Stasis_Chamber
^
^
^With a journey predicted to take decades, if not centuries, one of the most important considerations of the engineers was 
the aging of the crew. Recent advances in cryogenics and chemical therapy have enabled scientists to chemically slow the 
metabolic process to a virtual standstill, which enables the scientists to then deep freeze the body without harm. Sensors 
regulate the zero-oxygen environment to ensure that the colonists will be kept as safe as possible, and a special warming 
system utilizing broad spectrum electromagnetic radiation is used to quickly and safely restore warmth to the body. The 
radiation also has the effect of breaking down the chemical agents that slow the colonists' metabolism, making them able 
to be thawed out in a matter of seconds and fully aware in a little over a minute. This is essential to the survival of 
the craft in a situation in which the computer is unable to determine a course of action and a pilot or navigator must be 
roused to assess the danger, or in a situation in which a technician must be roused to effect repairs. This system has been 
used very effectively in tests on pigs and monkeys, and it has been shown that such animals in deep cryogenic sleep have 
been able to be roused after three years with absolutely no visible side effects. A couple of military volunteers have also 
been frozen to test the system, but only for a matter of weeks. Although scientists have not yet tested the effects of 
long-term freezing on human beings, they are completely confident that there will not be any problems with the Stasis 
Chamber on the Space Ship. Completely confident.

#BLDG_SS_Storage_Supply
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Storage_Supply
^
^
^With a journey on which so much is dependent, including the future survival of humanity in the stars, many preparations 
have been made to insure the survival of the crew both on the journey and once the final destination has been reached. The 
large Storage/Supply module fulfills many functions for the colonists, all of which are considered vital for the perpetuation
of life on distant planets. The first and most obvious function that it fulfills is the storage of raw materials, including 
essential metals and elements which may not be in such plentiful supply in the further reaches of the galaxy. In addition 
to the non-organic elements stored there are also complex amino acid chains stored for eventual use to ensure the survival 
of organic material in the transition period during which the planet is being terraformed. Perhaps more important, though, 
is the storage of the terraforming machines and vehicles which are expected to be necessary once a distant planet is 
reached. They will be used not only to attempt terraforming the planet, but also to build the initial habitat of the 
colonists and mine the planet's resources for use. The most important part of the Storage/Supply unit, in the eyes of many 
scientists, is Project: ARK. A catalogue and series of samples of over 150 million species are included, cryogenically 
frozen and preserved to rebuild as much of Earth's plant and animal kingdom by the genetic engineers in transit with the 
Space Ship.

#BLDG_SS_Planetary_Party_Lounge
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Planetary_Party_Lounge
^
^
^Described as the most expensive discotheque and museum gallery ever made, the Planetary Party Lounge is the ultimate in 
terrestrial entertainment. With a full copy of the Library of the National Archives, including all human data able to be 
put on disk, the Planetary Party Lounge computers allow the colonists to read books, play video games, holographically 
browse art museums, and sample every existing bit of human culture from the most sublime to the least savory. Holographic 
instructional videos exist on all manners of craft and skill, from woodcarving to belly dancing, to help keep cultural 
traditions alive and archived for future generations of colonists. The finest entertainers from around the world have been 
recruited to accompany the colonists and keep them happy in their journey to the next star system, and professional masseuses
and physical therapists are on hand to see to the pleasures of the body. But the center of social life on board the Space 
Ship is bound to be the 13 tiered central lounge, boasting a quaint rural pub, a bustling casino, a hip disco, an auditorium
and concert hall, a full featured gymnasium with hot tub and swimming pool, and a number of restaurants, both large and 
small. With so much to do, the colonists and crew aren't likely to want to get back into their Stasis Chambers!

#BLDG_SS_Exterior_Casing
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.

#DESC_BLDG_SS_Exterior_Casing
^
^
^Although humankind has mastered space flight, the concept of interstellar and deep space travel presents many new problems 
to engineers and physicists. The Exterior Casing of the Space Ship is itself a technological marvel. Designed around a 
composite system of layered ceramic, zero-gee manufactured aluminum-titanium alloy, and high density polymers, the Exterior 
Casing is made to withstand both the dangers of debris within star systems and of radiation throughout its travel. Built 
into the Exterior Casing is also a complex web of electric wiring, capable of carrying a very high positive or negative 
electromagnetic charge, providing a shield from radiation and literally funneling electromagnetic energy and space borne 
hydrogen dust into the solar sail where it can be collected and used for further fuel. It is also designed with multiple 
levels of sensors designed to collect scientific data and to give a clear picture to the navigational computer and to the 
pilots of what is going on outside of the vehicle. Although this composite design for an Exterior Casing is expensive, the 
protection and potential scientific information that it affords is well worth the cost of manufacture.

#BLDG_Pyramids
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every colony on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious, Religious, and Agricultural
civilizations.

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

#BLDG_Hanging_Gardens
^
^
[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its colony and
one unhappy citizen content in all other friendly colonies.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.

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

#BLDG_Colossus
^
^
^[The Colossus] causes its colony to produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one.
^
^
^The Colossus may be built only in a coastal colony.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Seafaring, and Commercial civilizations.

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

#BLDG_Lighthouse
^
^
^$LINK<Galleys=PRTO_Galleys> and other early naval units can move safely in and out of $LINK<sea=TERR_Sea> squares, and all naval unit movement rates are increased by one.
^
^
^The [Great Lighthouse] may be built only in a coastal colony.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.

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

#BLDG_Great_Library
^
^
^The civilization that builds the [Great Library] gets any Civilization Advance already discovered by two
other known civilizations for free.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

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

#BLDG_Oracle
^
^
^Doubles the effect of all $LINK<Temples=BLDG_Temple> in the Empire;
they produce two $LINK<content faces=GCON_Moods> instead of one.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

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

#BLDG_Great_Wall
^
^
^Doubles unit combat values versus $LINK<Barbarians=GCON_Barbarians>. 
^
^
^Places a $LINK<Wall=BLDG_Walls> in each colony of the continent on which it is built. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.

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

#BLDG_Art_of_War
^
^
^Puts a $LINK<barracks=BLDG_Barracks> in every colony on the same continent.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#DESC_BLDG_Art_of_War
^
^
^One of the earliest pieces of military literature is "The Art of War", written by Chinese general Sun Tzu in the 6th century BC. This book contained 
a detailed explanation and analysis of the Chinese military, from weapons and strategy to rank and discipline. Sun Tzu also stressed the importance 
of intelligence operatives and espionage to the war effort. Because Sun Tzu has long been considered to be one of history's finest military tacticians 
and analysts, his teachings and strategies formed the basis of advanced military training for centuries to come.

#BLDG_Sistine_Chapel
^
^
^Doubles the effects of all $LINK<Cathedrals=BLDG_Cathedral> in your colonies. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Sistine_Chapel
^
^
^The beauty of Rome's Sistine Chapel has long served as a testament to the mixture of strong religious beliefs and the love of art shared by the 
people of Renaissance Europe. Michelangelo devoted four years to painting the mural that adorns the ceiling, a work depicting events in the book 
of Genesis and other Biblical stories. Few visitors to the Sistine Chapel have failed to be moved by the artist's dedication to his subject, or his
feeling for the nature of human struggle, suffering, and spiritual triumph.

#BLDG_Circumnavigation
^
^
^The movement rate of all naval units is increased by one.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.

#DESC_BLDG_Circumnavigation
^
^
^In 1519, Ferdinand Magellan sailed from Spain with the intention of reaching the spice-rich Malouccas Islands of Indonesia by sailing west, 
instead of east. Although natives in the Philippines killed Magellan, his expedition went on to prove conclusively that the world was round. More 
importantly, it proved that the Americas were indeed a New World. Magellan's expedition was one of the great sea voyages of history, and it 
inspired further expeditions by other explorers. The discoveries made along the way reduced the dangers to all the sea expeditions that followed.

#BLDG_Solar_System
^
^
^Doubles $LINK<scientific research=GCON_Research> in the colony where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.

#DESC_BLDG_Solar_System
^
^
^Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the planets revolve around it. This 
knowledge was lost during the Dark Ages, but was re-introduced in the early 16th Century by Nicholas Copernicus. Copernicus' research and 
theories form the foundation for modern astronomy. Copernicus collected his data from his observatory, a small room in the spire of an East 
Prussian cathedral. His research methods and observations also marked the rebirth of the scientific method, and were an important step in the 
advance of knowledge.

#BLDG_Great_Playhouse
^
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the colony are made content. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. A colony with [Shakespeare's Theater] can grow beyond population 12, but you must have a population of 7 or higher in order to build it.

#DESC_BLDG_Great_Playhouse
^
^
^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theater during the 1600s. Theaters offered people 
a diversion from their everyday lives by allowing them to enjoy comedies, tragedies, and triumphs acted out on stage. Similar theaters, such as the 
Comedie Francaise in Paris, and La Scala in Milan, fulfilled similar roles by offering entertainment to the citizens of their colonies. Although the original 
Globe Theater burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters throughout the world.

#BLDG_Inventor's_Workshop
^
^
^Obsolete military units can be upgraded at half price.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.

#DESC_BLDG_Inventor's_Workshop
^
^
^Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. His most famous works include the "Mona Lisa" and "The 
Last Supper". Although best known for his art, da Vinci was also an accomplished observer and designer. Preserved in his sketchbooks are ideas 
for dozens of inventions, many of them centuries ahead of their time. These include designs for such devices as drawbridges, construction equipment,
parachutes, and even helicopters. His scientific and technical drawings became the basis for the development of many of these modern devices.

#BLDG_Grand_Cathedral
^
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per colony.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Grand_Cathedral
^
^
^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the most well known member of a gifted family of German 
musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote numerous choral and orchestral pieces. During his 
lifetime, he was renowned as an organist and music director of St. Thomas' Church in Leipzig, and many of his compositions were religious in nature. 
After his death, Bach's music gained worldwide appreciation.

#BLDG_Great_University
^
^
^Doubles $LINK<scientific research=GCON_Research> in the colony where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Great_University
^
^
^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He is credited with many important 
discoveries including the laws of gravity, the color spectrum of light, calculus, fluid dynamics, and an understanding of ocean tides. He also built the 
world's first reflecting telescope. For 32 years, he held an important teaching post at Cambridge University, where he continued his own research 
while instructing a generation of students.

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

#DESC_BLDG_Trading_Company
^
^
^Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed the economic processes of 
supply and demand, and discussed how free trade and individual ambition would lead to both economic and social growth. Smith favored a political 
environment where the government would only become involved in business and trade to preserve justice and order. Smith's ideas of economics and 
the lack of government involvement form the basis of modern economic liberalism.

#BLDG_Universal_Suffrage
^
^
^Reduces $LINK<war weariness=GCON_War_Weariness> in all colonies.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Agricultural civilizations.

#DESC_BLDG_Universal_Suffrage
^
^
^After decades of struggle, women in the United States won the right to vote in 1920 with the passage of the 19th Amendment to the U.S. 
Constitution. The achievement of women's suffrage was accelerated by the excellent record of women working in jobs traditionally held by men 
during World War I. Full voting rights were granted to women in Great Britain in 1928. Since that time, women have gained the right to vote in most 
countries in the developed world.

#BLDG_Hoover_Dam
^
^
^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all colonies on the same continent.
^
^
^To build the Hoover Dam a colony must have a river within its $LINK<radius=GCON_Radius>.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.

#DESC_BLDG_Hoover_Dam
^
^
^For centuries, mankind has been harnessing the power of rivers to move waterwheels for various purposes. With the advent of electrical power, it 
was found the rivers were also very useful for generating electricity. Hydroelectric power plants derive power from rivers by constructing dams to 
ensure a dependable supply of water. The overflow is then released through special chambers where the moving water turns giant turbines, 
generating electricity. When planned and engineered properly, this system provides an excellent power source with very limited environmental 
impact. The Hoover Dam, constructed on the Colorado River near Las Vegas, was one of the earliest hydroelectric power plants.

#BLDG_Manhattan_Project
^
^
^Allows the construction of nuclear weapons by {all} civilizations.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.

#DESC_BLDG_Manhattan_Project
^
^
^The Manhattan Project was the code name for an intensive and costly research effort during World
War II that resulted in the development of atomic weapons. The first two such weapons, the bombs
dropped on Nagasaki and Hiroshima in 1945, brought an end to the Second World War. For a short
time, the United States held a monopoly on atomic weapons. However, by 1949 the Soviet Union had
also developed similar technology, based in part on Manhattan Project information obtained through
espionage. The nuclear standoff that has resulted from this balance of power may be largely
responsible for the absence of major wars since World War II.

