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


#GAME_CONCEPTS

#GCON_Star_Trek
The Star Trek Mod (v 7.1)
^
^
^The Star Trek Mod includes some changes to gameplay. Most are outlined here:
^-Primary unit type is naval, representing starships of the Star Trek universe.
^-Land units are troops and colonists, and are key to expansion, defense and offence.
^-All mention of [Colonies] refers to cities. Normal colonies have become pointless on the Star Trek maps and are not enabled.
^-Building spaceships (to Alpha Centauri) is disabled.
^-Special features found only in advanced* editors are included, like teleportation.
^-Each Civ has specific buildings, units, research, and diplomat and spy missions. Each limitation or ability is relevent in some way to the Star Trek universe.
^
^*Steph's Expanded Editor and/or the "hacked" editor.

#GCON_Spaceships
Ship Classes
^
^
^The Spaceships of all races except for Borg are devided into different classes with different abilities:
^
^{Scout}
Weak in attack and defence, but usually faster and equipped with better sensors, this ship
is perfect for exploring the space and seeking for new civilizations.
^{Transport}
A ship designed to transport ground troops. Either to found a new colony, or to attack enemy colonies.
Usually these ships require escort, as their own weapons are very weak.
^{Cruiser}
Cruisers are best for defence and protection, but are cappable of holding their own on the attack.
^{Destroyer}
Efficent for attack and defence and causes collateral damage when bombaring a planet.  Usually Destroyer
class ships are able to kill ground units during bombardement.
^{Heavy Cruiser}
Heavy Cruisers are similar to Cruisers, but their defence is nearly the same as the attack rating.
Additionally, Heavy Cruisers may destroy Spaceships during bombardement.
^{Command Ship}
Attack and Defence or Command Ships are similar, and unlike other ship classes this one may attack or
bombard more than once a turn.
^{Warship}
Designed for offensive behaviour these ships lack some defence value, but their bombardement value is the
highest of the whole fleet. Additionally a Warship may bombard a Spaceship or a ground unit until its destroyed.  The
additional movement allows captains of Warships to reach the border when needed earlier than the rest of the fleet.

#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}
^* Cadet						4
^* Crewman					3
^* Ensign					2
^* Lieutenant					2
^* Commander					1
^* Captain					1
^* Admiral					1
^* Gene						1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Planets					      	  +5% to 20%
^ Hazardous planets				  no bonus
^ Gas Giants					  +20%
^Asteroids					  +25%
^Subspace Corridor				  +5%
^
^{Structural Bonuses}
^Fortified Units					  +25%
^Colony						  +50%
^Central World					+100%
^
^Colonies with resisters do not give defensive bonuses.

#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Assign Traderoute					R
^*   Traderoute to						Ctrl-R
^Build/Join colony/outpost				B
^*   Traderoute then Outpost				Ctrl-B
^Build Hydroponic Farms					I
^*   Farms to colony					Ctrl-I
^Improve Nearest Colony					Shift-I
^Improve Nearest Colony/Without Altering			Ctrl-Shift-I
^Build Miningstation					M
^Clear Pollution						Shift-C
^*   Clear all Damage					Shift-D
^Automate Terraformer					A
^Automate Terraformer (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
^Use Iconian Gate					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
^Wormhole Generator				F10
^Demographics					F11
^Preferences					Ctrl-P
^Audio Preferences				Shift-S
^Change Governments				Shift-G
^Change Mobilization				Shift-M

#DESC_GCON_Hotkeys_Controls
^{Diplomacy and Espionage}
^Plant Spy       				Ctrl+Shift+E
^Establish Embassy     			Ctrl+E
^Use Embassy or Spy			Shift+E
^Diplomatic Contact			Shift+D
^Espionage       				E
^
^{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_Bombardment_in_Ports
Bombardment in Ports
^
^
^A spaceship in a spacedock, or on planet surface, is unable to quickly maneuver. Therefore, space units "in dock"
(i.e., in a colony 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_Assimilation
Assimilation
^
^
^Borg units are able to assimilate their opponents when attacking. Depending on the Borg unit the assimilated unit
will be Borg Ground 1-5 or a sphere..  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_Plants
Power Plants
^
^
^Once a colony has $LINK<replicator network=BLDG_Replicator Network>, it may also build [Reactors]. There are four
kinds:
^
^$LINK<Antimatter Reactor=BLDG_Antimatter Reactor>
^Increases factory output by 50%. Can be built without Replicator Network.
^
^
^$LINK<Planetary Reactor=BLDG_Planetary Reactor>
^Increases factory output by 50%.
^
^
^$LINK<Omega Reactor=BLDG_Omega Reactor>
^Increases factory output by 100%.
^
^
^$LINK<Orbital Solar Cells=BLDG_Orbital Solar Cells>
^Increases factory output by 50%.

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

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

#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with some latinum 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 settlements, colonies, or central worlds the civilization controls.
^
^{Government				Settlement	Colony		Central World	Latinum/Unit}
^Anarchy				  0		  0		  0			0
^Despotism				  4		  4		  4			0
^Hive					  0		  0		  0			0
^Democracy				  2		  4		  6			2
^Federation			  	  2		  4		  6			1

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

#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 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 central worlds produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^Text
^
^
^{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 central worlds.
^
^
^{Militaristic}													
^It is easier to build military improvements 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 are easier to build.
^
^
^{Scientific}												
^Scientific colony improvements are easier to build and the civilization receives a free $LINK<Civilization
Advance=MENU_Technologies> at the start of every era.
^
^
^{Seafaring}
^Each colony built along the coast receives a commerce bonus in the center colony square, and Seafaring colony improvements
are easier to build.  Ships move faster and are less likely to sink in the sea or ocean.

#GCON_Draft
Draft
^
^ 
^Citizens can be drafted into military service. Each colony can draft some of its population each turn, depending upon
the government currently in effect.
^
^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.
^
^The draft produces ground units, depending upon your level of scientific development and the race you are playing.
^
^However, drafting citizens will cause unhappiness in the colony.

#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost is paid from your
$LINK<treasury=GCON_Treasury> once every turn.
^Some buildings cost in other ways, such as influence. These buildings might negate $LINK<influence=GCON_Culture>, 
ultimately stalling border growth.


#GCON_Combat
Combat
^
^
^There are two types of combat: ground/space combat and bombardment.
^[Ground/Naval combat] occurs when units of different civilizations try to occupy the same square. The two units trade
blows until one of them loses its health bar and is destroyed. The winner may be damaged (its health bar is reduced). 
^[Bombardment] occurs when a spaceship attacks without entering the defender's square. Bombardment inflicts losses to
the defender's health bar or completely destroys them.
^
^{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<fleet academy=BLDG_Fleet Academy> heals ground units and spaceships completely in one turn.
^A civilization with $LINK<Holographic Field Doctors=BLDG_Holographic Medicine> heals in enemy territory.

#GCON_Conversion
Planet Defection
^
^
^Colonies with little influence who are members of weak civilizations can [defect] to other, stronger, more
influential civilizations. This can occur when the colony is located close to a high-influence 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 homeworld.
^
^Defections are made less likely by:
^* The presence of ground combat units in the colony.
^* We Love The ____ Day.
^* The proximity of your homeworld.

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

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

#DESC_GCON_Espionage
^
^
^
^The following is a list of espionage missions that may be performed (note that most missions become available after
you have  researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their
military units.
^
^{Initiate Propaganda -} Initiate propaganda against the 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 World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival
colony.

#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available  after you have
discovered $LINK<Espionage=TECH_Espionage>.
^
^{1 -} Select the target civilization in the Opponents area.
^
^{2 -} Select a mission type (Diplomatic or Spy).
^
^{3 -} Select a mission.
^
^{4 -} Select the target 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 (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)
^

#DESC_GCON_Espionage_Missions
^
^
^(continued)
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization. 
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their
military units.
^
^{Initiate Propaganda -} Initiate propaganda against the 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 World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival
colony.
^

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

#GCON_Victory
Victory Conditions (Star Trek)
^
^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 three victory methods:
^
^
^{Domination}
^Have 66% of the habitable universe (planets and stars) within your $LINK<borders=GCON_Territory> as well as 66% of the
population within your colonies. This can be accomplished either by military measures or by $LINK<influence=GCON_Culture>
development (or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the universe, civilization by civilization. If you eliminate [all] civilizations
from the game, you win.
^
^
^{Diplomacy}
^Getting yourself elected to the head of Unified Government requires excellent diplomatic skills. After
$LINK<Unified Government=BLDG_Unified Government> is built, there are periodic votes by the council to elect a Leader. To be
elected, a candidate must win a majority of all votes. If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the Unified Government wonder.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.


#DESC_GCON_Victory
^
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has conquered or
dominated the world or won diplomatic aproval, 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 the ENT era is just as
valuable as being powerful in the TNG or post-TNG eras.

#GCON_Maps
Maps
^
^
^{Fog of Intelligence}
^The map is overlaid with a veil of darkness obscuring areas of the universe your ships have never explored. As units
move into hidden squares they reveal the unexplored areas, brightening the areas they can currently "see."
Areas that have been explored, but are not currently "seen" by your ships have a soft gray veil over them.
^
^So at any time, each and every square of the map is either
^* unexplored			in darkness
^* explored				in grayness
^* seen				well lit
^
^
^{World Maps} As civilizations explore the universe and found new colonies, they gather information and create a map of the
universe 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. You will be able to trade galactic maps after your
civilization discovers $LINK<Alien Cultures=TECH_Alien Cultures>.
^
^
^{Territory Maps} Each civilization also keeps a [territory map] showing areas under its influence only.
These are less valuable in negotiations, but still of some worth, as they still reveal changes inside territories.

#GCON_Golden_Age
Golden Age
^
^
^Every civilization can experience a [Golden Age], a 20-turn period in which every citizen laborer in the empire is
more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce> if already
producing at least one. A civilization's Golden Age is triggered in one of two ways:
^
^{Unique Unit Victory}
^Each civilization has a unique military unit -- one that only it can build. A civilization's Golden Age can begin
when its unique military unit is victorious in battle.  Note that only victories versus other civilizations are capable
of initiating a Golden Age in this way.  Victories versus barbarians will not initiate a Golden Age.
^
^
^{Great Wonders}
^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilization strengths. If a civilization builds
a Great Wonder (or Wonders) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can
be triggered.
^
^{For example} if the Ferengi (commercial and spacefaring) build both the Tower of Commerce [and] the Warp 5 Complex,
the Ferengi's Golden Age could begin. Or if the Romulans (scientific and militaristic) build the
Tal Shiar Headquarters, the Romulan's Golden Age could begin.

#GCON_Age_of_Science
Age of Science
^
^
^Every civilization can experience an [Age of Science], a 20-turn period in which the  $LINK<scientific
research=GCON_Research> of each 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 city 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<influence 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
Sudden Officer Death Syndrome (SODS)
^
^
^[Sudden Officer Death Syndrome (SODS)] kills citizens and units that spend too much time in dangerous terrain 
like $LINK<unstable stars=TERR_InstableStar> or planets that are hostile by nature. Units that fortify in these
terrains could be destroyed.
^
^Unfortunatly, there is nothing you can do to stop SODS except avoid placing units and/or colonies in hostile environments 
and stop fabricating red shirts for your officers.

#GCON_Agreements
Diplomatic Agreements
^
^
^When your civilization builds an $LINK<embassy=GCON_Embassies> on a rival's homeworld, or when a rival builds one
on your homeworld, 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.
^
^
^{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
Influence & Culture
^
^
^[Influence] represents the impact of your colonies' control of the people and power over the natural environment
surrounding your colonies, and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{Colony Influence Value and Borders}
^All Wonders and many colony improvements generate influence points every turn. These accumulate over time
and when the total influence 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 influence box on the [Colony Display] to judge when expansions will occur.
The amount of influence each Wonder or improvement contributes doubles after 1000 years.
^ 
^
^{Civilization Influence Value}
^The sum of the influence values of all of your colonies is your [civilization's influence 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
influential 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: Federation, Klingon, Romulan/Alien, Minor Aliens, and Borg.
Global cultures determines the look of colonies and citizens, and nations of the same global culture 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 influence 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_Colony
Colony
^
^
^[Colonies] are built and maintained by a worker and enable exploitation of tradable $LINK<resources=GCON_ResourcesN>
that lie outside your $LINK<territory=GCON_Territory>. As with all tradable resources (strategic and luxury), you need
a road connecting the colony to one of your cities to get the benefits of the resource.
^[Colonies are disabled in the Star Trek Mod.]