#BLDG_Cure_for_Cancer
^
^
^Makes one unhappy citizen $LINK<content=GCON_Moods> in every colony.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Agricultural civilizations.

#DESC_BLDG_Cure_for_Cancer
^
^
^Despite the huge outlays of cash for research and study, cancer still looms as a terrifying and deadly plague on the human race. Although scientists 
and doctors have discovered many different forms of cancer, and have identified some of the factors that can trigger the disease, a true cure still 
eludes modern medical science. A cure for cancer would put an end to the source of much suffering and anguish, and allow millions of people, who 
would otherwise be doomed, to lead happy and productive lives.

#BLDG_Longevity
^
^
^All colonies get a population increase of two instead of one when the $LINK<Food Storage=GCON_Food> box is full.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Longevity
^
^
^As the lifespan of a human being has slowly increased over the centuries, a shift in medical focus began to take place. Infectious diseases, once the 
leading cause of death, began to be tamed by modern vaccinations. This allowed the field to spend more time combating those ailments associated 
with advanced aging, such as cancer and heart disease. This trend shows no signs of slowing, but rather accelerating. Modern technology permits 
sophisticated diagnosis and treatment of illness, while at the same time identifying their genetic roots.

#BLDG_Theory_of_Evolution
^
^
^Grants two Civilization Advances as soon as completed.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.

#DESC_BLDG_Theory_of_Evolution
^
^
^Charles Darwin, the main proponent of the theory of evolution based on natural selection, built up much of his evidence for this theory during a 
five-year voyage around the world. His voyage aboard the H.M.S. Beagle was instrumental not only in the establishment of his theory, but also 
in the application of the scientific method to the study of nature. Darwin published his theory of evolution in his book "On the Origin of Species by Means 
of Natural Selection". His studies were so thorough that the scientific world never challenged his findings. However, his findings were, and continue to be, 
challenged on philosophical and religious grounds. Darwin's research opened many new lines of inquiry, and inspired a wave of new biological research.

#BLDG_United_Nations
^
^
^Initiates the possibility of a $LINK<Diplomatic Victory=GCON_Victory>.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.

#DESC_BLDG_United_Nations
^
^
^Created in 1945 to maintain international peace and security, the United Nations was the second of two laudable efforts to 
establish an international authority on law and human rights between the self governing nations of the world. Headquartered 
in New York Colony, the United Nations was established at the end of World War II in response to the apparent ineffectiveness 
of the League of Nations to prevent another global conflict on the scale of "The War to End All Wars". The organization was 
originally conceived in 1941 as the Atlantic Charter, an agreement signed between Winston Churchill and Franklin D. 
Roosevelt, but developed into a pact signed by 26 countries to try to stop the aggression of the Axis powers. In 1945, in a 
conference between "The Big Three", Churchill, Roosevelt, and Stalin, the original charter was laid down. Throughout its 
history the United Nations has had great success in establishing many permanent international laws on subjects from human 
rights, international treaties, and worldwide decolonization. Although the United Nations does not have the power to enforce 
decisions or compel nations to take military action, the ability to compel member nations to impose economic sanctions 
against countries guilty of violating security orders gives it significant power in the world stage. 

#BLDG_SETI_Program
^
^
^Doubles $LINK<scientific research=GCON_Research> in the colony where it is built.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.

#BLDG_Internet
^
^
^Puts a $LINK<Research Lab=BLDG_Lab> in every colony on the same continent.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for all civilizations.

#DESC_BLDG_Internet
^
^
^The Internet is a computer system architecture that has revolutionized methods of communications and commerce by allowing various computer networks 
around the world to connect.  The internet provides a capability so powerful and general that it can be used for almost any purpose, supporting human 
communication via e-mail, chat rooms, newsgroups, forums, as well as in audio and video transmissions.  The Internet emerged in the United States in 
the 1970s, but did not become visible to the general public until the early 1990s. By the beginning of the 21st century, approximately 6% of the world’s 
population was estimated to have access to the internet.  It is widely assumed that at least half of the world's population will have some form of 
access to the internet by the year 2010.  Many experts believe that the Internet will continue to dramatically transform business as well as society.

#BLDG_Artemis
^
^
^Puts a $LINK<Temple=BLDG_Temple> in every colony on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.

#DESC_BLDG_Artemis
^
^
^One of the original Seven Wonders of the Ancient World, the Temple of Artemis at Ephesus was an immense, grand temple and marketplace constructed of marble,
financed by the Greek king Croesus (whose name is now synonymous with great wealth). Filled with treasures and statues of bronze, gold, and silver from around
the civilized world, it stood for just two hundred years before it was burned by a fame-seeking arsonist. It was rebuilt twice, but never as grandly as it 
stood at its apex in the 6th century B.C. The Temple was destroyed for the last time by a Christian missionary and saint, who sought to eliminate this 
powerful symbol of the pagan world.

#BLDG_Zeus
^
^
^The [Statue of Zeus] produces a $LINK<Ancient Cavalry=PRTO_Ancient_Cavalry> every 5 turns.
^
^
^A colony must have access to $LINK<ivory=GOOD_Ivory> to build The Statue of Zeus.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious and Militaristic civilizations.

#DESC_BLDG_Zeus
^
^
^The Statue of Zeus at Olympia, the site of the original Olympic Games held to honor the king of the gods, depicted him as a massive ivory figure clad in robes
and sandals of gold. The statue was almost four stories tall, with its head nearly touching the roof of the temple that housed it. The sculpture is described as
exquisite in even the tiniest details by historians and writers of the day -- its robes intricately carved with designs of animals, flowers, and images of Zeus'
children, and its base surrounded by sphinxes and other mythological creatures. Such a statue could not long escape the notice of greedy kings and warlords, and
several attempts were made to steal the statue -- including one by the crazed Roman emperor Caligula.  The statue was finally successfully stolen about the third
century A.D., and was destroyed in a fire in Constantinople just after the fall of Rome. No images or accurate reconstructions of this, one of the lost Wonders of the
Ancient World, survive today.

#BLDG_Mausoleum
^
^
^[The Mausoleum of Mausollos] makes three $LINK<unhappy citizens=GCON_Moods> content in its colony.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and Seafaring civilizations.

#DESC_BLDG_Mausoleum
^
^
^The tomb of King Mausollos of Caria (from whose name the generic term "mausoleum" derives), a local Persian ruler, was not especially remarkable in its construction or size.  
Its status as one of the Ancient Wonders of the World comes from the dozens of painstakingly carved statues and sculptures that surrounded it. They depicted legendary and 
real people, and the noble animals of mythology and history.  Inside the mausoleum was a great frieze, or wall-carving, depicting an epic battle between the Greeks and the 
Amazons, and topping the mausoleum's dome was a huge statue of a four-horse chariot. The Mausoleum and its statues survived until after the Crusades, when Christian knights 
founded a new crusader kingdom in Asia Minor, and used the already-carved stones of the Mausoleum to build castles. The statues, in turn, spread around the world, until British 
archaeologists began to collect and recover them.  Some can be seen today in museums, but most have been lost or destroyed.

#BLDG_Knights_Templar
^
^
^The [Knights Templar] produces a $LINK<Crusader=PRTO_Crusader> every 5 turns.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic and Religious civilizations.

#DESC_BLDG_Knights_Templar
^
^
^The Knights Templar was a holy order devoted to defending the fledgling crusader states founded during the 
First Crusade against Muslim reconquest. The king of Jerusalem allowed them to make their headquarters in 
the main temple of Jerusalem, from which they took their name. In exchange for this hospitality they swore allegiance 
to the throne of Jerusalem. They participated in several major battles and did very well; this increased their numbers 
substantially. Eventually their power grew so much -- to the point where they could field an army of almost 10,000 knights 
and still uphold their promises to garrison individual towns -- that the Pope decided to place them under his direct control.
^	Templar valor in the Holy Land resulted in many rewards back in Europe; knights who fought under the red cross and white 
field of the Templars often found themselves with new estates and castles in their native countries. As a result the order became 
fantastically wealthy, as the Grandmasters shrewdly invested the order's wealth, using plunder to buy goods and sell them throughout 
the Mediterranean.
^	Kings, however, often become jealous of wealthy organizations over which they have little or no control. The French king 
Philip IV, his treasury emptied and his debts monstrous from constant warfare, accused the Templars of heresy and blasphemy, and 
confiscated almost all of their wealth in France. Other monarchs followed suit, embarking on a program of persecution and repression 
whose goal was mostly to secure the Templars' money for themselves. Hundreds of Templars gave false confessions of heresy under torture, 
and others were burned at the stake. The order died out completely in the early 14th century when the entire Templar leadership had been 
murdered.

#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
^
^
^The Epic of Gilgamesh documents the adventures of this Middle Eastern hero. Of special interest to biblical scholars, the document was found 
among the ruins of Nineveh. More than 3000 lines, scribed across 12 tablets, this tale was written around 2000 BC. Gilgamesh was a king of Uruk, 
which now lies within the borders of Iraq.

#BLDG_Great_Ironworks
^
^
^$LINK<Production=GCON_Shields> increased by 100% in the colony where it's built.
^{Requires:} The colony that builds it must have Iron and Coal in its colony radius.

#DESC_BLDG_Great_Ironworks
^
^
^As mankind’s dependence on metals increased through the ages, it became very important to cheaply and effectively separate the base metal from 
impurities. The process of smelting, through the use of a structure called a blast furnace, achieved just that. Using carbon dioxide created from 
oxidized coke to absorb the oxygen from the molten iron, it leaves the metal ‘slag’ to sink to the bottom of the furnace. This separation allows for 
a pure iron to be derived, which is then used for numerous purposes, including the creation of steel.

#BLDG_Forbidden_Palace
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the colony that builds it. Cumulative with $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>.
^{Requires:} The civilization must have at least ten colonies (on a standard size map) under its control.

#DESC_BLDG_Forbidden_Palace
^
^
^A collection of imperial structures in Beijing, the Forbidden Palace stands as a testament to the Chinese architectural ingenuity and aesthetic. Ornamental gardens, 
terraces and fountains surround the magnificent structure, which became the capital of China in 1421.

#BLDG_Military_Academy
^
^
The colony 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
^
^
^Methods of passing down the tactics and arts of war from generation to generation vary based on culture and era. The United States solution, which 
up to that point relied on foreign instructors, lay in creating the United States Military Academy, located at West Point, New York. Established on 
the site of a 18th century fortress in 1802, West Point went on to craft most of the nation’s military leaders. Cadets are selected for training via a 
diverse number of methods, including competitive and non-competitive methods. Graduates earn the commission as Second Lieutenants and receive 
a Bachelor of Science degree. One paramount function of this institution is to stay current in the practice of warfare, typically by having officers from 
previous conflicts become instructors.

#BLDG_Pentagon
^
^
[The Pentagon] increases the unit capacity of all the civilization's armies from three to four.
^{Requires:} The civilization must have at least three $LINK<armies=GCON_Armies> in the field.

#DESC_BLDG_Pentagon
^
^
^The Pentagon is the largest office building in existence. The structure was completed on January 15, 1943, during the height of the Second World War, after a crash building effort of only 
16 months. The 83 million dollar facility covers more than six million square feet, roughly three times that of the Chicago’s Sears Tower (the second largest office building). Originally a US Army facility,
it soon became the nerve center for all military branches of the United States.

#BLDG_Wall_Street
^
^
The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^{Requires:} The civilization must have at least five Stock Exchanges in colonies it controls.

#DESC_BLDG_Wall_Street
^
^
^The location of the New York Stock Exchange, Wall Street has become the epitome of the modern financial district. A narrow street running from 
Broadway to the East River, it houses some of the world's most prestigious and powerful banks and commodity exchanges. In 1653 Dutch colonists 
erected a barricade along this route to ward off the British and unfriendly natives. 

#BLDG_Apollo_Project
^
^
Completion of the [Apollo Program] enables the civilization to begin construction of the Alpha Centauri $LINK<Spaceship=GCON_Spaceship>.

#DESC_BLDG_Apollo_Project
^
^
^The Apollo Program was begun by the United States in the late 1960s. Following the success of the manned orbital missions of the Mercury and 
Gemini missions, the destination of the Apollo Program was the moon. The early Apollo flights concentrated on orbital observations of the moon, 
and testing the docking systems of the Apollo craft. Apollo 11 accomplished the ultimate goal of the Apollo Program on July 20, 1969, when Neil 
Armstrong became the first human to walk on the moon. Several other landings followed, the last being Apollo 17 in December, 1972. The Apollo 
Program truly represented a "giant leap for mankind". The U.S. manned lunar missions are unparalleled feats in space exploration, and the 
technology originally developed for the Apollo Program was later found to be invaluable in designing future space vehicles and orbital platforms.

#BLDG_SDI
^
^
Offers a 75% chance of intercepting enemy ICBMs.
^{Requires:} The civilization must have at least five SAM Batteries in colonies it controls.

#DESC_BLDG_SDI
^
^
^Historically, research in the area of warfare has seen the development of powerful new weapons closely followed by the development of defenses to 
counteract the weapons' destructive power. The development of nuclear weapons seemed to be the exception to this rule: for the first time, mankind 
had created a weapon to which there was apparently no effective defense. SDI (Strategic Defense Initiative), however, could be the answer to this 
problem. Using laser-equipped orbital satellites or ground-launched ABMs (Anti-ballistic Missiles) to intercept and destroy enemy nuclear missiles 
in mid-air, the SDI Defense offers the first hope of negating the threat posed by nuclear missiles.

#BLDG_Intelligence_Center
^
^
^The intelligence agency allows the player to undertake $LINK<Espionage missions=GCON_Espionage>.

#DESC_BLDG_Intelligence_Center
^
^
^The benefits of using spies and espionage in military matters were identified early in mankind’s history. Both the pharaohs of Egypt and Caesars of 
Rome setup embassies in neighboring nations in order to monitor the expansion and movement of military forces. As technology increased the 
potential scale of warfare, it became critical to know from where and when threats would emerge. This can be seen in the plethora of methods used 
in acquiring information on a not-so-friendly nation. These include high altitude reconnaissance photography, actual battlefield observation, and 
covert missions. All this information usually focuses at the Intelligence Center, which collates and analyzes this valuable data from their diverse and 
remote sources. 

#BLDG_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least five hospitals in colonies it controls.

#DESC_BLDG_Battlefield_Medicine
^
^
^While fundamentally in conflict with the destructive goals of war, physicians must still proffer aid to those in need. The practice of repairing the 
personal damage of war, sometimes actually during the fight itself, has a number of benefits beyond the obvious. A paramount one is that of morale, 
since the soldiers of an army that contains surgeons are assured care if they fall in battle.

#BLDG_Secret_Police_HQ
^
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> in the colony that builds it. Cumulative with $LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
^{Requires:} Only civilizations under Communist government can build the Secret Police HQ.

#DESC_BLDG_Secret_Police_HQ
^
^
^Totalitarian governments virtually always rely heavily on secret police forces to enforce ideological and political reliability in the populations they govern. Secret police headquarters are often innocuous and bland, and usually contain not just offices and meeting rooms but interrogation and torture facilities, prison cells, execution chambers, and so forth. The Soviet KGB's headquarters was made in the Lubyanka, a tsarist-era office building located over an underground prison complex. 
Across the street from the Lubyanka was a toy store for children, to take away from the sinister image projected by the building.

#TECH_Bronze_Working
^
^
^$LINK<Scientific Civilizations=GCON_Strengths> start the game with [Bronze Working].

#DESC_TECH_Bronze_Working
^
^
^Evidence of the use of bronze, an alloy of copper and tin, dates back to Thailand in 4500 BC. Several hundred years later, bronze working 
was discovered in the Middle East. Artifacts from this period show that bronze was initially used for decorative purposes only. This is 
because tin was not readily available. It wasn't until approximately 2000 BC, when tin was regularly imported from neighboring regions, that 
bronze replaced copper in the construction of larger items. Bronze was harder and less brittle than copper, and it held a sharper edge. Tools, 
weapons, and armor made from bronze were also cheaper to produce and more durable. The period of time when bronze was the metal of 
choice for such items was known as the Bronze Age. The Bronze Age lasted until iron working became prevalent in approximately 1200 BC.

#TECH_Masonry
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<outposts=GCON_Outposts>.
^
^$LINK<Industrious Civilizations=GCON_Strengths> start the game with [Masonry].

#DESC_TECH_Masonry
^
^
^The early dwellings of most tribal cultures were built of materials that were readily available and easy to work with, such as bricks of clay 
and mud. As tribes gave up their nomadic ways and settled the first colonies, they soon found that they had a need for more permanent and 
durable structures. The skill of masonry was developed to fill this need. The earliest stone structures consisted of little more than rocks that 
were stacked atop one another to form crude walls. Artisans soon began to square off the rocks, forming them into regular shapes and 
stacking them. These early examples of masonry used no mortar; the weight of the stacked stones provided overall strength and stability. 
Without the use of mortar and knowledge of architectural techniques, masonry was used primarily for simple structures such as fortifications. 
However, some examples of early masonry are quite spectacular, including the Great Pyramids in Egypt, which are still standing after 
thousands of years.

#TECH_Alphabet
^
^
^$LINK<Commercial Civilizations=GCON_Strengths> and $LINK<Seafaring Civilizations=GCON_Strengths> start the
game with the [Alphabet]. If a civilization is both commercial [and] seafaring, it receives
$LINK<Pottery=TECH_Pottery> as its second tech advance.

#DESC_TECH_Alphabet
^
^
^The ancestors of modern alphabets were the iconographic and ideographic symbols developed by ancient man, such as cuneiform and 
hieroglyphics. The first known alphabet, a combination of a number of early pictographic symbols known as North Semitic, was developed 
between 1700 and 1500 BC. Four other alphabets - South Semitic, Canaanite, Aramaic, and Greek - had evolved from the North Semitic 
alphabet by 1000 BC. The Roman alphabet, used by all the languages of Western Europe including English, was derived from the Greek 
alphabet sometime after 500 BC. The Roman alphabet became one of the most widespread due to the extensive use of the Latin language 
during the reign of the Roman Empire. The development of alphabets was significant in the development of advanced civilizations because it 
allowed history and ideas to be written down, rather than memorized and passed along orally.

#TECH_Pottery
^
^
^$LINK<Expansionist Civilizations=GCON_Strengths> and $LINK<Agricultural Civilizations=GCON_Strengths> start
the game with [Pottery]. If a civilization is both expansionist [and] agricultural, it receives
$LINK<Masonry=TECH_Masonry> as its second tech advance.

#DESC_TECH_Pottery
^
^
^The invention of pottery was essential to the development of agricultural societies. To get the most out of seasonal crops and domesticated 
animals, a tribe needed sturdy, waterproof containers in which to store and protect surplus food. The discovery of the 
properties of clay, and the invention of the kiln and the potter's wheel made it possible to build such containers. The earliest examples of Western pottery date back 
to as early as 6500 BC. Most of the examples from this period were strictly utilitarian. Although use continued to be primarily practical, 
decorative pottery soon became a ritualistic and aesthetic art form in cultures all over the world. Some of the most impressive examples of 
artistic pottery comes from the pre-Columbian cultures of South America, and from the Ming dynasty in 14th century China.

#TECH_The_Wheel
^
^
^{New Resource} $LINK<Horses=GOOD_Horses> appear on the map.
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [The Wheel].

#DESC_TECH_The_Wheel
^
^
^The invention of the wheel represented a major turning point in human civilization. The first wheels, disks carved from solid wood, may have 
been built as early as 3500 BC. The earliest use of this device was the potter's wheel, used to spin and shape clay pottery. It was not long 
before the true potential of the wheel was discovered, and wheeled carts soon replaced the sledge as a means of transportation. Rapid 
developments, such as wheels consisting of a ring with radial spokes, made the wheel even more practical by reducing its weight. By using 
the wheel, mankind gained the ability to work more efficiently and travel more quickly. Besides its use in transportation, the wheel went on 
to become the basic principle behind almost every mechanical device.

#TECH_Warrior_Code
^
^
^Some $LINK<Militaristic Civilizations=GCON_Strengths> start the game with [Warrior Code].

#DESC_TECH_Warrior_Code
^
^
^The Samurai of feudal Japan lived by a doctrine known as "Bushido", or "the way of the warrior". This code of behavior stressed such virtues 
as loyalty, courage, and politeness. The honor of the warrior could only be maintained if the rules of the code were followed. A similar code 
of behavior known as chivalry was later developed under the feudal system in medieval Europe. Although the strict adherence to both 
Bushido and chivalry were abandoned along with the feudal system in the 1800s, certain principals of discipline and behavior inherent in 
these systems can still be found in the military today.

#TECH_Ceremonial_Burial
^
^
^$LINK<Religious Civilizations=GCON_Strengths> start the game with [Ceremonial Burial].

#DESC_TECH_Ceremonial_Burial
^
^
^Groping for an explanation of the world around them, the earliest humans developed the first concepts of religion. Gradually, rites of worship 
grew to include sacrifices, ceremonies, vigils, symbology, sacred items, and prayer. One significant step in the advance of worship was the 
ceremonial burial, often a ritual preparation of the deceased's body for the afterlife his or her culture anticipated. The remains of ceremonial 
burials offer some of the most detailed information about past civilizations.

#TECH_Iron_Working
^
^
^{New Resource} $LINK<Iron=GOOD_Iron> deposits appear on the map.

#DESC_TECH_Iron_Working
^
^
^Some examples of iron ornamentation date back to 4000 BC, but the use of iron for tools, weapons, and other practical purposes did not 
become common until much later. Prior to this time, bronze was the most widely used metal for such purposes. Although the term "Iron Age" 
denotes a period of time starting around 1000 BC, iron replaced bronze as the metal of choice at different times in different places. Iron is 
more common than copper and tin, the component metals of bronze, but iron is seldom found in a free state; it is most commonly found 
mixed with other minerals and elements. In order to be used, the iron must be separated from the ore. Once this technique was developed, 
and forges hot enough to melt the iron were developed, iron working became commonplace. Worked iron was harder, less brittle, and 
could hold a much sharper edge than bronze. Iron has remained an important metal throughout history, and is one of the major components
in the production of steel.

#TECH_Writing
^
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate military alliance.

#DESC_TECH_Writing
^
^
^The development of writing is considered one of the most important advances of civilization. The earliest forms of writing were simple 
symbols and marks, used to keep accounts and inventories. Some cultures developed pictographic symbols to tell stories and record events. 
Eventually, complete systems of writing were developed, capable of conveying any thought that could be expressed orally. At this point, 
scribes replaced the oral historian as the chief keepers of records. Writing allowed the presentation of information in a form that could be 
reliably transmitted from person to person and made it possible for ideas, history, and knowledge to be stored permanently and passed 
between cultures more reliably than through oral recitation.

#DESC_TECH_Mysticism
^
^
^People of the ancient world were fascinated and awed by the forces of nature surrounding them. Earthquakes, storms and other phenomena 
were generally regarded as signs from heaven. Individuals and groups arose to formulate explanations for these events, and pass the 
knowledge along to the tribe. The priests and priestesses of mysticism, who were often called oracles, claimed union with the divine through 
meditation and trance-like contemplation. Primitive mysticism offered mankind the first, tenuous links with the powers that shaped their 
world, and represented the first move toward the organized polytheistic and monotheistic religions to come.

#DESC_TECH_Mathematics
^
^
^Rudimentary arithmetic was purely quantitative, used to keep track of quantities and measurements in trade. Building on this fundamental 
base, ancient civilizations began to formulate more complex mathematical concepts. As early as 1800 BC, the Egyptians had developed a 
system for working with fractional numbers and simple algebraic problems. They also formulated geometric formulae for finding area and 
volume, and came up with a constant for determining the area of a circle that was very close to the value of pi. By about the 5th century BC, 
the mathematicians of Greece had greatly contributed to both geometry and algebra. Around the same time, advanced mathematics was 
applied to other sciences and fields of study such as astronomy and mechanics. One of the earliest applications of mathematical principles 
was in the construction of complex weaponry such as the catapult.

#TECH_Philosophy
^
^
^{Bonus Tech} The first civilization to research this tech is awarded a free tech.

#DESC_TECH_Philosophy
^
^
^The word "philosophy" comes from a Greek term meaning "love of wisdom." In ancient Greece, literacy and an interest in the natural world 
were common in a burgeoning upper class. In their leisure time, these people contemplated principles of thinking and being, logic and 
mathematics, and the natures of reality and existence. In ancient times, the study of philosophy was indistinguishable from the study of 
science, and many of the theories formulated by the early philosophers became the basis for studies in the fields of astronomy, medicine, 
chemistry, and physics. The teachings and writings of the ancient philosophers of Greece and the Orient also, in part, laid the groundwork 
for many of the world's oldest organized religions.