#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 homeworlds of both civilizations are connected. You can 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<trade route=GCON_Worker_Jobs> or $LINK<transporter network=GCON_Worker_Jobs> running between them,
^* there are $LINK<Trade Ports=BLDG_Trade Port> in both colonies, 
^* or both colonies contain an $LINK<Transwarp Gate=BLDG_Transwarp Gate> and a clear space-tile only route.
^
^
^[Space Routes]: In order to use a space-tile only trade route, your civilization must be able to safely traverse
^every square of the route and this depends upon your technology level.
^
^
^The only exception involves enemy territory: two colonies are not connected if the only route that connects them
passes through enemy territory, or if the trade port is blockaded by enemy starships.

#GCON_ResourcesN
Natural Resources
^
^
^There are many [natural resources] represented by various icons scattered around the universe. 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 $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Tropical Fruit=GOOD_Bananas>	+1		+0		+1
^$LINK<Cattle=GOOD_Cattle>			+2		+1		+0
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Oasis=GOOD_Oasis>			+2		+0		+0
^$LINK<Sugar=GOOD_Sugar>			+1		+0		+1
^$LINK<Tobacco=GOOD_Tobacco>		+0		+0		+1
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0

#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. When available to a 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 $LINK<colony
radius=GCON_Radius>.
^ 
^{Types			Food	Shields	Commerce}
^$LINK<Dyes=GOOD_Dye>				+0		+0		+2
^$LINK<Furs=GOOD_Furs>				+0		+1		+1
^$LINK<Gems=GOOD_Diamonds>				+0		+0		+4
^$LINK<Incense=GOOD_Incense>			+0		+0		+1
^$LINK<Ivory=GOOD_Ivory>				+0		+0		+2
^$LINK<Silk=GOOD_Silk>				+0		+0		+3
^$LINK<Spice=GOOD_Spice>				+0		+0		+2
^$LINK<Wine=GOOD_Wine>				+1		+0		+1

#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. When available to a 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 $LINK<colony
radius=GCON_Radius>.
^
^{Types			Food	Shields	Commerce}
^$LINK<Aluminum=GOOD_Aluminum>			+0		+2		+0
^$LINK<Coal=GOOD_Coal>				+0		+2		+1
^$LINK<Horses=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Oil=GOOD_Oil>				+0		+1		+2
^$LINK<Rubber=GOOD_Rubber>			+0		+0		+2
^$LINK<Saltpeter=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Uranium=GOOD_Uranium>			+0		+2		+3

#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [conscripts, regulars, veterans,] and [elite units]. The
more experienced a unit, the more damage it can absorb before being destroyed in combat. The number of blocks in the
unit's health bar shows this distinction.
^
^{Unit Type		   Blocks}
^Conscripts				2
^Regulars				3
^Veterans				4
^Elite units				5
^
^
^Normally, 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=PRTO_Army> 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<Feudalism=GOVT_Feudalism>, 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 homeworld, 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>, using Police Officers, or a nearby
$LINK<Forbidden Palace=BLDG_Forbidden_Palace> and $LINK<Secret Police HQ=BLDG_Secret_Police_HQ> reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the government,
the less corruption and waste you experience.
^
^Being attached to your capital via road, harbor, or airport also reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.

#GCON_Pollution
Pollution
^
^
^Pollution is a problem usually associated with the Industrial Age. It is caused by certain colony improvements, the
meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>, $LINK<volcanic eruptions=GCON_Volcanic_Eruptions>, nuclear
explosions, and large colony populations.
^
^
^{Universal Evolution/Pollution}
^If pollution levels of all the colonies of the universe get sufficiently high, there may be a risk of unintentional 
terraforming, where nebula will turn into stars, stars will become active, and planets may explode into asteroids. 
Universe pollution is the sum of all colony pollution, omega 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 System=BLDG_Mass_Transit_System> and the $LINK<Recycling Center=BLDG_Recycling_Center>.

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

#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^ 
^
^{Irrigate (I)}
^Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
^Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Railroad (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest 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 $LINK<defensive value=GCON_Terrain_Combat>.
^
;^{Build Colony (B)}
;^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
;to a city, a [colony] provides the resource to that city.

#DESC_GCON_Worker_Jobs
^
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a 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. They can be built after the discovery of $LINK<Radio=TECH_Radio>.

#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Road to (Ctrl-R)}
^Builds a road to a particular destination.
^
^{Rail to (Ctrl-Shift-R)}
^Builds a railroad to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^The worker builds a road/railroad to a particular destination and then builds a $LINK<colony=GCON_Colony> at the
destination.
^
^{Automate (A)}
^Causes control of the worker to be relinquished while it performs automated tasks.
^
^{Automate: Build Trade Network (Ctrl-N)}
^Automates the worker, giving it the task of linking all colonies to your homeworld.
^
^{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_Temple>, $LINK<colosseum=BLDG_Colosseum>, or $LINK<cathedral=BLDG_Cathedral>.
^* 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).
^* Build any of the following Great Wonders:
^	* $LINK<The Oracle=BLDG_Oracle>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Cure for Cancer=BLDG_Cure_for_Cancer>
^
^A 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<Feudalism=GOVT_Feudalism>, or
$LINK<Democracy=GOVT_Democracy> become [war weary] and $LINK<unhappy=GCON_Moods> as a result.
^
^When [you] initiate the conflict your people will tolerate it for a while, but then may become quite unhappy. When
someone else declares the war, especially a traditional enemy, your people are more forgiving. Carrying on a defensive
war, that is keeping your troops at home, is more tolerable than offensive campaigns.
^
^The only way to end [war weariness] is to stop the war. You can use all your normal tricks to $LINK<make 'em
happier=GCON_Moods>, but the war weariness remains until the war stops.

#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a colony has been well provided for and are happy, a planet-wide
celebration will occur, called "We Love the ___ Day" (King, Emperor, or Regent, 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 6).
^
^
^
^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>.
^
^Finally, the science output of individual colonies -- and the empire overall, in some cases -- can be dramatically
increased by building some improvements and wonders in those colonies, such as:
^	$LINK<Copernicus' Observatory=BLDG_Solar_System>
^	$LINK<Libraries=BLDG_Library>
^	$LINK<Newton's University=BLDG_Great_University>
^	$LINK<Research Labs=BLDG_Lab>
^	$LINK<SETI Program=BLDG_SETI_Program>
^	$LINK<Universities=BLDG_University>

#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in the areas around their 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.
^
^{A citizen working			Produces this much food}
^Floodplains				3	4 if irrigated.
^Grasslands					2	3 if irrigated.
^Plains						1	2 if irrigated.
^Hills						1	cannot be irrigated.
^Forests					1	cannot be irrigated.
^Marsh						1	cannot be irrigated.
^Coastal					1	cannot be irrigated.
^Sea						1	cannot be irrigated.
^Jungle						1	cannot be irrigated.
^Tundra					1	cannot be irrigated.
^Fresh Water Lake			2	cannot be irrigated.
^Desert					0	1 if irrigated.
^Mountain					0	cannot be irrigated
^Volcano					0	cannot be irrigated.
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as well.

#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor required to make useful materials from
them. In essence they are a measure of [production].
^   The shields a 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.
^
^{A citizen working		Produces this many shields}
^Grasslands				0	1 if mined.
^Outcropping			1	2 if mined.
^Plains					1	2 if mined.
^Hills					1	3 if mined.
^Mountains				1	3 if mined.
^Tundra				0	1 if mined.
^Desert				1	2 if mined.
^Forest				2	cannot be mined.
^Marsh					0	cannot be mined.
^Volcano				0	cannot be mined.
^
^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus shields as well.

#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a 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.
^
^{A citizen working			Produces}
^Floodplains				1	2 with road.
^Grasslands					0	1 with road.
^Plains						0	1 with road.
^Hills						0	1 with road.
^Mountains					0	1 with road.
^Forests					0	1 with road.
^Jungles					0	1 with road.
^Marsh						0	1 with road.
^
^Note any square next to a river produces one extra commerce per turn, and  some $LINK<natural
resources=GCON_ResourcesN> provide bonus commerce as well.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].

#GCON_Treasury
Treasury
^
^
^The [treasury] is where your empire's wealth is stored. Each turn, the net income from each of your 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
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough faces of the appropriate sort in a 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_City_Improvements> or even sabotage to ongoing projects by
angry mobs.
^* $LINK<Defection=GCON_Conversion> of the colony to a nearby rival civilization with strong influence.
^* 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>.
^
^{Police Officers}
^Once $LINK<Nationalism=TECH_Nationalism> has been researched, a police officer can be used to help keep a lid on
$LINK<corruption=GCON_Corruption> in a colony.
^
^{Civil Engineer}
^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to produce
additional $LINK<shields=GCON_Shields> which can be applied toward the production of 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. Note that Police Officers
and Civil Engineers are not available until Nationalism or Replaceable Parts (respectively) have been researched.

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

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

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

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

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

#GCON_Ruins
Ruins
^
^
^When a 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
Cloaking Divice
^
^
^A ship armed with a cloaking divice can make suprise attacks on units, and allows it to specificly attack an enemy unit
-- in a stack -- of its choosing. As soon as a unit with
cloaking 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 unit then conducts its attack normally against the unit you've targeted.
^Cloaked units are also invisible to most units until the TNG era.

#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

#PRTO_Minos
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#DESC_PRTO_Minos
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#PRTO_Omega
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#DESC_PRTO_Omega
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#PRTO_Colonist
^
^
^Unit that may build a new colony

#DESC_PRTO_Colonist
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#PRTO_Terraformer
^
^
^Working unit that can modify the planets around your colonies. A colony that builds a Terraformer will loose one citizen from its population.

#DESC_PRTO_Terraformer
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#PRTO_Leader
^
^
^These units can arise when an elite unit wins a battle. It may be used either to create an army or to hurry production in a colony. When it does either of these things it disappears.

#DESC_PRTO_Leader
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#PRTO_Army
^
^
^An army is a group of ordinary ground 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.

#DESC_PRTO_Army
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#PRTO_UFP Ground 1
^
^
^A Federation ground soldier

#DESC_PRTO_UFP Ground 1
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#PRTO_UFP Ground 2
^
^
^A Federation ground soldier

#DESC_PRTO_UFP Ground 2
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#PRTO_UFP Ground 3
^
^
^A Federation ground soldier

#DESC_PRTO_UFP Ground 3
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#PRTO_UFP Ground 4
^
^
^A Federation ground soldier

#DESC_PRTO_UFP Ground 4
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#PRTO_UFP Ground 5
^
^
^A Federation ground soldier

#DESC_PRTO_UFP Ground 5
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#PRTO_Valiant
^
^
^$LINK<Scout Class=GCON_Spaceships> Early Federation scout ship. The SS Valiant was a starship launched from Earth in 2065. At some point the Valiant encountered a magnetic storm and was swept towards the edge of Galactic barrier because its impulse engines were not strong enough. It was swept ˝ lightyear out of the galaxy, thrown clear, and then turned and headed back into the galaxy. The Valiant encountered some unknown force which caused severe damage, which was initially thought to have killed 7 crewmen. Shortly after this event one of the crewmen was revived and was discovered to have developed ESP-capabilities. The individuals powers began to increase until he reached a point of becoming a danger to the Valiant and the captain was forced to destroy the ship. 

#DESC_PRTO_Valiant
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#PRTO_NX
^
^
^$LINK<Destroyer Class=GCON_Spaceships> This was the first Earth ship to be outfitted with Henry Archer's warp five engine. It was not so advanced in all areas, however. Unlike the Vulcan ships of its day, it did not possess tractor beams, merely grapplers. It was also the first Earth starship class to be equipped with a transporter rated for transporting biological organisms. However, the machine malfunctioned a number of times and the preferred method of travel was still the shuttlepod. After trips in the pod, it was standard procedure for returning crew and passengers to utilize the decontamination chamber. 

#DESC_PRTO_NX
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#PRTO_London
^
^
^$LINK<Transport Class=GCON_Spaceships> Federation transport unit. Can carry up to four passengers.

#DESC_PRTO_London
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#PRTO_Daedalus
^
^
^$LINK<Cruiser Class=GCON_Spaceships> The Daedalus-class starship was an early class of Starfleet vessel. The Daedalus class was commissioned soon after the formation of the Federation in 2161 and decommissioned in 2196.

#DESC_PRTO_Daedalus
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#PRTO_Constitution
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Constitution class starships were the premiere front-line Starfleet vessels in the latter half of the 23rd century. They were designed for long duration missions with minimal outside support. They are best known for their celebrated missions of galactic exploration and diplomacy which typically lasted up to five years. The Constitution class starships also served as a mighty deterrent to both the Klingon and Romulan Empires, several times taking part in combat actions which determined the fate of the entire Federation if not the Alpha Quadrant itself. 