#DESC_TECH_Code_of_Laws
^
^
^The earliest tribal civilizations were bonded together by mutual needs and beliefs. A tribal chieftain, who acted as 
an advisor and enforcer of the will of the gods, ruled these groups. No formal laws existed in these early cultures, but fear of the gods and a sense of tribal 
customs and morality kept order in the tribe. As societies became larger and more diverse, the need arose for established rules of conduct. 
The earliest known codes of laws existed in Babylon, India, and Palestine. The Twelve Tables of Rome, written in 500 BC, and its 
successors such as the Justinian Code, were the first codes of law to distinguish between public law, which involves the state, and private 
law, which concerns disputes between citizens. Roman law was the first formalized written system of laws, and went on to influence many 
of the legal systems of the modern world.

#DESC_TECH_Literature
^
^
^The art of writing as literature, bodies of works written thematically, is at least as old in the western world as Greek 
culture. Surviving records of Babylonian culture refer to at least two epic tales, which infers that literature as a 
comprehensive body is much older, but neither survive to this day. The development of a living body of literature became 
indicative of an advanced culture and are always correlated with advances in science, philosophy, theology, and art. 
Literature in the western world has survived in the forms that the Greeks and Romans established, but the expense and 
effort of hand copying texts ensured that only the wealthy had access to literate education. Libraries, which served as 
storehouses of these bodies of text, also became centers for education and the proliferation of ideas. Unfortunately the 
loss of many such libraries, such as the Great Library of Alexandria in a civil war in the 3rd century AD, also heralded 
the loss of  many of these irreplaceable texts. It wasn't until the invention of the printing press by Johannes Gutenberg 
that books were printed rather than transcribed. That single advance in literature opened the field up to those other than 
monks and the wealthy, birthing a proliferation of literature that spread across the world.

#TECH_Map_Making
^
^
^{New Ability} Can now negotiate right of passage $LINK<agreements=GCON_Agreements>.

#DESC_TECH_Map_Making
^
^
^Maps provide a diagrammatic representation of an area, showing terrain features, colonies, and other landmarks. The earliest maps were etched 
clay tablets charting Babylonian lands for the purposes of taxation. Around the same time, the Chinese produced regional maps drawn on 
silk cloth. In between 600 and 200 BC, the Greeks produced several maps of the known world, including the first map showing a primitive 
system of latitude and longitude. Traders and merchants primarily used these early maps. Seamen, who often set their courses based only on 
the tales brought back by previous voyagers, benefited most from the science of map making.

#DESC_TECH_Horseback_Riding
^
^
^Tribesmen on the Asian steppes first domesticated the horse for transportation and warfare. These tribesmen used their superior mobility and 
speed to overwhelm the proto-civilizations just rising in southeast Europe and the Middle East. In approximately 2000 BC, domestic horses 
were introduced into Babylonia. Within the next several centuries, horses had spread throughout much of Europe and northern Africa. It was 
not long before nearly every civilization had put horses to work as field animals and as a means of transportation. Horses also went on to play 
an important role in the military conflicts of nearly every civilization in the world, both as mounts for horsemen and cavalry, and as draft 
animals for pulling war chariots and heavy weapons into battle.

#DESC_TECH_Polytheism
^
^
^Polytheism is the belief that the world and the environment is ruled or controlled by a number of different gods or divinities. Many ancient 
religions were polytheistic, notably those of the Egyptians, the Greeks, the Norse, and the Romans. Often, polytheistic religions have different 
gods for each force of nature and earthly phenomenon; for instance: a sun god, a moon god, a god of thunder, a god of the forests, and so 
forth. The reason for such diversity in divine beings probably stems from ancient civilizations attempting to find explanations for natural events 
they could not understand. 

#DESC_TECH_Currency
^
^
^As colonies grew, their internal economies became more complicated. People became specialists, some primarily producing grain, some pottery, 
some bricks, etc. A system of barter developed, so that one individual's wares and services could be exchanged for those of another. Gold 
and silver were widely used in such transactions, but the pieces needed to be weighed and tested for purity each time they changed hands. In 
600 BC, the Lydians found a way around this problem. They began the practice of shaping electrum, an alloy of gold and silver, into pieces 
of predetermined weight and purity, stamped with an official symbol. This idea caught on, and within 50 years all the important trading centers 
of the world had adopted similar practices. The widespread use of currency created universal standards of value, allowing people from 
various societies to conduct business almost anywhere without being forced to bring along bulky goods for trade and barter.

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

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

#TECH_Construction
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<fortresses=GCON_Fortresses> and
$LINK<barricades=GCON_Barricades>.

#DESC_TECH_Construction
^
^
^The development of masonry led to a widespread use of stone in simple structures such as fortifications, but due to the weight and 
cumbersome nature of stone blocks, more complex structures had to be made of simpler materials. The need for the widespread use of 
more durable and permanent materials eventually became apparent, forcing ancient artisans to learn new techniques. The biggest problem to 
overcome was finding a stable way to span the distance between two upright columns or walls using stone blocks. To solve this problem, 
fundamental architectural elements such as the arch and vault evolved. These basic construction techniques allowed larger and more elaborate 
buildings to be created from stone and mortar. Many of the buildings erected by these early builders are still standing, a testament to the 
sound construction techniques employed in their construction.

#DESC_TECH_Monotheism
^
^
^Monotheism is the belief that there is only one God. Perhaps the oldest monotheistic religion is Judaism. The original Israelites were 
polytheistic in a sense, since they did not deny the existence of other gods in addition to their own. However, after being exiled to Babylonia 
in 586 BC, the Judeans turned to a truly monotheistic religion, where the God of Israel was seen as the universal God ruling the destiny of all 
nations. The scriptures of Judaism became part of the teachings of the two most widespread monotheistic religions, Christianity and Islam. 
More developed than earlier polytheistic beliefs, monotheistic religions tend to encompass and structure the entire lifestyles of the people who 
practice them.

#DESC_TECH_Feudalism
^
^
^In the unsettled times following the collapse of Charlemagne's Frankish empire, a new social and political system arose in Europe called 
feudalism. Derived from the concept of monarchy, feudalism was a hierarchical system in which each descending stratum owed allegiance to 
those above. The king, whose authority was second only to God, granted tracts of land, or fiefs, to his barons. The barons might then grant 
smaller estates to knights, who swore to protect and serve the baron. The knights, in turn, might then grant fractions of their fiefs to 
subordinates who would serve the knights. At the bottom of the feudal pyramid were the serfs, who could not own land, and acted essentially 
as slave laborers who worked the land for their masters. Feudalism began to decline in the 13th century, when standing armies and 
mercenaries began to fulfill the protective role once served by the vassals and knights.

#TECH_Engineering
^
^
^{New Ability} Workers can now $LINK<Plant Forests=GCON_Worker_Jobs>.
^{New Ability} Roads now bridge rivers.

#DESC_TECH_Engineering
^
^
^Engineering is the application of scientific and mathematical principles to the design and/or manufacture of theoretical systems and physical 
objects. Prior to the mid-18th century, military engineers carried out all engineering functions. Their work involved the construction of roads, 
bridges, fortifications, and the performance of other duties relating to the military. In the late 18th century, civil engineers took over all 
non-military engineering functions. Other fields of engineering prior to the 20th century included mining engineers, who designed mines and 
methods of mining, and mechanical engineers, who dealt with the design and construction of machinery. As new technologies developed, new 
fields of engineering developed along with them. Today, there are engineers specifically trained in nearly every field, from electronics and 
computers to chemistry and atomics.

#DESC_TECH_Theology
^
^
^Theology is the study of God and religious truth. Theologians take a more or less scientific approach to questions of religion, deeply studying 
the underlying meaning of scriptures and religious teachings rather than "taking them on faith". Theological seminaries teach courses of study in 
theology to prepare people as priests and clergymen. Many of the earliest colleges of the western world were originally established for this 
purpose. Theological study helped to remove some of the superstitions that had surrounded religion for so long, and brought religious study 
into a more enlightened age.

#DESC_TECH_Chivalry
^
^
^Chivalry was a code of rules governing the behavior of an aristocratic class of warriors known as knights. First appearing in the 12th century, 
the rules of chivalry governed not only the knights' behavior in battle, but in their personal lives as well. The chief chivalric virtues of piety, 
honor, valor, courtesy, chastity, and loyalty represented a fusion of Christian and military morality. A similar code of behavior known as 
"Bushido" or "the way of the warrior" governed the behavior of the samurai warriors of ancient Japan. Although the strict practice of chivalry 
had all but disappeared by the 15th century, the ideals of chivalric behavior became the basis for what is now considered to be gentlemanly 
conduct.

#DESC_TECH_Invention
^
^
^The contrivance of a previously unknown device, method, or process, which can, in turn, be used to accomplish an objective in a way 
thought to be impossible, is known as invention. Essentially, inventiveness is the ability to take one or more newly discovered concepts and 
find a way to put them to practical use. The earliest inventions of mankind date back to ancient stone and metal tools used for hunting, 
digging, and other everyday tasks. After writing allowed the ideas of various civilizations to be exchanged and studied, mankind's inventions 
became increasingly more useful and innovative. Most inventions are geared toward improving or simplifying human existence in some way. 
Often, inventions themselves make it possible to make new discoveries, which then go on to inspire better and more innovative inventions.

#TECH_Printing_Press
^
^
^{New Ability} Can now trade communications between civilizations. 

#DESC_TECH_Printing_Press
^
^
^The principle behind printing is not very complicated, but immense amounts of complexity are invested in the mass production of printed 
documents. Invented by Johannes Gutenberg in the mid-15th century, the early printing presses used a flat tray of inked type. Once paper 
was placed over the type, a surface was applied and the ink was pressed into the paper. While an improvement over the traditional 
duplication methods of the time (being meticulous hand-scribing of volumes), it was a slow and tedious process to use. Around 1800 the first 
cylinder press was created, followed by the large and immensely fast rotary presses. Today, computers have taken this ancient art out of the 
craftsman’s workshop and placed it on the desktop. Desktop publishing revolutionized the creation of printed documents, not only from the 
standpoint of speed and accuracy, but also by enabling anyone to mass-produce the printed word without investing the many years it takes 
to learn the trade. 

#DESC_TECH_Music_Theory
^
^
^Music finds a comfortable parallel with that of human language. Much as language has words, sentences, and stories, music has tones, 
melodies, and songs. The theory of music emphasizes the elements from which music is composed. One such structure is the melody, which 
is a grouping of musical notes that combine into a basic, but immensely flexible structure. Another is the chord, which is two or more notes 
played simultaneously to create a harmony. The impact of music throughout history can be clearly seen, as both entertainment and an art.

#DESC_TECH_Education
^
^
^Education is the process of passing on the knowledge of previous generations to future ones. The impact of this simple process is not to be 
underestimated, and in a fundamental way permitted mankind to dominate the planet. Originally a privilege solely of males, it soon became a 
fundamental right in the United States. Schools of all types began to specialize in certain fields and/or student demographics, allowing people 
of all kinds the benefit of this wealth of information. Modern curriculums surprisingly cover many of the same subjects taught throughout 
history, such as literature, language, and mathematics. 

#TECH_Gunpowder
^
^
^{New Resource} $LINK<saltpeter=GOOD_Saltpeter> deposits appear on map.

#DESC_TECH_Gunpowder
^
^
^Gunpowder is a chemical mixture of saltpeter, sulfur, and charcoal. When ignited, it burns rapidly and explodes if contained to any degree. 
Gunpowder is believed to have been developed by the Chinese, who used it in fireworks as early as the 9th century, but it did not reach 
Europe until the 14th century. Europeans immediately saw the potential of this substance, and manufactured it for use in weapons as early as 
1334. The discovery of gunpowder led to the invention of firearms, such as the musket, which led to the replacement of archers in most 
armies of the world by the late 1500s. Gunpowder marked one of the major technological turning points in military history; significantly 
changing the way wars were fought.

#DESC_TECH_Banking
^
^
^Many of the services performed by banks today can be traced back to medieval Europe. Certain families, such as the Medicis of Italy, were 
known for the banking duties they performed. These wealthy merchants pooled their surplus money into a bank, then loaned cash (with 
interest) to other commercial enterprises. The availability of this capital for investment made many new businesses possible, accelerating 
economic growth. The first modern banks were established in Europe during the late 1600s. The primary function of today's banking system 
is the granting of loans to consumers and businesses. In addition to loaning money and safeguarding deposits, banks also invest in government 
and private securities and bonds. Both the loan and investment functions of banks not only make profits for the bank itself, but also stimulate 
the economy by providing funds for business growth and consumer purchases.