#DESC_PRTO_Constitution
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#PRTO_Constitution2
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Constitution class starships were the premiere front-line Starfleet vessels in the latter half of the 23rd century. They were designed for long duration missions with minimal outside support. They are best known for their celebrated missions of galactic exploration and diplomacy which typically lasted up to five years. The Constitution class starships also served as a mighty deterrent to both the Klingon and Romulan Empires, several times taking part in combat actions which determined the fate of the entire Federation if not the Alpha Quadrant itself. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Constitution2
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#PRTO_Saladin
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Saladin class starships were very simple in design, featuring a single saucer section and a single nacelle. The Saladin was outfited with three twin-mounted phasers and 2 photon torpedo bays, and were usually placed in the role of the advance attack force in a fleet. In peacetime, the Saladin was expected to fill a scientific role similar to the Constitution class, and thus has many of the same resources and capabilities of a Constitution class.

#DESC_PRTO_Saladin
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#PRTO_Miranda
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Miranda class starship was a class of vessels in service in Starfleet in the late 23rd and 24th centuries, designated as a Light Cruiser. 
^The current configurations of the Miranda class share design lineage with the Constitution class refit of 2270; consequently the two designs have many similar features. These ships usually perform patrol and survey assignments. Despite the small size, the class performed satisfactorily for many years, with the oldest members of this class continuing their service lifetimes as transports. Several series of the ships were produced over almost 50 years, and many still serve in the fleet today. However, a large number were lost during the Dominion War because of their age. 

#DESC_PRTO_Miranda
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#PRTO_Oberth
^
^
^$LINK<Scout Class=GCON_Spaceships> Starfleet ship class in use in the 23rd and 24th century. The Oberth class has a distinguished Starfleet career dating back for over a century. The class was also used by civilian agencies for scientific research. It utilized an engineering plant that was almost wholly automated, with the engineering hull unmanned in normal operation. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Oberth
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#PRTO_Constellation
^
^
^$LINK<Cruiser Class=GCON_Spaceships> The Constellation-class starship was a medium-sized exploration cruiser employed by Starfleet in the late 23rd century and early 24th century. Most ships of this class were decommissioned prior to 2370. It is notable as one of the few classes in use mounted with four warp nacelles. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Constellation
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#PRTO_Excelsior
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The Excelsior-class is a type of Federation starship first built in the 2280s. The prototype of these ships, the USS Excelsior (NCC-2000) was initially fitted with a transwarp drive and proclaimed "the Great Experiment". The ship had an ignoble start when its engines failed when it was called into action to prevent the theft of the USS Enterprise from Spacedock in 2285. 
^The Excelsior was somewhat modified after its prototype runs, but several years later, a new variant added several modifications to the basic design. One ship of this modification was the USS Enterprise NCC-1701-B. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Excelsior
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#PRTO_Ambassador
^
^
^$LINK<Cruiser Class=GCON_Spaceships> The Ambassador class starship was a Starfleet heavy cruiser class launched in the mid 24th century.
^ The Ambassador class featured the saucer section-engineering section-warp nacelle layout common to most Starfleet vessels. It was intermediate in size between the Excelsior class and the Galaxy class. The ship boasted at least three engineering levels. It was armed with both phasers and photon torpedoes with coverage to both fore and aft firing arcs. The control panels were flat-panel and LCARS based, using the interface introduced in the late 23rd century. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Ambassador
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#PRTO_Galaxy
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The Galaxy class was a Starfleet starship first introduced in the 2360s. It was the largest and one of the most powerful Federation starship classes of its time. 
^The Galaxy class had two hull sections, a saucer-shaped primary hull and a secondary hull which mounted the two warp nacelles. The hulls were capable of reversible saucer separation and were both equipped with independent flight and combat capabilities. Generally, civilians and non-essential personnel would evacuate to the saucer module, while the senior staff confronted a threat in the battle section, which contained the majority of weapons systems. The saucer was even capable of landing on a planetary surface, although this would result in massive structural damage and preclude it from returning to service. 
^The hull of the Galaxy class was left somewhat customizable; areas such as Deck 8 were designated as unfinished and multi-purpose, in the event that extra space was needed for a certain mission.
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Galaxy
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#PRTO_Intrepid
^
^
^$LINK<Scout Class=GCON_Spaceships> The Intrepid class starship was introduced in the late 24th century. A small, sleek and fast vessel, it housed some of the Federation's most advanced techologies. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Intrepid
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#PRTO_Steamrunner
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Steamrunner class was a type of starship in service with the Federation Starfleet in the late 24th century. 
^Ships of this class saw action in the Battle of Sector 001 in 2373, where several were lost. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Steamrunner
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#PRTO_Defiant
^
^
^$LINK<Warship Class=GCON_Spaceships> The Defiant-class starship was officially classified as an escort, but began development in 2366 as a small, highly-powered, heavily-armed starship intended to defend the Federation against the Borg. The USS Defiant (NX-74205) was the first of what was to be a new Federation battle fleet. Starfleet abandoned the project when the Borg threat became less urgent and after design flaws turned up during the Defiant's shakedown cruise. 
^Ships from this class can detect cloaked ships and has $LINK<cloaking capabilities=GCON_Stealth_Attack> itself.

#DESC_PRTO_Defiant
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#PRTO_Akira
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Akira-class starship is a heavy cruiser used by Starfleet since 2368. Akira class vessels featured prominently in the 2373 Borg attack on Earth and in the Dominion War. The Akira class ships carry an extremely heavy torpedo armament of no less than 15 photon torpedo tubes. Seven of these are mounted in the large roll bar pod, all facing forwards; the remaining eight are located in the saucer section, two of which face directly out to port and starboard - an unusual feature in a Starfleet vessel. Another unusual feature of the Akira class is the shuttlebay arrangements.
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Akira
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#PRTO_Sovereign
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The Sovereign-class starships were introduced in the late 24th century. The vessel included some of Starfleet's most recent technological advances initially intended for use against the Borg threat. The prototype, USS Sovereign was still in the design phase during the Battle of Wolf 359. 
^Primary amongst these was a large quantum torpedo launcher mounted forward of the deflector dish above the Captain's Yacht, which was capable of firing at least four rounds per second. Backup to the quantum torpedoes was provided by photon tubes; four of these were located at the base of the engineering section in pairs which face forward and aft. These launchers can fire up to 12 torpedoes at a time. The warp engines of the Sovereigns were of a new design which eliminated subspace distortion effects inherent to standard warp drives without the use of variable geometry nacelles.

#DESC_PRTO_Sovereign
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#PRTO_Prometheus
^
^
^$LINK<Warship Class=GCON_Spaceships> The Prometheus class was one of the most advanced starships fielded by Starfleet in the late 24th century. It was designed with an unprecedented level of automation, and, combined with its advanced tactical systems, was one of the most powerful combat ships in the Alpha Quadrant. The Prometheus was equipped with advanced phaser arrays, quantum torpedoes, regenerative shields, and ablative armor, and its warp engines were designed to outrun even the fastest starship of the Federation fleet. The Prometheus was so confidential that only 4 Starfleet officers were trained on how to operate the ship. 
^A unique feature included in the Prometheus design was the multi-vector assault mode, which allowed the ship to split into three semi-independent sections that could each deliver massive force against an enemy target. All three sections were warp-capable. Combined with the extensive automation, the Prometheus could be run by as few as four people. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Prometheus
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#PRTO_Ferengi Ground 1
^
^
^A Ferengi ground soldier

#DESC_PRTO_Ferengi Ground 1
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#PRTO_Ferengi Ground 2
^
^
^A Ferengi ground soldier

#DESC_PRTO_Ferengi Ground 2
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#PRTO_Ferengi Ground 3
^
^
^A Ferengi ground soldier

#DESC_PRTO_Ferengi Ground 3
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#PRTO_Ferengi Ground 4
^
^
^A Ferengi ground soldier

#DESC_PRTO_Ferengi Ground 4
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#PRTO_Ferengi Ground 5
^
^
^A Ferengi ground soldier

#DESC_PRTO_Ferengi Ground 5
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#PRTO_Glantor
^
^
^$LINK<Transport Class=GCON_Spaceships> Ferengi transport unit. Can carry up to four passengers.

#DESC_PRTO_Glantor
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#PRTO_Ngort
^
^
^$LINK<Destroyer Class=GCON_Spaceships> Early Ferengi battle ship. These ships have hidden nationality only because Ferengi ships are known to not follow authority...

#DESC_PRTO_Ngort
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#PRTO_Tokorn
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#DESC_PRTO_Tokorn
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#PRTO_Bronta
^
^
^$LINK<Scout Class=GCON_Spaceships> Early Ferengi scout ship. The Bronta class typically served the Alliance though the exploration of new worlds and the acquisition of new resources. Although armed well enough to defend it's cargo of precious items from pirates or other loot-seekers, it was usually a slow vessel, and was soon replaced.

#DESC_PRTO_Bronta
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#PRTO_Goront
^
^
^$LINK<Warship Class=GCON_Spaceships> The Goront class was one of the most advanced starships in the service of the Ferengi Alliance from the 24th century and beyond. They are also the Ferengi's most powerful warship and became the most common class encountered by the Federation.

#DESC_PRTO_Goront
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#PRTO_Ooron
^
^
^$LINK<Warship Class=GCON_Spaceships> The Ooron (or Oron) class starship was a rapid attack, hit-and-run starship of the Ferengi Alliance. The warp drive and propulsion systems of this class were the best of any Ferengi starship, but hull armor, service systems, and diplomatic capabilities were generally lacking.

#DESC_PRTO_Ooron
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#PRTO_D_Kora
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The D'Kora class starship is a common vessel of the Ferengi Alliance. Used mainly to defend trade routes and intimidate others to do trade with the Ferengi, the D'kora is also commonly used by rouge Ferengi and pirates. D'kora class ships are known to be capable of disabling Galaxy class Federation vessels. These ships have hidden nationality only because Ferengi ships are known to not follow authority...

#DESC_PRTO_D_Kora
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#PRTO_Ferengi Bird of Prey
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#DESC_PRTO_Ferengi Bird of Prey
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#PRTO_Cardassian Ground 1
^
^
^A Cardassian ground soldier

#DESC_PRTO_Cardassian Ground 1
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#PRTO_Cardassian Ground 2
^
^
^A Cardassian ground soldier

#DESC_PRTO_Cardassian Ground 2
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#PRTO_Cardassian Ground 3
^
^
^A Cardassian ground soldier

#DESC_PRTO_Cardassian Ground 3
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#PRTO_Cardassian Ground 4
^
^
^A Cardassian ground soldier

#DESC_PRTO_Cardassian Ground 4
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#PRTO_Cardassian Ground 5
^
^
^A Cardassian ground soldier

#DESC_PRTO_Cardassian Ground 5
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#PRTO_Toran
^
^
^$LINK<Transport Class=GCON_Spaceships> Cardassian transport unit. Can carry up to four passengers.

#DESC_PRTO_Toran
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#PRTO_Nerok
^
^
^$LINK<Scout Class=GCON_Spaceships>

#DESC_PRTO_Nerok
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#PRTO_Netel
^
^
^$LINK<Destroyer Class=GCON_Spaceships>

#DESC_PRTO_Netel
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#PRTO_Toran2
^
^
^$LINK<Transport Class=GCON_Spaceships> Cardassian transport unit. Can carry up to six passengers.

#DESC_PRTO_Toran2
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#PRTO_Neterok
^
^
^$LINK<Cruiser Class=GCON_Spaceships>

#DESC_PRTO_Neterok
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#PRTO_Hideki
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Hideki-class attack fighter was a type of small warship used by the Cardassian military in the 24th century. The ship was considered approximately equivalent to the Starfleet Danube-class runabouts, but equipped with heavier armament giving it sufficient striking power to operate in fleet actions. During the Dominion War, the Hideki was frequently seen escorting larger Galor-class destroyers. Ships of this type were also occasionally seen on independent patrol routes prior to the outbreak of the war, especially near the Demilitarized Zone along the border with the Federation. 
^Ships from this class can detect $LINK<cloaked=GCON_Stealth_Attack> ships.

#DESC_PRTO_Hideki
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#PRTO_Galor
^
^
^$LINK<Cruiser Class=GCON_Spaceships> The Galor-class attack cruiser was the primary type of warship in the Cardassian military during the latter half of the 24th century. 
^The Galor was also the basic design adopted for the Keldon-class heavy cruisers. 
^Ships from this class can detect $LINK<cloaked=GCON_Stealth_Attack> ships.

#DESC_PRTO_Galor
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#PRTO_Keldon
^
^
^$LINK<Warship Class=GCON_Spaceships> The Keldon-class warship was a type of heavy cruiser constructed by the Cardassian military in the 2370s. A number of warships of this type were also secretly constructed by the Obsidian Order in the Orias system in 2371, which were used in the abortive attack on the Founders' homeworld later that year during the Battle of the Omarion Nebula. 
^Ships from this class can detect $LINK<cloaked=GCON_Stealth_Attack> ships.

#DESC_PRTO_Keldon
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#PRTO_Galor2
^
^
^$LINK<Command Ship Class=GCON_Spaceships>The Galor-class attack cruiser was the primary type of warship in the Cardassian military during the latter half of the 24th century. 
^The Galor was also the basic design adopted for the Keldon-class heavy cruisers. 
^Ships from this class can detect $LINK<cloaked=GCON_Stealth_Attack> ships.

#DESC_PRTO_Galor2
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#PRTO_Hideki2
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Hideki-class attack fighter was a type of small warship used by the Cardassian military in the 24th century. The ship was considered approximately equivalent to the Starfleet Danube-class runabouts, but equipped with heavier armament giving it sufficient striking power to operate in fleet actions. During the Dominion War, the Hideki was frequently seen escorting larger Galor-class destroyers. Ships of this type were also occasionally seen on independent patrol routes prior to the outbreak of the war, especially near the Demilitarized Zone along the border with the Federation. 
^Ships from this class can detect $LINK<cloaked=GCON_Stealth_Attack> ships.

#DESC_PRTO_Hideki2
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#PRTO_Hutet
^
^
^$LINK<Warship Class=GCON_Spaceships>
^Ships from this class can detect $LINK<cloaked=GCON_Stealth_Attack> ships.

#DESC_PRTO_Hutet
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#PRTO_Dreadnaught
^
^
^(The Dreadnaught acts like both a starship and a cruise missile. It has bombard and attack/defense

#DESC_PRTO_Dreadnaught
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#PRTO_Romulan Ground 1
^A Romulan ground soldier with a personal cloaking shield.

#DESC_PRTO_Romulan Ground 1
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#PRTO_Romulan Ground 2
^
^
^Romulan ground soldier.

#DESC_PRTO_Romulan Ground 2
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#PRTO_Romulan Ground 3
^
^
^Romulan ground soldier.

#DESC_PRTO_Romulan Ground 3
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#PRTO_Romulan Ground 4
^
^
^Romulan ground soldier.

#DESC_PRTO_Romulan Ground 4
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#PRTO_Romulan Ground 5
^
^
^Romulan ground soldier.

#DESC_PRTO_Romulan Ground 5
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#PRTO_R_Daran
^
^
^$LINK<Transport Class=GCON_Spaceships> Cardassian transport unit. Can carry up to four passengers.

#DESC_PRTO_R_Daran
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#PRTO_Romulan Bird of Prey
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Romulan Bird-of-Prey was a type of warship in service with the military of the Romulan Star Empire during the latter half of the 23rd century. It was gained its name from the bold pattern of an alien bird painted on the ship's ventral hull. 

#DESC_PRTO_Romulan Bird of Prey
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#PRTO_Romulan Bird of Prey2
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Romulan Bird-of-Prey was a type of warship in service with the military of the Romulan Star Empire during the latter half of the 23rd century. It was gained its name from the bold pattern of an alien bird painted on the ship's ventral hull. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> can detect cloaked ships themselves.

#DESC_PRTO_Romulan Bird of Prey2
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#PRTO_Romulan D7
^
^
^$LINK<Cruiser Class=GCON_Spaceships>The D7-class battle cruiser was a type of warship served as the backbone of the Klingon Defense Force for several decades in the 23rd century. The Romulan Star Empire also used the design after the brief Romulan-Klingon alliance in 2268. (TOS: "The Enterprise Incident") 
^D7's were supposedly a match for the Constitution-class starships of the Federation in speed and weaponry. They also has a similar crew complement of 430. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack>.

#DESC_PRTO_Romulan D7
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#PRTO_D_Renet
^
^
^$LINK<Scout Class=GCON_Spaceships> Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_D_Renet
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#PRTO_D_Ridren
^
^
^$LINK<Destroyer Class=GCON_Spaceships> Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_D_Ridren
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#PRTO_D_Deridex
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The D'deridex-class (also known as Warbirds or Type-B Warbirds) was used by the Romulans in the 2360s and 2370s. The ship is roughly twice as long as a Federation Galaxy-class, with an advantage in fire power, but a lower maximum speed and less combat maneuverability. Like earlier Romulan ships, D'deridex-class Warbirds were equipped with cloaking devices. The ships were powered by an artificial quantum singularity. Speeds above Warp 6 are detectable when cloaked. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_D_Deridex
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#PRTO_Norexan
^
^
^$LINK<Cruiser Class=GCON_Spaceships> Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_Norexan
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#PRTO_Scimitar
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Reman warbird Scimitar was a massive warship constructed by Shinzon as part of a secret plot to overthrow the Romulan Senate and liberate the slaves in the dilithium mines of Remus. It was equipped with an unprecedented number of weapons emplacements, as well as multiple redundant regenerative shielding systems. It also carried an advanced cloaking device that was completely impervious to all Federation and Romulan sensors of the time; the ship was also capable of firing its weaponry while the cloak was engaged. In addition, the ship mounted a dangerous thalaron radiation generator capable of wiping out all life on an entire planet.
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_Scimitar
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#PRTO_D_Deridex2
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The D'deridex-class (also known as Warbirds or Type-B Warbirds) was used by the Romulans in the 2360s and 2370s. The ship is roughly twice as long as a Federation Galaxy-class, with an advantage in fire power, but a lower maximum speed and less combat maneuverability. Like earlier Romulan ships, D'deridex-class Warbirds were equipped with cloaking devices. The ships were powered by an artificial quantum singularity. Speeds above Warp 6 are detectable when cloaked. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_D_Deridex2
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#PRTO_Klingon Ground 1
^
^
^A Klingon ground soldier

#DESC_PRTO_Klingon Ground 1
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#PRTO_Klingon Ground 2
^
^
^A Klingon ground soldier

#DESC_PRTO_Klingon Ground 2
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#PRTO_Klingon Ground 3
^
^
^A Klingon ground soldier

#DESC_PRTO_Klingon Ground 3
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#PRTO_Klingon Ground 4
^
^
^A Klingon ground soldier

#DESC_PRTO_Klingon Ground 4
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#PRTO_Klingon Ground 5
^
^
^A Klingon ground soldier

#DESC_PRTO_Klingon Ground 5
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#PRTO_Raptor
^
^
^$LINK<Scout Class=GCON_Spaceships> The Raptor class was a Klingon vessel serving in the 22nd century. A small scout craft, the first encounter with a Raptor came in 2151, when Enterprise stumbled across one disabled within the atmosphere of a gas giant.

#DESC_PRTO_Raptor
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#PRTO_D5
^
^
^$LINK<Cruiser Class=GCON_Spaceships> The D5-class battlecruiser was a type of warship in service with the Klingon Defense Force in the 22nd century. It was approximately 250 meters long, and armed with disruptors and photon torpedoes, and capable of speeds in excess of Warp 6. 

#DESC_PRTO_D5
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#PRTO_K_Vort
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> In the 22nd century, the Klingon Empire operated a type of warship described as a "Bird-of-Prey". It was so named because of its bird-like, swept-down wings, painted with a bold feathered pattern. It has a crew of 24

#DESC_PRTO_K_Vort
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#PRTO_Chargwh_l
^
^
^$LINK<Transport Class=GCON_Spaceships> Klingon transport unit. Can carry up to four passengers.

#DESC_PRTO_Chargwh_l
 Text

#PRTO_D7
^
^
^$LINK<Cruiser Class=GCON_Spaceships> The D7-class battle cruiser was a type of warship served as the backbone of the Klingon Defense Force for several decades in the 23rd century. The Romulan Star Empire also used the design after the brief Romulan-Klingon alliance in 2268. (TOS: "The Enterprise Incident") 
^D7's were supposedly a match for the Constitution-class starships of the Federation in speed and weaponry. They also has a similar crew complement of 430. 

#DESC_PRTO_D7
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#PRTO_D7A
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The D7-class battle cruiser was a type of warship served as the backbone of the Klingon Defense Force for several decades in the 23rd century. The Romulan Star Empire also used the design after the brief Romulan-Klingon alliance in 2268. (TOS: "The Enterprise Incident") 
^D7's were supposedly a match for the Constitution-class starships of the Federation in speed and weaponry. They also has a similar crew complement of 430. 

#DESC_PRTO_D7A
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#PRTO_Chargwh_l2
^
^
^$LINK<Transport Class=GCON_Spaceships> Klingon transport unit. Can carry up to six passengers.

#DESC_PRTO_Chargwh_l2
 Text

#PRTO_B_Rel
^
^
^$LINK<Scout Class=GCON_Spaceships> The Klingon Bird-of-Prey was a type of warship in service with the Klingon Defense Force from the late 23rd century into the 24th century. The ships were so named because of the unusual bird-like shape of the wings and the long main hull. Birds-of-Prey were built in at least three types: the small B'rel-class and D12-class scouts, and the larger K'vort-class cruisers. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack>.

#DESC_PRTO_B_Rel
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#PRTO_K_T_Inga
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The K't'inga-class battlecruiser was the primary class of warship in service with the Klingon Defense Force from the late 23rd century until the mid-24th century. Based on the design of the venerable D7-class battlecruiser, the K't'inga proved to be a rugged, sturdy design that saw continuous use on the battlefield through the Dominion War of the 2370s. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_K_T_Inga
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#PRTO_K_T_IngaA
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The K't'inga-class battlecruiser was the primary class of warship in service with the Klingon Defense Force from the late 23rd century until the mid-24th century. Based on the design of the venerable D7-class battlecruiser, the K't'inga proved to be a rugged, sturdy design that saw continuous use on the battlefield through the Dominion War of the 2370s. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_K_T_IngaA
 Text

#PRTO_K_Vort2
^
^
^$LINK<Warship Class=GCON_Spaceships>
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_K_Vort2
 Text

#PRTO_Vor_Cha
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The Vor'cha-class attack cruiser was one of the mainstays of the Klingon Defense Force in the late 24th century. Approximately equivalent to a Starfleet heavy cruiser, the Vor'cha mounted a heavy forward disruptor cannon and numerous secondary disruptor beam emitters. They were the most powerful ships in the Klingon fleet until they were superseded by the Negh'var-class battleships in the early 2370s.
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> and can detect cloaked ships themselves.

#DESC_PRTO_Vor_Cha
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#PRTO_Negh_Var
^
^
^$LINK<Warship Class=GCON_Spaceships> The Negh'Var-class warships are the largest ships known in the Klingon Defense Forces. Their main armament comprises of a pair of huge disruptor cannons and since the Negh'Var class ships are not exactly maneuverable ships, the intention of these weapons seems to be to deal with the heavy shielding associated with large space installations, fixed defensive systems and planetary arrays. 
^The first ship of this class, the Negh'Var, was the flagship of the Klingon fleet in 2372. Her first combat action was under the command of General Martok during the Klingon Empire's invasion of the Cardassian Union on stardate 49011. She thereafter fought an action at Deep Space 9, where she was able to breach the stations shields for long enough to land several hundred troops. 
^Ships from this class may be $LINK<cloaked=GCON_Stealth_Attack> can detect cloaked ships themselves.

#DESC_PRTO_Negh_Var
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#PRTO_Borg Ground 1
^
^
^A Borg ground soldier; may enslave a defeated opponent.

#DESC_PRTO_Borg Ground 1
 Text

#PRTO_Borg Ground 2
^
^
^A Borg ground soldier; may enslave a defeated opponent.

#DESC_PRTO_Borg Ground 2
 Text

#PRTO_Borg Ground 3
^
^
^A Borg ground soldier; may enslave a defeated opponent.

#DESC_PRTO_Borg Ground 3
 Text

#PRTO_Borg Ground 4
^
^
^A Borg ground soldier; may enslave a defeated opponent.

#DESC_PRTO_Borg Ground 4
 Text

#PRTO_Borg Ground 5
^
^
^A Borg ground soldier; may enslave a defeated opponent.

#DESC_PRTO_Borg Ground 5
 Text

#PRTO_Borg Probe
^
^
^$LINK<Scout Class=GCON_Spaceships> The Borg probe was a type of small starship used by the Borg, apparently to scout low-resistance targets. The craft is not as well armed as most larger Borg ships, and is only about 350 meters long. The ships are equipped with a transwarp coil. 
^Ships from this class may enslave a defeated opponent.

#DESC_PRTO_Borg Probe
 Text

#PRTO_Sphere
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Borg sphere is a huge sphere-shaped starship used by the Borg Collective, sometimes designated as a long range tactical vessels.  
^A Sphere has no visible living quarters, engineering section or propulsion systems. They are also smaller in size than a Borg Cube, and may be launched from a Cube as a sort of escape pod. The sphere is also considerably weaker than the Cube, and can be destroyed by a Sovereign-class starship with relative ease using quantum torpedoes. 
^Ships from this class can detect cloaked ships and may enslave a defeated opponent.