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

#DESC_TECH_Astronomy
^
^
^Astronomy originated as simple observation and recording of regular celestial movements for the purpose of time keeping and determining 
directional bearings. The ancient Greeks were among the first to study astronomy in detail. They described the use of stars for navigation at 
sea, and recorded the position of constellations during each season of the year for purposes of determining times for planting and harvesting. 
The Greek astronomer Aristarchus developed the theory that celestial motion could be explained by the fact that the Earth revolved on its 
axis once every 24 hours, and revolves around the sun along with the other planets. This theory was rejected at the time, only to be 
rediscovered nearly 2000 years later by Copernicus. These early students of astronomy compiled data that became the cornerstone for 
modern astronomical research.

#DESC_TECH_Chemistry
^
^
^The earliest practical use of chemical processes was by metal smiths of the ancient world. These artisans learned how to use heat to melt 
various naturally occurring metals together to form alloys such as bronze. Early manufacturers of cloth also used primitive chemical processes 
to set dyes. In the following centuries, chemical processes were studied through the pseudo-science of alchemy, which attempted to change 
base metals into gold. Although alchemists were, of course, unsuccessful, they did develop many valuable chemical processes as a result. The
manuscripts produced by alchemists were studied by succeeding generations, and an effective knowledge of chemistry had been accumulated 
by the late 13th century. In the 17th century, the ideas of alchemy finally died out as an increasing body of true chemical knowledge was 
gained through experimental analysis, leading to the modern science of chemistry.

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

#TECH_Economics
^
^
^Wealth causes shields to be converted to gold at a ratio of four to one. When your civilization learns Economics the ratio is reduced to two to one. 

#DESC_TECH_Economics
^
^
^The ideas of supply and demand, and philosophies concerning trade and the production and consumption of goods and services, are 
concepts that have existed since the dawn of mankind. As societies became more complex, however, people began to study these abstract 
concepts in a more formal way. The first recorded study of economics as a science, rather than a philosophical or political concept, was the 
book "The Wealth of Nations" by Scottish economist Adam Smith. This book represents the first attempt to fully analyze sources of income 
and the distribution of wealth. Smith's analysis of economics served as a guide by which many of the governmental economic policies of the 
present day were formed.

#TECH_Navigation
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} Naval units can safely traverse ocean squares.
^{New Ability} Can now trade $LINK<world maps=GCON_Maps> in diplomacy. 

#DESC_TECH_Navigation
^
^
^In the early days of seafaring, sailors operated solely through a process known as "piloting", in which the position and course of the ship was 
determined by referring to geographical landmarks. The need to stay in view of the shore severely limited the extent of sea voyages. Through 
experience, sailors learned to apply the science of astronomy to their profession, noting the positions and movement of particular stars. They 
realized that even when the shore was out of sight, they could steer by certain reliable stars. This crude, yet practical application of astronomy 
allowed the adventurous to sail into the unknown with a reasonable chance of finding their way. As a result, ship building technology quickly
improved, producing larger, more stable ships designed for longer voyages.

#DESC_TECH_Physics
^
^
^Physics is the study of the many forms of matter and energy and the way they interact with themselves and each other. A number of ancient 
races made observations about certain aspects of physics, such as planetary motion, but were unable to develop theories as to the reasons 
for these motions. Some of the earliest applications of physics were by the Greek mathematician Archimedes, who applied physics to create 
such devices as levers and screws. It was not until the 17th century that experimental methods and scientific measuring devices led to a true 
understanding of many fundamental physical laws. Early scientists such as Johannes Kepler and Sir Isaac Newton began to disprove the 
theories of the ancient Greek philosophers and scientifically prove their theories concerning the laws of physics. Discoveries in physics rarely 
have direct applications, however they do provide a basic understanding of the laws governing the universe, thus forming the basis for practical 
advances in technology.

#DESC_TECH_Metallurgy
^
^
^Metallurgy is the study of the properties of metals and the methods used to separate metal deposits from metal-bearing ores. Through the 
course of history, artisans have switched the materials from which they constructed weapons and tools to harder, more durable metals as they 
were discovered. However, metallurgy as a science wasn't studied in earnest until the powers of Europe began to compete against one 
another in an attempt to design better and more effective weapons starting around the 14th century. Constant improvements in metallurgy led 
to the discovery of new metals and alloys that were stronger, lighter, and cheaper. As a result of this race for military dominance, Europeans 
produced some of the most advanced weaponry in the world during this time period.

#DESC_TECH_Free_Artistry
^
^
^The love of beauty seems a trait mankind was innately born with. When attempting to create things of beauty, and when done so skillfully, the
product is art. From our ancient cave dwelling ancestors to our electronically amplified contemporaries, painting, sculpture and music have all 
played a pivotal role in the quality of human life. A division can be made between the fine arts and the useful arts (such as pottery making or 
weaving), though the process through which the artists labor remains similar. Today commercial art is increasingly demanding to be 
considered a serious art.

#DESC_TECH_Theory_of_Gravity
^
^
^In the 17th century, Sir Isaac Newton developed the law of universal gravitation. This law recognized that every mass in the universe exerts 
an attraction on every other mass. Newton postulated that gravity was a universal force that affected all matter. Newton's theory served to 
explain the forces of attraction between the Earth and nearby objects, as well as the forces that affect the motion of planets and other 
astronomical bodies. In the early 20th century, Albert Einstein's special theory of relativity led to a major reinterpretation and clarification of 
Newton's theory of gravity. Scientists now believe that gravity affects energy as well as matter, and that gravity is actually a fundamental 
warping of the fabric of space-time. Some theorize that the force of this warping is transmitted by as-yet-unobserved particles called 
gravitons.

#TECH_Magnetism
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} Naval units can safely traverse $LINK<ocean=TERR_Ocean> squares.

#DESC_TECH_Magnetism
^
^
^The ancient Greeks, Romans, and Chinese knew the phenomenon of magnetism. They observed that lodestone, an iron-bearing ore, 
attracted other iron. They also noted that pieces of iron that came into contact with lodestone gained magnetic properties as well. The 
electromagnetic force of attraction and repulsion between various substances is due to the motion of positively and negatively charged 
electrons. Every magnet has positive and negative sides, called poles. Poles with a like charge repel one another, and poles with opposite 
charges attract one another. The study of magnetic phenomena soon showed that a free-floating magnet aligns itself with the Earth's magnetic 
field, one pole pointing north, the other south. This was an important discovery, and led to the invention of the compass in the early 13th 
century. The use of the compass revolutionized sea travel by reducing the reliance on landmarks and stars for navigation.

#DESC_TECH_Military_Tradition
^
^
^With the fall of the feudal system in Europe and the creation of standing armies, a new military tradition was born. 
Organizing soldiers based on their skill, experience, and understanding of tactics rather than their position of birth, 
the armies of post feudal Europe were markedly different from their predecessors. This change in the position of warfare 
also necessitated a change in the definition of the soldier, and with this transformation also came a strict code of conduct 
based on the old ideals of chivalry. The life of a professional soldier came to appeal to many who saw it as a career filled 
with opportunity for advancement, and now ordinary citizens were able to distinguish themselves in any number of specialized 
positions in military conflict. The European military tradition arguably reached its highest point during the reign of 
Napoleon Bonaparte in France when, through military might, France gained control of the majority of European soil.

#TECH_Nationalism
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.
^{New Ability}  Can create $LINK<Police Officers=GCON_Specialists>.
^{New Diplomatic Agreements}  Can now negotiate mutual protection pact and trade embargo $LINK<agreements=GCON_Agreements>.

#DESC_TECH_Nationalism
^
^
^Nationalism is the belief that the affairs of the nation are the primary concern of its citizens. A recent political phenomenon (the first 
major application taking place after the French Revolution), it has nonetheless become the overriding paradigm for modern world politics. It’s 
important to know that nationalism can come in a variety of forms, some permutations bearing little resemblance to each other. Many early 
nationalistic leaders preached the superiority of their country over all others. While this type isn’t extinct today (as evidenced by the 
ethnocentric nationalism in the former Yugoslavia), most promote national determinism. Sanctioned by the United Nations, this is the belief that each 
nation should be responsible for its own growth and independence. 

#TECH_Steam_Power
^
^
^{New Resource}  $LINK<Coal=GOOD_Coal> appears on the map.
^{New Ability}  Workers can build $LINK<Railroads=GCON_Worker_Jobs>.

#DESC_TECH_Steam_Power
^
^
^The steam engine is a device that uses steam to generate power. Water, heated by burning fuel (usually coal or wood), turns to steam. The 
steam is contained in a chamber where it builds up pressure, causing a piston to move. The piston drives a turbine, the rotation of which 
produces power, which can be use for such purposes as producing motion or generating electricity. The early principles of this device were 
understood as early as the late 17th century, but it wasn't until 1769 that Scottish engineer James Watt patented a practical design for what 
was to become the basis for the modern steam engine. The invention of the steam engine led to a number of landmark developments, 
including the steam locomotive and the earliest examples of automobiles. Steam engines remained the chief means of motive power in the
transportation industry until the invention of the more powerful and compact internal combustion engine. Steam turbines are still in use today 
in a number of applications including the generation of electrical power.

#DESC_TECH_Medicine
^
^
^Primitive man attributed the onset of serious disease as the influence of the gods, or possession by evil spirits. Over time, however, it was 
found that such "possessions" could be treated through the use of elixirs made from plant extracts. Methods were also developed to clean 
and treat wounds, and set fractured bones. The ancient Greeks established the first schools to teach medical sciences circa 500 BC. The 
texts produced by the students of these schools, most notably Hippocrates, who is considered the father of medicine, based his theories of 
the human body on observation and reasoning rather than supernatural intervention. Continued study of diseases over the years, combined 
with the dissection and study of the human body in the 13th century, pointed out flaws in early Greek theories, and led to more accurate 
medical texts based on detailed analysis rather than conjecture. By the 18th century, the same methods of analysis and observation used by 
scientists in other fields were applied to the study of medicine. This paved the way for the increasingly effective methods of treatment and 
surgery that have prevailed over the last 200 years.

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

#DESC_TECH_Industrialization
^
^
^Industrialization involves the use of machines to dramatically increase productivity. Production of goods became concentrated in factories, 
where the combination of specialization of labor and automation reduced labor costs and, ultimately, the cost of the final manufactured 
product to the consumers.  Industrialization revolutionized living standards, both positively and negatively. The rapid growth of production 
industries and the reduced cost of production have led to the prosperity of some of the richest families in history. Industrialization has also led 
to the creation of a blue-collar working class. In newly industrialized nations, these workers, skilled only in their chosen trade, were often 
underpaid and forced to endure abominable working conditions.

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

#DESC_TECH_Electricity
^
^
^Humans have witnessed the phenomenon of electricity in the forms of lightning, static electricity, and magnetism since the dawn of time. 
Electricity was not seriously studied, however, until the 17th century. Early electrical pioneers studied various electrical phenomena, and built 
devices both to generate and to measure electrical charges. In 1892 Hendrik Antoon Lorentz, a Dutch physicist, advanced the electron 
theory. This theory, which explains electricity as a reaction between positively and negatively charged electrons, formed the basis for modern 
electrical theory. Based on Lorentz's work, early engineers such as Thomas Edison pioneered methods allowing the widespread use of 
electricity as a power source.

#DESC_TECH_Scientific_Method
^
^
^Mankind has always pursued an understanding of the universe that surrounds them. The scientific method lays down the blueprints for 
transmuting a theory into scientific law. The first step is to identify a process or phenomenon and begin to gather information about it. From 
this data, the scientist forms a hypothesis about the workings of the process observed. They then proceed to run a series of experiments to 
gather additional information that substantiates or disproves their theory. If the theory can co-exist with the findings, it can then be called a 
scientific law. Which is not to say that it cannot be disproved, as many such laws have become false as technology and new ideas are brought 
to bear.

#TECH_Sanitation
^
^
^
^{New Ability}  Disease from $LINK<Floodplains=TERR_Flood_Plain> is eliminated, and the effect of $LINK<Plague=GCON_Plague> is reduced.

#DESC_TECH_Sanitation
^The increased waste produced by growing populations over time eventually led to potential health hazards. It then became necessary to come 
up with systems to dispose of garbage and human waste in a sanitary manner. Plumbing systems designed to remove wastewater from 
dwellings and public buildings became commonplace, as did sewage plants which treated the wastewater before it was dumped into local 
waterways. Landfills were established, and garbage was collected for sanitary disposal in dumps and landfills a safe distance from the general 
population. These measures led to a healthier environment, and allowed for further population growth.