#DESC_PRTO_Sphere
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#PRTO_Cube
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The Borg Cube is the primary vessel of the Borg Collective. Measuring 28 cubic kilometers in volume and carrying up to 200,000 Borg drones, the Borg cube is one of the most destructive vessels in the galaxy. 
^Borg vessels are highly decentralized in structure. No specific bridge, living quarters or engineering section has ever been observed. All vital systems are spread throughout the ship, making it highly resistant to damage and system failures. Shelby estimated in 2366 that a Cube could stay operative even if 78% was destroyed. Information and Collective communication are routed through power waveguide conduits and distribution nodes. 
^Ships from this class can detect cloaked ships and may enslave a defeated opponent.

#DESC_PRTO_Cube
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#PRTO_Tactical Cube
^
^
^$LINK<Warship Class=GCON_Spaceships> The Borg tactical cube is an extremely powerful combat vessel used by the Borg Collective. The tactical cube differs from the standard Borg cube in several ways, the most notable being the extensive hull armor that covers a large portion of the exterior hull of the ship. The interior is also slightly altered from what is known of Borg 'architecture'. The vessel's central plexus is protected by multi-regenerative security fields. 
^Ships from this class can detect cloaked ships and may enslave a defeated opponent.

#DESC_PRTO_Tactical Cube
 Text

#PRTO_Diamond
^
^
^$LINK<Command Ship Class=GCON_Spaceships> The Borg diamond, also referred to as the Borg command ship and informally known as the "Queen's yacht" is an apparently unique vessel in the Borg Collective, used to transport the Borg Queen. Little is known about its capabilities or specific purpose, but it is believed to serve as a command ship through which the Queen can control the entire Collective. The ship is heavily armed and armored, and like all Borg ships is capable of transwarp speeds. The ship is approximately 800 meters long.
^Ships from this class can detect cloaked ships and may enslave a defeated opponent.

#DESC_PRTO_Diamond
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#PRTO_Minor Ground 1
^
^
^A ground soldier for the less important races in the sector

#DESC_PRTO_Minor Ground 1
 Text

#PRTO_Minor Ground 2
^
^
^A ground soldier for the less important races in the sector

#DESC_PRTO_Minor Ground 2
 Text

#PRTO_Minor Ground 3
^
^
^A ground soldier for the less important races in the sector

#DESC_PRTO_Minor Ground 3
 Text

#PRTO_Minor Ground 4
^
^
^A ground soldier for the less important races in the sector

#DESC_PRTO_Minor Ground 4
 Text

#PRTO_Minor Ground 5
^
^
^A ground soldier for the less important races in the sector

#DESC_PRTO_Minor Ground 5
 Text

#PRTO_Minor Ship 1
^
^
^$LINK<Transport Class=GCON_Spaceships> A transport unit for the less important races in the sector. Can carry up to four passengers.
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Minor Ship 1
 Text

#PRTO_Minor Minor Ship 2
^
^
^$LINK<Scout Class=GCON_Spaceships> Small ship for the protection of the homeworlds of the less important races in the sector.
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Minor Ship 2
 Text

#PRTO_Toj Lol
^
^
^$LINK<Scout Class=GCON_Spaceships> Small ship serving in the Vulcan Confederacy fleet.

#DESC_PRTO_Toj Lol
 Text

#PRTO_Surak
^
^
^$LINK<Transport Class=GCON_Spaceships> A transport unit for the Vulcan Confederacy. Can carry up to four passengers.

#DESC_PRTO_Surak
 Text

#PRTO_Gorn LC
^
^
^$LINK<Cruiser Class=GCON_Spaceships> Powerful ship utilized by the Gorn Hegemony. Its top speed is comparable to warp 
7, or the max safe speed of Federation ships in the mid-23rd century. Gorn ships are capable of heavy land 
bombardment and have very effective deflector "screens" (shields).

#DESC_PRTO_Gorn LC
 Text

#PRTO_Gorn F
^
^
^$LINK<Destroyer Class=GCON_Spaceships> Powerful starship of the Gorn Hegemony. Gorn ships are capable of heavy land 
bombardment and have very effective deflector "screens" (shields).

#DESC_PRTO_Gorn F
 Text

#PRTO_Gorn HC
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> Powerful ship utilized by the Gorn Hegemony. Gorn ships are capable of heavy
land bombardment and have very effective deflector "screens" (shields).

#DESC_PRTO_Gorn HC
 Text

#PRTO_Doom
^
^
^The [Doomsday machine] was an extragalactic "planet killer," a robot weapon that was once used long ago in a war, but has
since gone rogue and consumed entire planets.  The U.S.S. Constellation was desroyed in the process of ending the machine's
destructive spree.

#PRTO_Jem_Hadar 1
^
^
^A Dominion ground soldier, may attack twice.

#DESC_PRTO_Jem_Hadar 1
 Text

#PRTO_Jem_Hadar 2
^
^
^A Dominion ground soldier, may attack twice.

#DESC_PRTO_Jem_Hadar 2
 Text

#PRTO_Jem_Hadar 3
^
^
^A Dominion ground soldier, may attack twice.

#DESC_PRTO_Jem_Hadar 3
 Text

#PRTO_Jem_Hadar 4
^A Dominion ground soldier, may attack twice.

#DESC_PRTO_Jem_Hadar 4
 Text

#PRTO_Jem_Hadar 5
^
^
^A Dominion ground soldier, may attack twice.

#DESC_PRTO_Jem_Hadar 5
 Text

#PRTO_Jem_Hadar Scout
^
^
^$LINK<Scout Class=GCON_Spaceships> Ships from this class can detect cloaked ships.

#DESC_PRTO_Jem_Hadar Scout
 Text

#PRTO_Karemma
^
^
^$LINK<Transport Class=GCON_Spaceships> A Dominion transport, Can carry up to four passengers.

#DESC_PRTO_Karemma
 Text

#PRTO_Jem_Hadar Fighter
^
^
^$LINK<Cruiser Class=GCON_Spaceships> Jem'Hadar attack ships are small attack craft (also referred to as "fighters") that form the bulk of the Dominion fleet. Such vessels normally travel in groups of three. The phased polaron beam weapons aboard Jem'Hadar fighters are capable of penetrating the shields of Federation starships. In addition, cloaking technology will not reliably hide a vessel from a Jem'Hadar fighter's sensors by using a form of anti-proton beam. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Jem_Hadar Fighter
 Text

#PRTO_Assault Fighter
^
^
^$LINK<Destroyer Class=GCON_Spaceships> Jem'Hadar attack ships are small attack craft (also referred to as "fighters") that form the bulk of the Dominion fleet. Such vessels normally travel in groups of three. The phased polaron beam weapons aboard Jem'Hadar fighters are capable of penetrating the shields of Federation starships. In addition, cloaking technology will not reliably hide a vessel from a Jem'Hadar fighter's sensors by using a form of anti-proton beam. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Assault Fighter
 Text

#PRTO_Attack Cruiser
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships> The Jem'Hadar cruiser is a large attack vessel, with a distinctive X-shaped hullform. A group of these cruisers formed part of the first wave of Dominion ships to pass through the Bajoran wormhole, following their annexation of the Cardassian Union in 2373. 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Attack Cruiser
 Text

#PRTO_Attack Ship
^
^
^$LINK<Destroyer Class=GCON_Spaceships>
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Attack Ship
 Text

#PRTO_Jem_Hadar Scout2
^
^
^$LINK<Scout Class=GCON_Spaceships> 
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Jem_Hadar Scout2
 Text

#PRTO_Karemma2
^
^
^$LINK<Transport Class=GCON_Spaceships> A Dominion transport, Can carry up to six passengers.
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Karemma2
 Text

#PRTO_Mothership
^
^
^$LINK<Command Ship Class=GCON_Spaceships>
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Mothership
 Text

#PRTO_Attack Cruiser2
^
^
^$LINK<Heavy Cruiser Class=GCON_Spaceships>
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Attack Cruiser2
 Text

#PRTO_Battleship
^
^
^$LINK<Destroyer Class=GCON_Spaceships> The Jem'Hadar battleship was a type of heavy warship introduced in the Alpha 
Quadrant midway through the Dominion War, in 2374.
^Initial observations stated that the Jem'Hadar battleship was twice the size of a Galaxy-class starship and three times as powerful.
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Battleship
 Text

#PRTO_Mothership2
^
^
^$LINK<Command Ship Class=GCON_Spaceships>
^Ships from this class can detect cloaked ships.

#DESC_PRTO_Mothership2
 Text

#PRTO_Q
^
^
^An immortal entity from a race of beings also known as the Q. In every appearance he has demonstrated superior capabilities, but also a mind-set that seems quite unlike what Federation scientists expect for such a powerful being. He has been described, in turn, as "obnoxious," "interfering," and a "pest." However, underneath his acerbic attitude, there seems to be a hidden agenda to Q's visits that seem to have the best interests of Humanity at their core — although this opinion cannot be directly proven.

#DESC_PRTO_Q
 Text

#PRTO_8472
^
^
^A ground soldier of Species 8472

#DESC_PRTO_8472
 Text

#PRTO_bioship
^
^
^The bioship was a lifeform that was used by Species 8472 as starship in the 24th century and had a similar genetic makeup to their pilots. The bioship, and Species 8472 themeselves, were resistant to assimilation by the Borg. When the Borg entered fluidic space, they were forced back by this resistance.

#DESC_PRTO_bioship
 Text

#PRTO_spider
^
^
^Very hostile insectoid lifeforms 

#DESC_PRTO_spider
 Text

#PRTO_scorpion
^Very hostile insectoid lifeforms 

#DESC_PRTO_scorpion
 Text

#PRTO_gorn
^
^
^A Gorn ground soldier

#DESC_PRTO_gorn
 Text

#PRTO_Shuttle
^
^
^In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to a starship or a starbase. Most shuttles are short-range vessels, possessing only impulse drive or a limited warp capability. Utilization of shuttlecraft is common for most spacefaring civilizations, especially for situations where the transporter cannot be used for landings, or where such technology does not yet exist. 

#DESC_PRTO_Shuttle
 Text

#PRTO_Shuttle2
^
^
^In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to a starship or a starbase. Most shuttles are short-range vessels, possessing only impulse drive or a limited warp capability. Utilization of shuttlecraft is common for most spacefaring civilizations, especially for situations where the transporter cannot be used for landings, or where such technology does not yet exist. 

#DESC_PRTO_Shuttle2
 Text


#PRTO_Shuttle3
^
^
^In starship classification, shuttlecraft, or shuttles, are auxiliary craft typically attached to a starship or a starbase. Most shuttles are short-range vessels, possessing only impulse drive or a limited warp capability. Utilization of shuttlecraft is common for most spacefaring civilizations, especially for situations where the transporter cannot be used for landings, or where such technology does not yet exist. 

#DESC_PRTO_Shuttle3
 Text



; Buildings ___________________________________________________________________________________________________ Buildings


#BLDG_Homeworld
^
^
^Declaring a planet your[Homeworld] marks the capital and center of your empire.
It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it on nearby colonies. Each
civilization can have only one homeworld at a time.
#DESC_BLDG_Homeworld
^
^
^Be it Earth, Romulus, Ferengal, or Cardassia, the Homeworld is the most important planet in an empire.
Usually, this planet is where the race first evolved, and has significant value. Often homeworlds
are a center of population, culture, and learning.


#BLDG_Fleet Academy
^
^
^The [Fleet Academy] is an important military instillation. A colony with a fleet academy can build
veteran starships and ground forces. 
#DESC_BLDG_Fleet Academy
^
^
^On many planets the imporantance of well trained officers has long been known. Across the glaxay
schools such as [Star Fleet Academy] on earth have been training young men and women for all roles.
Such schools often teach combat skills, leadership, engineering skills, and other vital professions.


#BLDG_Storage Facility
^
^
^The [Storage Facility] effectively doubles the rate of a colony's growth by causing only half of a colonies $LINK<food
store=GCON_Food> to be depleted when the colony grows.
#DESC_BLDG_Storage Facility
^
^
^Due to advances in matter suspension large amounts of goods can be held in relatively small areas.
This is usefull not only on starships but for colonies as well, where foods stores can be kept fresh almost indefiently.


#BLDG_Orbital Parks
^
^
^By constructing beautiful [Orbital Parks] you make one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
#DESC_BLDG_Orbital Parks
^
^
^Often described as 'Glittering emeralds in the sky, Orbital parks are recrational satelites
which anyone may visit. Besides housing a large number of flora and fauna, these parks often hold, pools, foutains, ball courts,
and other recrational facilities.


#BLDG_Commodity Exchange
^
^
^The [Commodity Exchange] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the
number of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL> as per the following list:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces
#DESC_BLDG_Commodity Exchange
The hustling, bustling commodity exchange is one of the key elements of the galactic economy. Here, valualbe lots of commodies such as latinum
food stocks, dilithium, titanium, and antimatter are bought, sold, and traded. Commodity exchanges also open the public to vast amounts of new luxuries.


#BLDG_Laboratory
^
^
^A colony with a [Laboratory] produces 50% more $LINK<scientific research=GCON_Research> than one would without.
#DESC_BLDG_Laboratory
^
^
^Laboratories, such as the {Regula One Space Laboratory}, are centers of research and have made many astounding discoveries in all fields.


#BLDG_Local Magistrate
^
^
^The [Local Magistrate] decreases $LINK<corruption=GCON_Corruption> in its colony and makes it more resistant to
propaganda.
#DESC_BLDG_Local Magistrate
^
^
^As empires expanded it became increasingly difficult for the rulers to maintain control over the more
distant regions  of their territory. To ensure that the far-flung colonies of the empire contributed their expected share of
duties to the government,  local magistrates and courts were established. In the courthouse, the ruler's
representatives listened to the grievances of the people and  defined and enforced the laws that governed social
interaction. This reduced crime, and thereby kept the local population productive.


#BLDG_Biosphere
^
^
^A colony with a [Biosphere] can grow beyond a population of two.
#DESC_BLDG_Biosphere
^
^
^Biospherses are large scale housing complexes that can accomodate a large number of different families. The establishment of a Biosphere
generally means that a settlement is ready to expand. Biospherse contain, besides living quarters, life support systems some small recreational compartments.


#BLDG_Latinum Bank
^
^
^A [Latinum Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its colony by 50%, in addition to any commodity exchange
benefit.
^Requires a $LINK<Commodity Exchange=BLDG_Commodity Exchange> to be present on the planet before construction.
#DESC_BLDG_Latinum Bank
^
^
^One of the most precious comodoties and the 'universal currency', Latinum drives the economy. May world have Latinum Banks where Latinum is stored and processed.
This banks still operate on fundemental fincial principles such as intrest.


#BLDG_Holo Cinema
^
^
^A [Holo Cinema] gives the planet it's constructed on three $LINK<content faces=GCON_Moods>, making three unhappy citizens content.
^Requires $LINK<Orbital Parks=BLDG_Orbital Parks> to be present on the planet before construction.
#DESC_BLDG_Holo Cinema
^
^
^Watch the latest holonovels in a cinema near you! Holocinemas give three happy faces to your colonists.


#BLDG_Science Academy
^
^
^A [Science Academy] increases $LINK<scientific research=GCON_Research> in it's colony by 50%.
^Requires a $LINK<Laboratory=BLDG_Laboratory> to be present on the planet before construction.
#DESC_BLDG_Science Academy
 Text


#BLDG_Planetary Stadium
^
^
^A [Planetary Stadium] gives the planet it's constructed on two $LINK<content faces=GCON_Moods>, making two unhappy
citizens content.
#DESC_BLDG_Planetary Stadium
 Text


#BLDG_Replicator Network
^
^
^A [Replicator Network] increases $LINK<shield production=GCON_Shields> in it's colony by 50%. Does not 
produce $LINK<pollution=GCON_Pollution>.
^Required for construction of most $LINK<power plants=GCON_Plants>.
#DESC_BLDG_Replicator Network
 Text


#BLDG_Industrial Replicator Comp
^
^
^An [Industrial Replicator Complex] will increase colony $LINK<shield production=GCON_Shields> by 50% in addition to any
$LINK<power plants=GCON_Plants> or a $LINK<Replicator Network=BLDG_Replicator Network> bonus in the colony already.
^Requires a Replicator Network in the colony.
#DESC_BLDG_Industrial Replicator Comp
 Text


#BLDG_Orbital Shipyard
 Text
#DESC_BLDG_Orbital Shipyard
 Text
;Unused???

#BLDG_Atmospheric Cleaner
^
^
^An [Atmospheric Cleaner] will reduce building pollution and a colony's total pollution.
#DESC_BLDG_Atmospheric Cleaner
 Text


#BLDG_Antimatter Reactor
^
^
^An [Antimatter Reactor] increases $LINK<shield production=GCON_Shields> by 50% in addition to any
$LINK<Replicator Network=BLDG_Replicator Network> or $LINK<Industrial Replicator Complex=BLDG_Industrial Replicator Comp>
bonus in the colony already.
^This is a $LINK<power plant=GCON_Plants> building and will replace other power plants in the colony when constructed. Antimatter 
reactors also generate $LINK<pollution=GCON_Pollution>.
^Unlike other power plants, a Replicator Network is not required to be present before building an Antimatter Reactor.
#DESC_BLDG_Antimatter Reactor
 Text


#BLDG_Planetary Reactor
^
^
^A [Planetary Reactor] increases $LINK<shield production=GCON_Shields> by 75% in addition to the
$LINK<Replicator Network=BLDG_Replicator Network> bonus or
$LINK<Industrial Replicator Complex=BLDG_Industrial Replicator Comp> in the colony already.  Antimatter reactors also 
generate $LINK<pollution=GCON_Pollution>.
^This is a $LINK<power plant=GCON_Plants> building and will replace other power plants in the colony when constructed.
^Requires a Replicator Network in the colony.
#DESC_BLDG_Planetary Reactor
 Text


#BLDG_Omega Reactor
^
^
^An [Omega Reactor] increases $LINK<shield production=GCON_Shields> by 100% in addition to the
$LINK<Replicator Network=BLDG_Replicator Network> bonus or
$LINK<Industrial Replicator Complex=BLDG_Industrial Replicator Comp> in the colony already. Omega Reactors can [meltdown], 
causing severe population and building damage, not to mention $LINK<pollution spills=GCON_Pollution>.
^This is a $LINK<power plant=GCON_Plants> building and will replace other power plants in the colony when constructed.
^Requires a Replicator Network in the colony.
#DESC_BLDG_Omega Reactor
 Text


#BLDG_Medical Complex
^
^
^A colony with a [Medical Complex] can grow beyond a population of twelve.
#DESC_BLDG_Medical Complex
 Text


#BLDG_Orbital Research Facility
^
^
^An [Orbital Research Facility] increases $LINK<scientific research=GCON_Research> in it's colony by 50%.
^Requires a $LINK<Science Academy=BLDG_Science Academy> to be present on the planet before construction.
#DESC_BLDG_Orbital Research Facility
 Text


#BLDG_Planetary Transporters
^
^
^Building [Planetary Transporters] in a colony will remove all $LINK<pollution=GCON_Pollution> caused by population.
#DESC_BLDG_Planetary Transporters
 Text


#BLDG_Planetary Battery
^
^
^A [Planetary Battery] automatically bombards nearby enemy ships.
#DESC_BLDG_Planetary Battery
 Text


#BLDG_Defensive Shield
^
^
^A [Defensive Shield] gives the colony a space bombardment defense of eight.
#DESC_BLDG_Defensive Shield
 Text


#BLDG_Orbital Solar Cells
^
^
^[Orbital Solar Cells] increase $LINK<shield production=GCON_Shields> by 50% in addition to the
$LINK<Replicator Network=BLDG_Replicator Network> bonus or
$LINK<Industrial Replicator Complex=BLDG_Industrial Replicator Comp> in the colony already. Orbital Solar Cells do not 
generate $LINK<pollution=GCON_Pollution>.
^This is a $LINK<power plant=GCON_Plants> building and will replace other power plants in the colony when constructed.
^Requires a Replicator Network in the colony.
#DESC_BLDG_Orbital Solar Cells
 Text


#BLDG_Trade Port
^
^
^A [Trade Port] connects the colony to a Space Trade Network composed of other Trade Ports and that allows free traffic of 
resources and luxuries through the galaxy.
#DESC_BLDG_Trade Port
 Text


#BLDG_Iconian Gate
^
^
^An [Iconian Gate] connects the colony to an Inter-dimensional Trade Network composed of other Iconian Gates. Iconian Gates
are shrouded in mystery and may have other unknown properties.
#DESC_BLDG_Iconian Gate
 Text


#BLDG_Internal Security Centre
^
^
^An [Internal Security Center] reduces $LINK<corruption=GCON_Corruption> and $LINK<war weariness=GCON_War_Weariness> in
the colony.
#DESC_BLDG_Internal Security Centre
 Text


#BLDG_Starbase
^
^
^A [Starbase] provides it's colony with a significant space bombardment defence and influence boost.
#DESC_BLDG_Starbase
 Text


#BLDG_Latinum Exchange
^
^
^A [Latinum Exchange] increases $LINK<tax revenue=GCON_Commerce> produced in its colony by 50%, in addition to any
Commodity Exchange or Latinum Bank benefit.
^Requires a $LINK<Commodity Exchange=BLDG_Commodity Exchange> to be present on the planet before construction.
#DESC_BLDG_Latinum Exchange
 Text


#BLDG_Trading Dock
^
^
^A [Trading Dock] increases $LINK<commerce=GCON_Commerce> in space tiles.
#DESC_BLDG_Trading Dock
 Text


#BLDG_Orbital Farms
^
^
^[Orbital Farms] increase $LINK<food production=GCON_Food> from space tiles.
#DESC_BLDG_Orbital Farms
 Text


#BLDG_Communication Grid
^
^
^A [Communication Grid] makes the colony more resistant to propaganda.
#DESC_BLDG_Communication Grid
 Text


#BLDG_Dilithium Refinery
^
^
^A [Dilithium Refinery] increases $LINK<shield production=GCON_Shields> by 50%, but requires a nearby source of
$LINK<Dilithium Quality 3=GOOD_Dilithium>.
#DESC_BLDG_Dilithium Refinery
 Text


#BLDG_Orbital Factories
^
^
^[Orbital Factories] increase $LINK<shields=GCON_Shields> from space tiles.
#DESC_BLDG_Orbital Factories
 Text


#BLDG_Ferengi Trade Post
^{Ferengi Only}
^
^A [Ferengi Trade Post] increases $LINK<tax revenue=GCON_Commerce> produced in its colony by 50%, in addition to any
other tax revenue bonus in the colony.
#DESC_BLDG_Ferengi Trade Post
 Text


#BLDG_Federation Science Lab
^{Federation Only}
^
^A [Federation Science Lab] increases $LINK<scientific research=GCON_Research> in it's colony by 50%, in addition to any
other research bonus in the colony.
#DESC_BLDG_Federation Science Lab
 Text


#BLDG_Bajoran Shrine
^{Bajorans Only}
^
^A [Bajoran Shrine] gives the planet it's constructed on three $LINK<content faces=GCON_Moods>, making three unhappy
citizens content.
#DESC_BLDG_Bajoran Shrine
 Text


#BLDG_Cardassian Factory
^{Cardassians Only}
^
^A [Cardassian Factory] increases $LINK<shield production=GCON_Shields> by 75% in the colony, in addition to any other
production bonus in the colony. One side effect is the production of $LINK<unhappy civilians=GCON_Moods>.
#DESC_BLDG_Cardassian Factory
 Text


#BLDG_Prison Mine
^{Klingons Only}
^
^A [Prison Mine] increases $LINK<shield production=GCON_Shields> by 50% in the colony, in addition to any other
production bonus in the colony, and also reduces $LINK<corruption=GCON_Corruption>. One side effect is the production of
$LINK<unhappy civilians=GCON_Moods>.
#DESC_BLDG_Prison Mine
 Text


#BLDG_Tal Shiar Post
^{Romulans Only}
^
^A [Tal Shiar Post] reduces $LINK<corruption=GCON_Corruption>, gives the planet it's constructed on one
$LINK<content face=GCON_Moods>, making one unhappy citizen content, makes the colony more resistant to
propaganda.
#DESC_BLDG_Tal Shiar Post
 Text


#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of four to one.
^Discovering the $LINK<Trade Network=TECH_Trade Network> advance makes the ratio two to one.
#DESC_BLDG_Wealth
 Text


#BLDG_Colonization Program
^
^
^The [Colonization Program] small wonder produces a colonist every ten turns.
#DESC_BLDG_Colonization Program
 Text


#BLDG_Orbital Park Project
^
^
^The [Orbital Park Project] wonder places $LINK<Orbital Parks=BLDG_Orbital Parks> in every colony.
^This wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
#DESC_BLDG_Orbital Park Project
 Text


#BLDG_Warp 5 Complex
^
^
^The [Warp 5 Complex] wonder increases all of a civilization's starship's speed by one.
#DESC_BLDG_Warp 5 Complex
 Text


#BLDG_Pathfinder Project
^
^
^The [Pathfinder Project] wonder increases $LINK<shield production=GCON_Shields> by 25% in the colony that builds it,
in addition to any other production bonus in the colony, and it doubles colony research output.
#DESC_BLDG_Pathfinder Project
 Text


#BLDG_Xenobiology Science Academ
^
^
^The [Xenobiology Science Academy] wonder doubles colony research output.
#DESC_BLDG_Xenobiology Science Academ
 Text