#TECH_Espionage
^
^
^{New Ability}  Build an $LINK<Intelligence Agency=BLDG_Intelligence_Center> and you can conduct
$LINK<Espionage Missions=GCON_Espionage>.

#DESC_TECH_Espionage
^
^
^As far back as 500 BC, the Chinese military strategist Sun Tzu stressed the importance of the gathering of covert information about one's 
enemy. Although every world government has strict laws and penalties to deal with spies, covert intelligence is an important political, 
technological, and military commodity. During times of war, covert operatives provide important information about enemy troop movements 
and weapons technology. Spies may also be called upon to perform acts of sabotage in order to delay or divert the enemy. In peacetime, 
organizations such as the CIA use operatives to keep track of potential political situations abroad. Spying is not limited to politics and war; 
industrial spies are often used to gain information about rival companies.

#DESC_TECH_The_Corporation
^
^
^As businesses grow, they often find it necessary to raise large amounts of operating capital in order to expand their operations beyond a 
certain point, or to meet operating expenses. In these cases, one option available is to form a corporation and "go public", or sell shares of 
the business to investors. This arrangement allows the business to expand rapidly, while spreading the risks of the expansion among many 
people, reducing individual risk. Corporations also have legal advantages such as the right to sue, and the limitation of liability for the 
corporation's debt to the amount originally invested by the owners. Corporations as legal entities have existed since ancient Rome, although 
the joint-stock company as it is known today didn't begin operating until sometime in the 16th century.

#TECH_Refining
^
^
^{New Resource}  $LINK<Oil=GOOD_Oil> appears on the map.

#DESC_TECH_Refining
^
^
^When the demand for oil-based fuels for lighting and other purposes began to soar in the 19th century, scientists began searching for a way to 
make use of crude oil. This research led to techniques in which crude oil was broken down, or refined, into a number of different fuels, 
including kerosene and gasoline. As consumer demand continued to increase, commercial refineries were set up to purify crude oil. The new 
petroleum products produced as a result of the development and perfection of the refining process led to the use of oil-based fuels in many 
consumer and industrial applications. These include the use of gasoline to power automobiles, and the use of oil for heating and for the 
generation of electrical power.

#DESC_TECH_Steel
^
^
^The iron alloys produced up until about the 14th century were made by heating a mixture of iron ore and charcoal in a forge, then pounding 
the molten metal to drive out the impurities or "slag". Occasionally, the iron mixture would absorb more carbon, creating steel rather than 
wrought iron. Because steel proved to be less brittle and more resistant to corrosion than iron, techniques were developed to produce steel. 
Blowing a coal derivative called coke through molten iron did this. Most modern steel making utilizes the "blast furnace", developed by Henry 
Bessemer in 1855, to accomplish this task on a large-scale basis. The strength and other qualities of steel make it the material of choice for 
warships, planes, and many other vehicles.

#DESC_TECH_Atomic_Theory
^
^
^Philosophers in ancient Greece were the first to use the term "atom" to describe the smallest possible bit of matter. They hypothesized that all 
things were made up of atoms, and could be theoretically broken down into atoms. The atom, however, was indestructible. Study of atomic 
theory proceeded slowly. Experimental scientists of the 16th and 17th centuries developed methods of analyzing gases, liquids, and solids to 
determine the individual elements of which they were composed. The founder of modern atomic theory was British chemist John Dalton. 
Dalton's experiments explained how atoms link together to form molecules. He also explained the nature of these chemical bonds, and 
performed a number of experiments concerning the formation of various chemical compounds.

#DESC_TECH_Combustion
^
^
^The development of internal combustion was a great advance of the Industrial Age. German engineer Nikolaus Otto built the forerunner 
of today’s internal combustion engine in 1876. Refinements on Otto's design over the next ten years led to more efficient and powerful 
engines. The internal combustion engine forever changed world transportation. Early automobiles utilizing steam engines had proven to be 
both underpowered and impractical, but the fuel efficiency and compact size of the internal combustion engine allowed the automotive 
industry to flourish. Several variations, including the diesel engine designed by Rudolf Christian Karl Diesel, went on to revolutionize 
propulsion in shipping and other transportation industries.

#DESC_TECH_Mass_Production
^
^
^The industrial revolution redefined the very concepts of manufacturing and changed the way goods were produced. One such 
concept was that of mass production, which utilized the benefits of machine made replaceable parts to their greatest 
advantage. In 1914 Henry Ford, the father of the assembly line, realized that by making a moving line on which automobiles 
moved and giving each person on the line a series of specialized tasks they would be able to make cars cheaply and more 
efficiently. This concept of mass production revolutionized the automotive industry. The time it took to turn out a Model T 
in the factory went from 728 minutes to 98 minutes; this time was eventually to drop to one Model T every 24 seconds. The 
idea quickly spread, and by the time America entered World War I in 1917 the assembly line had been adapted by all US 
military manufacturing plants and shipyards. Mass production techniques developed in the early 1900s transformed the 
American landscape from a rural population into an urban one, and changed all industrialized nations, for better or for 
worse, forever.

#TECH_Replaceable_Parts
^
^
^{New Resource}  $LINK<Rubber=GOOD_Rubber> appears on the map.
^{New Ability}   Workers work twice as fast.
^{New Ability}   Can create $LINK<Civil Engineers=GCON_Specialists>.

#DESC_TECH_Replaceable_Parts
^
^
^With the advent of machine manufacturing, craftsmen were able to set manufacturing to exacting specifications. One 
advantage of this was being able to manufacture complex objects, such as guns, in separate pieces. The benefit of this was 
realized when manufacturers replaced only the broken parts of the objects that they made rather than replacing or repairing 
the entire instrument. By setting machine manufacturing guidelines, manufacturers were able to make large quantities of the 
components of their products and then later assemble the finished product, increasing efficiency greatly. Replaceable parts 
revolutionized nearly every industry in the industrial age, paving the way for mass production and assembly line manufacture.

#TECH_Flight
^
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<airfields=GCON_Airfields>.

#DESC_TECH_Flight
^
^
^The idea of flight has tantalized humans since the dawn of time. Early investigations of flying machines date back to the 13th century. In the 
16th century, Leonardo da Vinci proposed a number of inventions that eventually came to pass, including the propeller and the parachute. 
Throughout the 19th century, various engineers experimented successfully with gliders, and experiments with compressed air and steam 
engines attempted to produce self-powered flight with limited success. The key to success in powered flight was the invention of the internal 
combustion engine. Just after the turn of the 20th century, Orville and Wilbur Wright made the first four controlled, sustained human flights at 
Kitty Hawk, NC. The technology of flight advanced rapidly from this landmark event, and within a relatively few years, aircraft were circling 
the globe, safely delivering passengers and mail at record speeds.

#DESC_TECH_Amphibious_Warfare
^
^
^A combined land and sea attack, usually associated with the capture of a beachhead or coastal area, is known as amphibious warfare. First 
attempted by the ancient Persians during the Battle of Marathon in 490 BC, successful coordination of amphibious assaults are considered to 
be among the most complex military operations. When ship-mounted guns were developed, naval vessels would open fire on ground forces 
and gun emplacements while merchant ships were used to land troops and supplies. The first modern amphibious assault took place at 
Gallipoli during World War I. Poorly planned and executed, this assault failed, but served as an example of the need for perfect coordination 
of forces in this type of attack. As battlefield communications improved, and the range of ship-mounted weapons increased, amphibious 
warfare became increasingly successful, and played a vital role in World War II. Today, amphibious operations are augmented by fast, 
armored landing vehicles; hovercraft that are capable of moving troops to and across the beach; and airborne assistance from planes and 
helicopters.

#DESC_TECH_Electronics
^
^
^The field of electronics deals with the practical application and manipulation of electricity and electromagnetic phenomena. The invention of 
the vacuum tube in the early 20th century marked the beginning of modern electronics. The vacuum tube was capable of amplifying weak 
radio signals, allowing them to be transmitted over greater distances. Vacuum tubes also allowed music and voice to be superimposed onto
radio waves for transmission. The early study of electronics revolutionized a number of fields, especially the field of communications. 
Because of the vacuum tube, the technology of radio communications was highly developed by World War II. After the war, electronics 
research continued to advance rapidly. Post-war advances include the earliest examples of digital computers and, eventually, transistors and 
integrated circuits: miniaturized replacements for the vacuum tube.

#DESC_TECH_Motorized_Transportation
^
^
^The earliest attempts at producing a self-propelled vehicle date back to the late 1770s. These early vehicles used bulky steam engines for 
power. Despite constant improvements, the steam engine ultimately proved impractical for small vehicles. The development of the internal 
combustion engine in the late 1800s provided a small but powerful replacement for steam engines, and was able to achieve much higher 
speeds. The first practical automobiles were developed in the late 19th century, by automotive pioneers in France, Germany, and the United 
States. By the 1920s, a number of automotive manufacturing companies were operating in the U.S., including Ford and General Motors. By 
1980, more than 300 million cars and 85 million trucks were in operation throughout the world. The popularity of the automobile has led to 
massive improvements in the highway systems in most industrialized countries. Unfortunately, automobiles are also one of the primary sources 
of air pollution, and have resulted in an all time high demand for petrochemical fuels.

#DESC_TECH_Advanced_Flight
^
^
^During World War II and in the years that followed, great leaps were made in the field of aviation. The military
demands of the war necessitated the development of aircraft designed for long-range bombing, and for the transportation
of troops and equipment. Although advances in aviation were made all over the world during this time, the Germans were
particularly adept in the development of advanced flight technologies. In 1944, they developed the V-2, the first truly
guided missile, capable of delivering 2000 pounds of explosives to targets nearly 200 miles away. The Germans also
developed the Me 262, the first jet fighter plane, which was first used in 1945. Although both the V-2 and the Me 262
came too late to affect the outcome of World War II, both of these advances paved the way for the advanced flight
technologies of today.

#TECH_Radio
^
^
^
^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<radar towers=GCON_Radar_Towers>.

#DESC_TECH_Radio
^
^
^Prior to Guglielmo Marconi's invention of the radio in 1896, long-distance communication was carried out either by mail or over miles of 
cable via telegraph. Marconi's first demonstration of the radiotelegraph transmitted a message just over one mile without the use of wires. 
Continued improvements increased transmission range to over 200 miles by early 1901, and by the end of the year a single letter ("A") had 
been transmitted across the Atlantic Ocean. By 1905, many ships were equipped with radiotelegraphs for ship-to-ship and ship-to-land 
communications, and by 1915 the invention of the three-element vacuum tube, or triode, made it possible to regularly transmit voice messages 
over the airwaves. Throughout the years, radio has been refined not only for communication, but for detection and ranging (Radar) and 
astronomy.

#TECH_Rocketry
^
^
^{New Resource}  $LINK<Aluminum=GOOD_Aluminum> appears on the map.

#DESC_TECH_Rocketry
^
^
^Rockets are projectiles that are propelled by the expulsion of gases generated in a combustion chamber. The first solid-fuel rockets, invented 
by the Chinese in the 13th century, used a mixture similar to gunpowder for fuel. Although rockets were used in warfare to set fire to buildings 
and the sails of ships for nearly 500 years, it wasn't until the early 19th century that the first crude explosive rockets were used in battle. 
Research and design efforts by scientists such as Robert Goddard in the 20th century refined rocket design to produce faster, better 
controlled rockets. During World War II, this new technology was used to create the German V-2, the first true guided missile. 
Scientific developments since World War II have been applied to adapt the rocket for use in even more powerful and accurate weapons with 
incredible range. The rocket is also used in peaceful application such as the launch of satellites and the exploration of space.

#TECH_Fission
^
^
^{New Resource}  $LINK<Uranium=GOOD_Uranium> appears on the map.

#DESC_TECH_Fission
^
^
^According to Einstein's theory of relativity, even the smallest bit of matter is equivalent to a tremendous amount of energy. For instance, two 
pounds of matter, if converted completely into energy, would produce energy equivalent to the explosive force of 22 megatons of high 
explosives. In 1939, based on German experiments that successfully split the uranium atom, physicists were able to explain the process of 
nuclear fission.  When a large, unstable atomic nucleus splits (fissions) it results in two or more smaller, more stable nuclei accompanied by 
the release of tremendous amounts of energy and lingering, deadly radioactivity. The first application of this powerful technology was in 
warfare. A top-secret research effort in the U.S. known as the Manhattan Project studied the fission process, and eventually produced the 
first atomic bombs, which were dropped on the Japanese colonies of Hiroshima and Nagasaki in 1945. These relatively small bombs, the only 
atomic weapons ever used in a war, each produced an explosion equivalent to more than 20,000 tons of TNT. The nuclear weapons of 
today are capable of producing explosions thousands of times more powerful.