#BLDG_Artificial Peoples Suffrag
^
^
^The [Artificial Peoples Suffrage] wonder gives every colony in the star system a $LINK<Planetary Reactor=BLDG_Planetary Reactor>
and reduces $LINK<war weariness=GCON_War_Weariness> in all colonies.
#DESC_BLDG_Artificial Peoples Suffrag
 Text


#BLDG_Orbital Indutry Initiative
^
^
^The [Orbital Indutry Initiative] wonder places $LINK<Orbital Solar Cells=BLDG_Orbital Solar Cells> in every colony.
#DESC_BLDG_Orbital Indutry Initiative
 Text


#BLDG_Theory of Common Origin
^
^
^The [Theory of Common Origin] wonder gives 2 free techs to the civilization.
#DESC_BLDG_Theory of Common Origin
 Text


#BLDG_Omega Research Lab
^
^
^The [Omega Research Lab] wonder allows the universal ability to construct omega weapons.
#DESC_BLDG_Omega Research Lab
 Text


#BLDG_Genesis Centre
^
^
^The [Genesis Center] wonder produces one $LINK<content face=GCON_Moods> in its colony and one
$LINK<content face=GCON_Moods> in every colony, making one unhappy citizen content in all colonies, two in the colony that
builds it.
#DESC_BLDG_Genesis Centre
 Text


#BLDG_Metaphasics Research
^
^
^The [Metaphasics Research] wonder allows +2 population of colonies when the $LINK<Food Storage=GCON_Food> box is full, 
instead of just +1.
#DESC_BLDG_Metaphasics Research
 Text


#BLDG_Unified Government
^
^
^The [Unified Government] wonder allows the possibility of a $LINK<Diplomatic Victory=GCON_Victory> and gives a decient
influence boost.
#DESC_BLDG_Unified Government
 Text


#BLDG_Holo Complex
^
^
^The [Holo Complex] wonder produces two $LINK<content faces=GCON_Moods> in its colony and one
$LINK<content face=GCON_Moods> in every colony, making one unhappy citizen content in all colonies, three in the colony
that builds it.
#BLDG_Holo Complex
 Text


#BLDG_Utopia Planitia Shipyards
^{Federation Only}
^
^The [Utopia Planitia Shipyards] small wonder boosts $LINK<shield production=GCON_Shields> by 100% in the colony and
allows military units to be upgraded at half price.
#DESC_BLDG_Utopia Planitia Shipyards
 Text


#BLDG_UFP Council
^{Federation Only}
^
^The [Federation Council] wonder reduces $LINK<corruption=GCON_Corruption> and produces two
$LINK<content faces=GCON_Moods> in its colony, and produces one $LINK<content face=GCON_Moods> in every colony, making one
unhappy citizen content in all colonies, three in the colony that builds it.
#DESC_BLDG_UFP Council
 Text


#BLDG_Tower of Commerce
^{Ferengi Only}
^
^The [Tower of Commerce] wonder allows its colony extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one.
#DESC_BLDG_Tower of Commerce
 Text


#BLDG_Commerce Authority
^{Ferengi Only}
^
^The [Commerce Authority] wonder increases $LINK<tax revenue=GCON_Commerce> produced in its colony by 50%.
#DESC_BLDG_Commerce Authority
 Text


#BLDG_Orbs of the Prophets
^{Bajoran Only}
^
^The [Orbs of the Prophets] wonder produces three $LINK<content faces=GCON_Moods> in its colony and produces two
$LINK<content faces=GCON_Moods> in every colony, making two unhappy citizens content in all colonies, five in the
colony that builds it.
#DESC_BLDG_Orbs of the Prophets
 Text


#BLDG_Jalanda Forum
^{Bajoran Only}
^
^The [Jalanda Forum] wonder allows its colony extra $LINK<Commerce=GCON_Commerce> in every square that already produces
at least one and produces three $LINK<content faces=GCON_Moods> in every colony, making three unhappy citizens content in
all colonies.
^This wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
#DESC_BLDG_Jalanda Forum
 Text


#BLDG_Obsidian Order
^{Cardassians Only}
^
^[Obsidian Order] reduces $LINK<corruption=GCON_Corruption> and $LINK<war weariness=GCON_War_Weariness> and makes the
colony more resistant to propaganda. Also increases colony defenses.
#DESC_BLDG_Obsidian Order
 Text


#BLDG_Labour Camp
^{Cardassians Only}
^
^The [Labor Camp] small wonder boosts $LINK<shield production=GCON_Shields> by about 200% in the colony. One side effect
is the production of $LINK<unhappy civilians=GCON_Moods>.
#DESC_BLDG_Labour Camp
 Text


#BLDG_Legend of Kahless
^{Klingons Only}
^
^The [Legend of Kahless] wonder places a $LINK<Fleet Academy=BLDG_Fleet Academy> in every colony and doubles combat against
barbarians.
^This wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
#DESC_BLDG_Legend of Kahless
 Text


#BLDG_High Council
^{Klingons Only}
^
^The [High Council] wonder reduces $LINK<war weariness=GCON_War_Weariness> in all colonies and produces three
$LINK<content faces=GCON_Moods> in its colony and one $LINK<content face=GCON_Moods> in every colony, making
one unhappy citizen content in all colonies, four in the colony that builds it.
#DESC_BLDG_High Council
 Text


#BLDG_Tal Shiar HQ
^{Romulans Only}
^
^The [Tal Shiar Headquarters] wonder allows $LINK<espionage missions=GCON_Espionage> and gives the civilization
any advances known by two other civs, and reduces $LINK<corruption=GCON_Corruption> in the colony.
#DESC_BLDG_Tal Shiar HQ
 Text


#BLDG_Romulan Senate
^{Romulans Only}
^
^The [Romulan Senate] wonder reduces $LINK<war weariness=GCON_War_Weariness> in all colonies and produces one
$LINK<content face=GCON_Moods> in all colonies, making one unhappy citizen content in all colonies, and reduces
$LINK<corruption=GCON_Corruption> in the colony.
^This wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
#DESC_BLDG_Romulan Senate
 Text


#BLDG_Cloning Facility
^{Dominion Only}
^
^A [Cloning Facility] produces a $LINK<Jem'Hadar mark 2=PRTO_Jem_Hadar 2> every six turns.
#DESC_BLDG_Cloning Facility
 Text


#BLDG_Dominion Shipyard
^{Dominion Only}
^
^The [Dominion Shipyard] small wonder produces an $LINK<Attack Ship=PRTO_Attack Ship> every 10 turns.
#DESC_BLDG_Dominion Shipyard
 Text


#BLDG_Search for Perfection
^{Borg Only}
^
^The [Search for Perfection] wonder gives the civilization any advances known by two other civs and places a
$LINK<Laboratory=PRTO_Laboratory> in every colony.
#DESC_BLDG_Search for Perfection
 Text


#BLDG_Assimilation Matrix
^{Borg Only}
^
^The [Assimilation Matrix] small wonder boosts $LINK<shield production=GCON_Shields> in the colony by about 400%.
#DESC_BLDG_Assimilation Matrix
 Text


#BLDG_Sensor Array
 Text

#DESC_BLDG_Sensor Array
 Text

#BLDG_Power Plant
 Text

#DESC_BLDG_Power Plant
 Text

#BLDG_Docking Ring
 Text

#DESC_BLDG_Docking Ring
 Text

#BLDG_Control Centre
 Text

#DESC_BLDG_Control Centre
 Text

#BLDG_Stasis Compartments
 Text

#DESC_BLDG_Stasis Compartments
 Text

#BLDG_Deflector System
 Text

#DESC_BLDG_Deflector System
 Text

#BLDG_Targeting Array
 Text

#DESC_BLDG_Targeting Array
 Text

#BLDG_Cargo Bay
 Text

#DESC_BLDG_Cargo Bay
 Text

#BLDG_Trading Deck
 Text

#DESC_BLDG_Trading Deck
 Text

#BLDG_Verteron Collider
 Text

#DESC_BLDG_Verteron Collider
 Text


#BLDG_Hero Memorial
^
^
^The [Hero Memorial] small wonder reduces $LINK<war weariness=GCON_War_Weariness> in all colonies.
^Requires a captain (elite) starship to construct.
#DESC_BLDG_Hero Memorial
 Text


#BLDG_Orbital Construction Facil
^
^
^The [Orbital Construction Facility] small wonder increases $LINK<shield production=GCON_Shields> by 100% in the colony.
#DESC_BLDG_Orbital Construction Facil
 Text


#BLDG_Colonial Administration
^
^
^The [Colonial Administration] small wonder reduces $LINK<corruption=GCON_Corruption> in the civilization like a second
Homeworld.
#DESC_BLDG_Colonial Administration
 Text


#BLDG_Latinum Refinery
^
^
^The [Latinum Refinery] small wonder gives the $LINK<treasury=GCON_Treasury> 5% interest every turn with a maximum cap
of 50 gold per turn.
#DESC_BLDG_Latinum Refinery
 Text


#BLDG_Wormhole Project
^
^
^The [Wormhole Project] small wonder adds a defensive bonus to the colony.
^This small wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
#DESC_BLDG_Wormhole Project
 Text


#BLDG_Tachyon Detection Net
^
^
^The [Tachyon Detection Net] small wonder gives a 75% chance at intercepting enemy missiles.
#DESC_BLDG_Tachyon Detection Net
 Text


#BLDG_Fleet Intelligence
^
^
^The [Fleet Intelligence] small wonder allows $LINK<espionage missions=GCON_Espionage>.
#DESC_BLDG_Fleet Intelligence
 Text


#BLDG_Holographic Medicine
^
^
^The [Holographic Field Doctor] small wonder allows healing of units in enemy territory.
#DESC_BLDG_Holographic Medicine
 Text


#BLDG_Alien Local Authority
^
^
^The [Alien Local Authority] small wonder reduces $LINK<corruption=GCON_Corruption> in the civilization like a second
Homeworld.
^Requires an $LINK<Alien Homeworld=BLDG_Alien Homeworld> in the colony.
#DESC_BLDG_Alien Local Authority
 Text


#BLDG_Vulcan Science Academy
^{Vulcan Only}
^
^The [Vulcan Science Academy] wonder doubles $LINK<scientific research=GCON_Research> in the colony.
#DESC_BLDG_Vulcan Science Academy
 Text


#BLDG_Tellarite Trade Station
^{Tellarites Only}
^
^The [Tellarite Trade Station] wonder pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based colony
improvements.
#DESC_BLDG_Tellarite Trade Station
 Text


#BLDG_Archaeology Center
^
^
^The [Archaeology Center] wonder gives two free civilization advances.
#DESC_BLDG_Archaeology Center
 Text


#BLDG_Transwarp Gate
^
^
^A [Transwarp Gate] connects a colony to a trade network composed of other Transwarp Gates. Also allows Borg units to
instantly transport to a colony.
#DESC_BLDG_Transwarp Gate
 Text


#BLDG_Assimilation Center
^{Borg Only}
^
^The [Assimilation Center] wonder increases colony $LINK<shield production=GCON_Shields> by 100%.
#DESC_BLDG_Assimilation Center
 Text


#BLDG_Alien Homeworld
^
^
^An [Alien Homeworld] small wonder produces one $LINK<content face=GCON_Moods> in its colony and five
$LINK<content faces=GCON_Moods> in every colony, making four unhappy citizens content in all colonies, five in the colony
that builds it. It also produces $LINK<Colonists=PRTO_Colonist> every 40 turns. Only available to minor civs. Is rendered obsolete by 
$LINK<Interstellar Communication=TECH_Interstellar Communication>.
^This small wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
#DESC_BLDG_Alien Homeworld
 Text

#BLDG_Drone Control Center
^
^
^The [Minosian Drone Control Center] produces a Minosian Drone every 5 turns after being built.
#DESC_BLDG_Drone Control Center
 Text


; Advances _____________________________________________________________________________________________________ Advances

#TECH_Antimatter Refining
^
^[Antimatter Refining] unlocks several ENT-age starships and troop transports.
#DESC_TECH_Antimatter Refining
 Text

#TECH_Replication
^
^[Replication] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Replication
 Text

#TECH_Alien Languages
^
^[Alien Languages] unlocks the $LINK<Natives=GOOD_Natives> strategic resource.
#DESC_TECH_Alien Languages
 Text

#TECH_Matter Suspension
^
^[Matter Suspension].
#DESC_TECH_Matter Suspension
 Text

#TECH_Warp Propulsion
^
^[Warp Propulsion] unlocks several ENT-age starships.
#DESC_TECH_Warp Propulsion
 Text

#TECH_Fleet Training
^
^[Fleet Training].
#DESC_TECH_Fleet Training
 Text

#TECH_Social Development
^
^[Social Development] unlocks several ENT-age small and great wonders.
#DESC_TECH_Social Development
 Text