#DESC_TECH_Computers
^
^
^A computer is a device capable of performing a series of repetitive arithmetic or logical functions far more quickly than the human brain. The 
earliest computers were designed to solve complex mathematical equations. British mathematician Charles Babbage conceived such a 
machine, called the Analytical Engine, in the 19th century. Many variations of analog, or mechanical, computing devices were built during the 
first half of the 20th century, and were used for such tasks as computing torpedo tracking in submarines and controlling bombsights. The 
growing study of electronics in the late 1940s led to the invention of the digital computer. The first all-electronic computer, containing 18,000 
vacuum tubes and capable of hundreds of multiplications per minute, was built in 1946. Further advances in electronics rapidly reduced the 
size and increased the speed and efficiency of computers. Today, computers are commonplace, and are used in virtually every field of 
endeavor. Significant advances in computer technology continue to take place at an amazing pace.

#TECH_Recycling
^
^
^Returns 25% of the shield cost when selling improvements in addition to the gold received.

#DESC_TECH_Recycling
^
^
^Increasing world population has led to an inevitable increase in the amount of garbage produced by society. Conventional disposal methods, 
such as burial in a landfill, have proven inadequate to handle the growing waste problem. One solution to this problem is the reuse of 
discarded materials through recycling. Although scrap metals and other materials have been reused in manufacturing processes for some time, 
true recycling is a broad-based, household-by-household effort. The increasing pollution generated by industry and consumerism, added to 
the depletion of natural resources, make the re-use of materials less a concern of efficiency and more as one of necessity for the survival of 
the human species. Not only does the recycling of waste materials prevent the unwanted build-up of garbage, it saves energy and slows the 
depletion of natural resources such as trees and petroleum products.

#DESC_TECH_Space_Flight
^
^
^Utilizing the now well-developed science of rocketry, the modern exploration of space began in October 1957 when the Soviet Union 
launched Sputnik one. This tiny satellite orbited the earth for 57 days, providing information on radiation and other phenomena in the upper 
atmosphere. In less than a year, the United States had also launched a satellite, Explorer one. This started the "space race", years of competition 
between the U.S. and the U.S.S.R. to achieve new frontiers in space exploration. Space flight advanced rapidly from the simple sub-orbital 
flights of the 1950s, to manned missions to Earth's moon in the late 1960s. The rapid growth of space technology led to many practical 
applications, such as weather and surveillance satellites, and vastly improved worldwide communications. Today, although hindered by severe 
government budget cuts, the exploration of space continues. Plans in the near future call for continued orbital exploration via the space shuttle 
program, and the eventual construction of the multi-national, manned space station "Freedom" in the early 21st century.

#DESC_TECH_Nuclear_Power
^
^
^In addition to its potential for destruction, the energy released in nuclear fission was seen as a potential source of controlled power generation. 
By 1944, large-scale nuclear reactors were in operation for the production of plutonium, although the energy produced by these reactors was 
not used. Following World War II, increased efforts were turned toward the extensive use of nuclear power to produce electricity. Nuclear 
power plants use the radiant energy of a controlled nuclear reaction to heat water, converting it to steam to spin turbines that generate 
electricity. The major drawback to nuclear fission is the lack of a safe means of disposal for the waste produced by the reaction, which 
retains its lethal radioactivity for hundreds of years. Another hazard is the possibility of a malfunction in the reactor that could lead to a 
meltdown of the core. Despite massive safety precautions, human error and equipment failures can lead to devastating accidents such as the 
explosion at Chernobyl in 1986, in which at least 30 people were killed and thousands lost their homes and face possible long-term illness 
after exposure to near-lethal doses of radiation. Because of growing public concern, the development of new nuclear power plants has 
slowed as scientists search for viable solutions to these problems.

#DESC_TECH_Superconductor
^
^
^Any material through which an electrical current can pass with relatively little resistance is known as a conductor. When an electric current 
passes through most conductors, part of that current is lost due to resistance, which varies depending on the conducting material and the 
ambient temperature. Some conductors, when cooled to temperatures near absolute zero, lose all resistance to current. These are known as 
superconductors. Because no energy is lost to resistance, superconductors can lead to a wide variety of practical uses. These include 
super-fast computers, powerful electromagnetic fields strong enough to contain fusion reactions, and the completely efficient generation and 
transmission of electrical power. Although the extremely low temperatures necessary to produce superconductivity have limited its uses thus 
far, recent developments hint that some unusual materials may be super conductive even at room temperatures. The isolation and large-scale 
production of these materials could lead to a new revolution in the field of electronics.

#DESC_TECH_Miniaturization
^
^
^Early radios and other electronic devices relied on vacuum tube technology. Because the tubes took up a great deal of space, the devices that 
utilized them tended to be very bulky and cumbersome. In the late 1940s, the development of the transistor provided a compact alternative to 
vacuum tubes. Transistors were capable of achieving the same level of power amplification achieved by tubes while taking up much less space,
and using only a fraction of the power. Starting in the 1960s, the integrated circuit provided still another level of miniaturization. An integrated 
circuit the size of a transistor could perform the function of 20 transistors. Today, the microprocessor, a modern refinement of the original 
integrated circuits, can incorporate the functions of several complete printed circuit boards into a single, low-power consumption chip less 
than two inches square, allowing for the construction of hand-held computers with more computing power than the huge mainframes used in 
the 70s and 80s.

#DESC_TECH_Ecology
^
^
^For centuries, human society has taken the gifts of nature for granted. As civilizations grew, humans spread out across the face of the planet, 
taking what they needed from the land and producing more and more waste materials with little regard for the future. In the late 1960s, a 
growing number of people became concerned about the growing problems of pollution and the destruction of natural habitats. This movement 
led to the formation of groups like the Environmental Protection Agency (EPA). The EPA's aim is to reduce all types of pollution. To this end, 
the agency has imposed strict laws and guidelines concerning the disposal of hazardous materials, set clean water standards, and studied more 
effective techniques of solid waste disposal. The primary goal of the environmental movement as a whole is to make sure that the environment 
is safe and intact for future generations to enjoy.

#DESC_TECH_Synthetic_Fibers
^
^
^Modern advances in chemical engineering have given us many new substances which have an astounding number of applications. 
One of the great advances in the chemistry field was the creation of synthetic fibers. Fibers such as polyester, nylon, and 
rayon are all laboratory-made and have all been found to have amazing uses - everything from clothing to parachutes. 
Some non-fabric applications, such as seat belts and Kevlar vests, have helped to save lives. New uses for these amazing 
substances are still being developed, and our world is becoming more indebted to the development of synthetic fibers.

#TECH_Satellites
^
^
^{Satellite Imagery} The entire world is revealed to any civilization mastering this tech.

#DESC_TECH_Satellites
^
^
^Artificial satellites are spacecraft that maintain an orbit around a celestial body. What differentiates an orbit from other types of space flight is it 
doesn’t require any additional propulsion. Satellites can hold a number of different orbits. One type is a polar orbit, which causes the 
spacecraft to pass over the north and south poles. Another is an equatorial orbit, which causes the satellite to circle the Earth’s equator. The 
farther the orbit from the surface of the earth, the longer it takes to complete a circuit of the earth. If the vessel uses an equatorial orbit at a 
distance of 22,300 miles from Earth, it can achieve geo-synchronous orbit, which causes the satellite to remain stationary over a specific area. 
The first satellite was the Soviet Union vehicle Sputnik 1, which was launched in October 1957. Today satellites fulfill many roles, including 
scientific research, weather forecasting, personal and business communication, and military intelligence gathering. 

#DESC_TECH_The_Laser
^
^
^Laser is an acronym for "Light Amplification by Stimulated Emission of Radiation". Lasers produce an amplified, coherent beam of light by 
using photons to energize or excite the electrons in the beam. Einstein first proposed the principles for the underlying theory of the stimulated 
emission of light in 1917. The first helium-neon gas laser was built in 1961. Years of research and development have led to a wide variety of 
laser applications in many different fields. Lasers can be used for everything from the precision cutting of almost any material and performing 
microsurgery to reading digital data and music information off of a compact disc. The military currently uses lasers for weapons targeting 
systems, and it has been proposed that laser technology could be used to defend against an enemy missile attack.

#DESC_TECH_Genetics
^
^
^The field of genetics involves the manipulation of deoxyribonucleic acid (DNA). DNA contains the genetic "code" which determines the 
inherited traits of living organisms. Removing a section of an organism’s DNA and replacing it with that of another organism can alter the 
characteristics of the organism. Since its inception, genetic engineering has produced a number of important benefits, such as isolating the 
gene for interferon, a rare substance that may be of great value in the treatment of viral diseases and cancer. Genetic manipulation may 
someday also provide a cure for birth defects and inherited diseases. Unfortunately, there are also potential dangers involved in this 
technology. Genetically engineered diseases, more communicable and virulent than any occurring in nature, could potentially be created in the 
laboratory by accident or maliciously. Such viruses could be used as a dreadful biological weapon. Domestic and international regulations 
regarding genetic experimentation exist to prevent such a situation from occurring.

#DESC_TECH_Stealth
^
^
^It has long been recognized that in warfare, the best advantage available is surprise. If one can approach an enemy undetected, the attack has 
a better chance of being successful. The widespread use of radar starting in World War II greatly decreased the possibility of surprise for an 
airborne assault. Planes could be detected from miles away, giving the enemy a chance to prepare for the attack. Over the years, the military 
has employed many different approaches to solve this problem. The most recent development is "Stealth" technology. Stealth planes are 
painted with radar-absorbing paint, and designed in such a way as to minimize the number of angular surfaces from which an enemy can 
bounce a radar signal. The engines are also hooded to reduce the plane's heat signature. The result is an aircraft capable of approaching an 
enemy target, launching an attack, and returning to base with little chance of detection. The F-117A Stealth Fighter was used with great 
effectiveness by US forces in the Persian Gulf War in 1991.

#TECH_Smart_Weapons
^
^
^{New Ability}  Stealth units and F-15s may conduct $LINK<Precision Strikes=GCON_Air_Missions>.

#DESC_TECH_Smart_Weapons
^
^
^Smart weapons are those that utilize targeting mechanisms external to it. A good example of this is the ‘Maverick’ munitions, which 
use a separate laser to ‘designate’ the bomb’s target. The source of this laser can be a plane, a soldier close to the target, or even an orbiting 
satellite. With the target ‘painted’ by this laser, the Maverick can adjust and refine its path to the target based on the laser’s reflection. 
Another type of smart weapon is one that uses a TV camera to feed visual information to a human technician. Using this information they 
could make small or great course changes throughout the flight, right up until impact. A benefit of both these types of guidance is extreme 
precision. Since many modern conflicts  take place among non-combatants, these high tech weapons can ensure that only the 
actual target is affected by the attack.

#DESC_TECH_Robotics
^
^
The creation of machines to assist in, and increase the efficiency of, the manufacturing process gave birth to the factory system of production 
and started the Industrial Revolution. The invention of digital computers in the late 1940s, and their refinement over the next several decades, 
took factory automation one step further. Computer-controlled machines, called robots, were designed to perform repetitive or dangerous
tasks more quickly than humans. Experimental robots capable of simple manipulation of objects were in operation by the late 1960s. 
General Motors commissioned the first robots used on an assembly line in the 1970s. Constant improvements in the computer field have 
allowed the production of incredibly versatile robots, capable of performing a wide variety of tasks under virtually any environmental 
condition. Robots today are widely used in manufacturing, scientific research, and space exploration.

#DESC_TECH_Integrated_Defense
^
^
^The threat of nuclear war became the backdrop of world politics after World War II. This terror sparked a fifty year long 
conflict, the Cold War, between the two leading super powers, the Soviet Union and the United States. Although there was no 
direct armed conflict between these two nations, the conflicts fought over their opposing ideologies often served to 
heighten tensions and fears of a nuclear holocaust, from which nothing might have emerged. Integrated defense was a concept 
born of the Cold War. Using satellite intelligence and laser designation, it was believed, a shield could be erected to 
pinpoint and destroy all high altitude threats through lasers or missiles. Although no such defense shield was ever erected, 
the theory behind a national anti missile shield still remains a viable option, especially against a "rogue state" scenario 
in which there are a very small number of inbound targets to eliminate.

#DESC_TECH_Ironclads
^
^
^Because of improvements in naval artillery and ammunition in the 19th century CE, warships needed better protection than wooden hulls offered. Ship builders therefore began adding iron plates to the above-water sides of their ships, and the ironclad steamships were born. The French launched the first seagoing ironclad, La Gloire, in 1859. The first battle between ironclads occurred in 1862 during the American Civil War when the CSS Virginia fought the USS Monitor inconclusively for four hours. The Monitor featured a steam-driven gun turret that sat on a flat armored deck. Designed by John Ericsson as a coastal and riverine warship, the Monitor sank in a storm off Cape Hatteras at the end of that year, but her sister ships performed admirably in the US Navy's blockade of Southern ports.

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

#GOOD_Bantha
^
^
^[Bantha] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mounted military units.
^
^Horses can be found in: 
$LINK<desert=TERR_Desert>, $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, $LINK<tundra=TERR_Tundra>, 
$LINK<flood plains=TERR_Flood_Plain> and $LINK<hills=TERR_Hills>.

#GOOD_Duralloy
^
^
^[Duralloy] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build most starships and mechs.
^
^Duralloy deposits can be found in: 
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.

#GOOD_Adegan_Crystals
^
^
^[Adegan Crystals] are a $LINK<Strategic Resource=GCON_ResourcesS> required to build Jedi/Sith units.
^
^Adegan Crystals deposits can be found in: 
$LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.

#GOOD_Carbon
^
^
^[Carbon] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build advanced Colony Improvements.
^
^Coal deposits can be found in: 
$LINK<desert=TERR_Desert>, $LINK<tundra=TERR_Tundra>, $LINK<forests=TERR_Forest> and $LINK<hills=TERR_Hills>.

#GOOD_Hyperdrive_Fuel
^
^
^[Hyperdrive Fuel] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build starships.
^
^Hyperdrive Fuel deposits can be found in: 
$LINK<tundra=TERR_Tundra> and $LINK<mountains=TERR_Mountains>.

#GOOD_Nova_Crystals
^
^
^[Nova Crystals] are a $LINK<Strategic Resource=GCON_ResourcesS> required to build super weapons and Neutronic Power Cores.
^
^Nova Crystals deposits can be found in: 
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.

#GOOD_Famba
^
^
^[Famba] are a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in colonies that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Famba can be found in: 
$LINK<desert=TERR_Desert>, $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, 
$LINK<flood plains=TERR_Flood_Plain> and $LINK<hills=TERR_Hills>.

#GOOD_Spice
^
^
^[Spices] are a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in colonies that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>. They also allow the
useage of $LINK<Spice Mines=BLDG_Spice_Mine>.
^
^Spice can be found in: 
$LINK<forests=TERR_Forest>, $LINK<desert=TERR_Desert>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>.

#GOOD_Gems
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in colonies that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems can be found in: 
$LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.

#GOOD_Mynock
^
^
^[Mynocks] are $LINK<bonus resources=GCON_ResourcesB> that enhance colony production. To get
the bonus, the resource must be inside the colony's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Whales can only be found in: 
$LINK<mountains=TERR_Mountains>.

#GOOD_Nerf
^
^
^[Nerf] is a $LINK<bonus resource=GCON_ResourcesB> that enhances colony production. To get
the bonus, the resource must be inside the colony's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Nerf can be found in: 
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, $LINK<flood plains=TERR_Flood_Plain>,  
$LINK<forests=TERR_Forest>, $LINK<jungles=TERR_Jungle>, and $LINK<hills=TERR_Hills>.

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

#GOOD_Worlds
^
^
^There several different smaller planets in space. These [Worlds] can be valuable if you colony's radius extends in the area of the planet.
^
^Worlds can be found in: 
$LINK<deep space=TERR_Deep_Space>.

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Carbon=GOOD_Carbon>;
$LINK<Famba=GOOD_Famba>;
$LINK<Spices=GOOD_Spice>.

#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 
^
^Plains may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Famba=GOOD_Famba>;
$LINK<Spices=GOOD_Spice>;
$LINK<Nerf=GOOD_Nerf>.

#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<colony radius=GCON_Radius>.
^
^Grassland may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Famba=GOOD_Famba>;
$LINK<Nerf=GOOD_Nerf>.

#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Famba=GOOD_Famba>;
$LINK<Nerf=GOOD_Nerf>.

#TERR_Tundra
^Cold, barren permafrost found in polar regions. 
Tundra may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Carbon=GOOD_Carbon>;
$LINK<Hyperdrive Fuel=GOOD_Hyperdrive_Fuel>.

#TERR_Flood_Plain
^Incredibly rich farm land, [flood plains] appear along $LINK<river=TERR_River> banks and, therefore,
produce one extra $LINK<food=GCON_Food>.
^
^Floodplains may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Famba=GOOD_Famba>;
$LINK<Nerf=GOOD_Nerf>.

#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^Hills may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Duralloy=GOOD_Duralloy>;
$LINK<Adegan Crystals=GOOD_Adegan_Crystals>;
$LINK<Carbon=GOOD_Carbon>;
$LINK<Nova Crystals=GOOD_Nova_Crystals>;
$LINK<Famba=GOOD_Famba>;
$LINK<Spices=GOOD_Spice>;
$LINK<Nerf=GOOD_Nerf>;
$LINK<Gold=GOOD_Gold>.

#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Duralloy=GOOD_Duralloy>;
$LINK<Adegan Crystals=GOOD_Adegan_Crystals>;
$LINK<Hyperdrive Fuel=GOOD_Hyperdrive_Fuel>;
$LINK<Nova Crystals=GOOD_Nova_Crystals>;
$LINK<Gems=GOOD_Gems>;
$LINK<Mynock=GOOD_Mynock>;
$LINK<Gold=GOOD_Gold>.

#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 
^
^Forests may contain:
$LINK<Carbon=GOOD_Carbon>;
$LINK<Nova Crystals=GOOD_Nova_Crystals>;
$LINK<Spices=GOOD_Spice>;
$LINK<Nerf=GOOD_Nerf>;

#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the galaxy. Supplies of $LINK<rubber=GOOD_Rubber> can be
found there, but also $LINK<disease=GCON_Disease>.
^
^Jungles may contain:
$LINK<Carbon=GOOD_Carbon>;
$LINK<Spices=GOOD_Spice>;
$LINK<Gems=GOOD_Gems>;
$LINK<Nerf=GOOD_Nerf>;

#TERR_Space
^[Space] squares are passable by starships. This is the space that is between short distance systems, or in solar systems.
It does not take long to cross.

#TERR_Deep_Space
^[Deep Space] squares are also passable by starships, but it wise only to use capital class ships to enter these squares.
This type of space can be vast.

#TERR_Unknown_Space
^[Unknown Space] squares are passable, but are a mystery to everyone. Who knows what lies beyond them...

#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<colony radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.

#DESC_TERR_River
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 

#TERR_Fresh_Water_Lake
^[Lakes] are bodies of water completely surrounded by land. They contain fresh water, allowing 
$LINK<irrigation=TFRM_Irrigation> of adjacent squares without electricity.

#TERR_Marsh
^An extensive area of soft, low-lying terrain is known as a [Marsh]. The fetid conditions of
a marsh can sometimes cause $LINK<disease=GCON_Disease>.

#TERR_Volcano
^A [Volcano] is a mountain capped by a large crater which can, on rare occasions,
$LINK<erupt=GCON_Volcanic_Eruptions> and spew forth streams of molten lava.

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

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

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

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

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

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

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

#GOVT_Martial-Law
^
^
^You rule as a military commander or general, and use the army to run everything. $LINK<Corruption=GCON_Corruption> among the lords is a continual problem.  In addition, your vassals are wary of continual warfare and $LINK<war weariness=GCON_War_Weariness> may result. You do not suffer the production problems associated with $LINK<despotism=GOVT_Despotism>, however.  Maintenance cost per unit per turn is 3 gold instead of 1.
^
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Problematic
^War Weariness					Low
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					5
^    per colony						2
^    per metropolis				1

#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_Grav-Rail
^Grav-Rail increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along Grav-Rails expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Floodplains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build Grav-Rails by pressing [R] or the "Build Grav-Rail" 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_Hyper_Rail
^
^
^Units moving along a Hyper-Rail expend zero movement points. Hyper-Rails also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.
^
^Workers are ordered to build Hyper-Rails by pressing [Shift-R] or the "Build Hyper-Rail" 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 colony.
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_Mobile_Hangars
^
^
^[See the game concepts section on this.]

#TFRM_Radar_Tower
^
^
^[See the game concepts section on this.]

#TFRM_Outpost
^
^
^[See the game concepts section on this.]

#RACE_REPUBLIC
^The Galactic Republic is $LINK<expansionist and commercial=GCON_Strengths>.
^
^The Old Republic was the Republic of legend, greater than distance or time. Before a cruel and ruthless Empire supplanted it, the Old Republic was the democratic union that governed a galaxy for thousands of years. Those who lived in it knew it as the Galactic Republic, or more simply, the Republic. 
^Ruling the Republic was the Galactic Senate, a governing body comprising elected or appointed representatives from across the galaxy. From within that Senate, a Supreme Chancellor was elected. Justice and peace in the Republic was protected by the Jedi Knights, a noble order of Force-sensitives. 
^As the Republic grew more and more powerful, many of the bureaucrats and Senators that ran the government grew increasingly corrupt or complacent. The bureaucracy that had grown and festered over millennia choked any attempt at proactive government. Furthermore, partisan politics and personal agendas also hampered effective governing. 

#DESC_RACE_REPUBLIC
^
^Into this mire stepped the ambitious Senator Palpatine from Naboo. His homeworld was under siege by the greedy Neimoidian Trade Federation, as protest to increased tariffs and taxation to outlying trade routes. Despite the full-scale invasion of the planet, the call to react was tied up in procedure. When Queen Amidala -- the elected leader of the sovereign system of Naboo -- spoke before the Senate, calling for action, she also called for a Vote of No Confidence in the leadership of the Republic. 
^The well-meaning but politically clumsy Chancellor Valorum was voted out of office. In his place, Palpatine was elected Supreme Chancellor. Despite promises of bringing order and compassion back to the Republic, the first decade of his term was blighted by great political upheaval. A separatist movement, led by the charismatic Count Dooku, began splitting the Republic, and it was all the Jedi could do to maintain order. 
^This chaotic political climate precipitated the dark times that overcame the galaxy. The Republic crumbled and was rebuilt in the guise of the New Order. 

#RACE_SEPARATIST
^The Confederacy of Independent Systems is $LINK<expansionist and militaristic=GCON_Strengths>.
^
^Despite rosy recollections of a greater past, the Republic succumbed into undeniable decay. Its cumbersome bureaucracy slowed down any attempts at reform, and too many of its constituents had grown corrupt and complacent to enact any change. A feeling of disenfranchisement grew in the galaxy, particularly in outlying systems where heavy taxation was not balanced by improved services. 
^Into this disarray stepped a charismatic man named Count Dooku, a former Jedi, who sought to teach the Republic a lesson. The status quo could be upended and there was an opportunity for change -- radical change. Dooku led a popular Separatist movement that gained increasing momentum, and in two short years, he had a following of several thousand solar systems. 
^For the first time in a thousand years fear of open warfare crept into the Republic. The valiant Jedi Knights were too few to prevent the scattered flashpoints of violence sparked by the Separatists. Supreme Chancellor Palpatine was confident in peaceful resolution through negotiation, but not everyone was so levelheaded. 

#DESC_RACE_SEPARATIST
^
^Alarmist Senators called for the creation of an Army of the Republic. The Military Creation Act was to be put to a vote, and many believed that the establishment of a Republic military would merely be the catalyst for an all-out civil war. The vote was delayed following an assassination attempt on the opposition leader, Padmé Amidala. 
^What none in the Senate knew was that the Separatists were gearing up for war. Count Dooku courted the massive engines of commerce in the galaxy -- institutions such as the Corporate Alliancece, the Trade Federation, the Techno Union, InterGalactic Banking Clan and Commerce Guild -- with promises of reform and unyielding devotion to capitalism. In exchange, these bodies would commit their immense armies to the Separatist cause. With their droid armies scattered throughout the galaxy, the Separatists would overwhelm the Republic. Dooku felt confident that ten thousand more systems would join the Separatists. 
^In a darkened conference room on the Techno Union foundry world of Geonosis, Count Dooku made his offer, and the Confederacy of Independent Systems was formally established. This meeting of the minds was overheard by Jedi Knight Obi-Wan Kenobi, who warned the Republic of this alarming new development. 
^The Republic responded with a pre-emptive strike against the Separatists, attacking their world with a newly created clone army. In the explosive ground battle that ensued, the Clone Wars between the Separatists and Republic began.

#EOF