#TECH_Titanium Alloys
^
^[Titanium Alloys] unlocks several ENT-age colony improvements.
#DESC_TECH_Titanium Alloys
 Text

#TECH_Subspace Technology
^
^[Subspace Technology].
#DESC_TECH_Subspace Technology
 Text

#TECH_Celestial Temple
^{Bajoran only}
^[Celestial Temple] unlocks a colony improvement for the $LINK<Bajoran Republic=RACE_Bajoran>.
^{Not required for era advancement}
#DESC_TECH_Celestial Temple
 Text

#TECH_Spatial Theories
^
^[Spatial Theories] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Spatial Theories
 Text

#TECH_Alien Cultures
^
^[Alien Cultures] enables diplomacy options and embassies, mutual protection pacts, right of passage agreements, military alliances, trade embargoes, map trading, and communication trading.
^{Not required for era advancement}
#DESC_TECH_Alien Cultures
 Text

#TECH_Prime Directive
^
^[Prime Directive].
#DESC_TECH_Prime Directive
 Text

#TECH_Interstellar Communication
^
^[Interstellar Communication] unlocks some ENT-era starships and improvements. Renders minor civs incapable of further colonization. Unlocks the $LINK<Dilithium Quality 4=GOOD_Dilithium> strategic resource.
#DESC_TECH_Interstellar Communication
 Text

#TECH_Warp 5 Drive
^
^[Warp 5 Drive] unlocks some ENT-era starships.
#DESC_TECH_Warp 5 Drive
 Text

#TECH_Spatial Torpedoes
^
^[Spatial Torpedoes].
#DESC_TECH_Spatial Torpedoes
 Text

#TECH_Romulan Independence
^{Romulan only}
^[Romulan Independence] unlocks a few wonders and improvements for the $LINK<Romulan Empire=RACE_Romulan>.
^{Not required for era advancement}
#DESC_TECH_Romulan Independence
 Text

#TECH_Reformed Economy
^
^[Reformed Economy].
#DESC_TECH_Reformed Economy
 Text

#TECH_Planetary Government
^{Federation only}
^[Planetary Government] unlocks a few wonders and improvements for the $LINK<Federation=RACE_UFOP>.
^{Not required for era advancement}
#DESC_TECH_Planetary Government
 Text

#TECH_Empire
^{Klingon only}
^[Empire] unlocks a few wonders, improvements, and starships for the $LINK<Klingon Empire=RACE_Klingon>.
^{Not required for era advancement}
#DESC_TECH_Empire
 Text

#TECH_Industrial Replication
^
^[Industrial Replication] unlocks the $LINK<Duranium=GOOD_Duranium> strategic resource.
#DESC_TECH_Industrial Replication
 Text

#TECH_Cloak Technology
^
^[Cloak Technology].
#DESC_TECH_Cloak Technology
 Text

#TECH_Force fields
^
^[Forcefields] unlocks an improved ground unit for the $LINK<Klingon Empire=RACE_Klingon>.
#DESC_TECH_Force Fields
 Text

#TECH_Personal Arms
 Text

#DESC_TECH_Personal Arms
 Text

#TECH_Duotronic Circuitry
^
^[Duotronic Circuitry] unlocks several TOS-era starships and the $LINK<Dilithium Quality 3=GOOD_Dilithium> strategic resource.
#DESC_TECH_Duotronic Circuitry
 Text

#TECH_Tractor Beam
^
^[Tractor Beam] unlocks the $LINK<Duritanium=GOOD_Duritanium> strategic resource.
#DESC_TECH_Tractor Beam
 Text

#TECH_Phasers Disruptors
^
^[Phasers/Disruptors] unlocks improved ground units for the $LINK<Federation=RACE_UFOP>, $LINK<Romulan Empire=RACE_Romulan>, $LINK<Cardassian Union=RACE_Cardassian>, $LINK<Borg=RACE_Borg>, $LINK<Dominion=RACE_Dominion> and other minor species. 
#DESC_TECH_Phasers Disruptors
 Text

#TECH_Starbases
^
^[Starbases] unlocks the $LINK<build deep space station=TFRM_Fortress> order for terraformers.
#DESC_TECH_Starbases
 Text

#TECH_Transporters
^
^[Transporters] unlocks the $LINK<build transporter network=TFRM_Railroad> order for terraformers.
#DESC_TECH_Transporters
 Text

#TECH_Alien Arts
^
^[Alien Arts] gives no major bonuses itself.
#DESC_TECH_Alien Arts
 Text

#TECH_Universal Education
^
^[Universal Education].
#DESC_TECH_Universal Education
 Text

#TECH_Photon Weaponry
^
^[Photon Weaponry] unlocks several TOS-era starships.
#DESC_TECH_Photon Weaponry
 Text

#TECH_Interstellar Economics
^
^[Interstellar Economics].
#DESC_TECH_Interstellar Economics
 Text

#TECH_Subspace Telescopes
^
^[Subspace Telescopes] unlocks both the $LINK<build space scaner=TFRM_Outpost> and the
$LINK<build stellar telescope=TFRM_Radar_Tower> orders for terraformers.
#DESC_TECH_Subspace Telescopes
 Text

#TECH_Ship Shielding
^
^[Ship Shielding].
#DESC_TECH_Ship Shielding
 Text

#TECH_Intelligence Network
^
^[Intelligence Network] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Intelligence Network
 Text

#TECH_Trade Network
^
^[Trade Network] reduces the wealth shield-to-latinum ratio from 1/4 to 1/2, increasing the amount of money gained from
having a colony construct wealth.
#DESC_TECH_Trade Network
 Text

#TECH_Warp 8 Drive
^
^[Warp 8 Drive] unlocks several TOS-era improvements and troop transports.
#DESC_TECH_Warp 8 Drive
 Text

#TECH_Holographics
^
^[Holographics].
#DESC_TECH_Holographics
 Text

#TECH_Klingon Alliance
^{Romulan only}
^[Klingon Alliance] unlocks a new starship and the $LINK<Star Empire=GOVT_Star Empire> type of government for the
$LINK<Romulan Empire=RACE_Romulan>.
^{Not required for era advancement}
#DESC_TECH_Klingon Alliance
 Text

#TECH_Romulan Alliance
^{Klingon only}
^[Romulan Alliance] unlocks a new starship and the $LINK<High Council=GOVT_High Council> type of government for the
$LINK<Klingon Empire=RACE_Klingon>.
^{Not required for era advancement}
#DESC_TECH_Romulan Alliance
 Text

#TECH_Theory of Transwarp
^
^[Theory of Transwarp].
#DESC_TECH_Theory of Transwarp
 Text

#TECH_De-Militarised Zones
^{Federation only}
^[De-Militarised Zones] unlocks a new starship and the $LINK<Federation=GOVT_Federation> type of government for the
$LINK<Federation=RACE_UFOP>.
^{Not required for era advancement}
#DESC_TECH_De-Militarised Zones
 Text

#TECH_Fleet Strategy
^
^[Fleet Strategy].
#DESC_TECH_Fleet Strategy
 Text

#TECH_Phaser Arrays
^
^[Phaser Arrays] unlocks several TNG-era starships and an improved ground unit for the $LINK<Klingon Empire=RACE_Klingon>.
#DESC_TECH_Phaser Arrays
 Text

#TECH_Singularity Power
^
^[Singularity Power] unlocks the $LINK<Dilithium Quality 2=GOOD_Dilithium> strategic resource.
#DESC_TECH_Singularity Power
 Text

#TECH_Reinforced Hulls
^
^[Reinforced Hulls]
#DESC_TECH_Reinforced Hulls
 Text

#TECH_Gene Therapy
^
^[Gene Therapy] unlocks an improved ground unit for the $LINK<Borg=RACE_Borg>.
#DESC_TECH_Gene Therapy
 Text

#TECH_Warp Field Adjustment
^
^[Warp Field Adjustment].
#DESC_TECH_Warp Field Adjustment
 Text

#TECH_Advanced Replication
^
^[Advanced Replication] unlocks some TNG-era buildings and starships, and improved ground units for the $LINK<Federation=RACE_UFOP>, $LINK<Romulan Empire=RACE_Romulan>, $LINK<Dominion=RACE_Dominion>, and other minor species.
#DESC_TECH_Advanced Replication
 Text

#TECH_Xenobiology
^
^[Xenobiology] unlocks a couple great wonders.
#DESC_TECH_Xenobiology
 Text

#TECH_Soliton Wave
^
^[Soliton Wave].
#DESC_TECH_Soliton Wave
 Text

#TECH_Emergency Holographics
^
^[Emergency Holographics].
#DESC_TECH_Emergency Holographics
 Text

#TECH_Intelligence Academies
^
^[Intelligence Academies].
^{Not required for era advancement}
#DESC_TECH_Intelligence Academies
 Text

#TECH_Burst Fire Torpedoes
^
^[Burst Fire Torpedoes].
#DESC_TECH_Burst Fire Torpedoes
 Text

#TECH_Trans Galactic Economy
^
^[Trans Galactic Economy].
#DESC_TECH_Trans Galactic Economy
 Text

#TECH_Omega Particle Theory
^
^[Omega Particle Theory] unlocks the $LINK<Omega Molecule=GOOD_Omega> strategic resource.
#DESC_TECH_Omega Particle Theory
 Text

#TECH_Hull Armor
^
^[Hull Armor] unlocks several TNG-era starships.
#DESC_TECH_Hull Armor
 Text

#TECH_Singularity Generators
^{Romulan only}
^[Singularity Generators] gives no major bonuses itself. (Why is this tech here?)
^{Not required for era advancement}
#DESC_TECH_Singularity Generators
 Text

#TECH_Fleet Modernization
^
^[Fleet Modernization] unlocks several TNG-era starships and the $LINK<Neutronium=GOOD_Neutronium> strategic resource.
#DESC_TECH_Fleet Modernization
 Text

#TECH_Transporter Stasis
^
^[Transporter Stasis] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Transporter Stasis
 Text

#TECH_Iconian Portals
^
^[Iconian Portals] unlocks the $LINK<Iconian Relics=GOOD_Iconian Relics> strategic resource.
#DESC_TECH_Iconian Portals
 Text

#TECH_Planetary Assault Objectiv
^
^[Planetary Assault Objective] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Planetary Assault Objectiv
 Text

#TECH_Unified Shipyards
^
^[Unified Shipyards].
#DESC_TECH_Unified Shipyards
 Text

#TECH_Regenerative Weapons
^
^[Regenerative Weapons] unlocks the $LINK<Tritanium=GOOD_Tritanium> strategic resource.
#DESC_TECH_Regenerative Weapons
 Text

#TECH_Transwarp Conduits
^
^[Transwarp Conduits].
#DESC_TECH_Transwarp Conduits
 Text

#TECH_Warp 10 Barrier
^
^[Warp 10 Barrier] gives no major bonuses itself.
#DESC_TECH_Warp 10 Barrier
 Text

#TECH_Deep Space Communication
^
^[Deep Space Communication] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Deep Space Communication
 Text

#TECH_Quantum Technology
^
^[Quantum Technology] unlocks improved ground units for the $LINK<Klingon Empire=RACE_Klingon> and $LINK<Borg=RACE_Borg> and the $LINK<Dilithium Quality 1=GOOD_Dilithium> strategic resource.
#DESC_TECH_Quantum Technology
 Text

#TECH_Omega Project
^
^[Omega Project] unlocks the first (and only) Omega weapon.
#DESC_TECH_Omega Project
 Text

#TECH_Bio-Neural Circuitry
^
^[Bio-Neural Circuitry] unlocks improved ground units for the $LINK<Federation=RACE_UFOP>, $LINK<Cardassian Union=RACE_Cardassian>, $LINK<Dominion=RACE_Dominion>, and other minor species.
#DESC_TECH_Bio-Neural Circuitry
 Text

#TECH_Ablative Armor
^
^[Ablative Armor] unlocks several post-TNG-era starships and improved ground units for the $LINK<Romulan Empire=RACE_Romulan>.
#DESC_TECH_Ablative Armor
 Text

#TECH_Artificial Wormholes
^
^[Artificial Wormholes].
#DESC_TECH_Artificial Wormholes
 Text

#TECH_Omega Reactors
^
^[Omega Reactors].
#DESC_TECH_Omega Reactors
 Text

#TECH_Zero Point Energy
^
^[Zero Point Energy].
#DESC_TECH_Zero Point Energy
 Text

#TECH_Nano Technology
^
^[Nano Technology] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Nano Technology
 Text

#TECH_Atmospheric Control
^
^[Atmospheric Control] unlocks several post-TNG-era improvements.
#DESC_TECH_Atmospheric Control
 Text

#TECH_Advanced Elements
^
^[Advanced Elements] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Advanced Elements
 Text

#TECH_Multispacial Probes
^
^[Multispacial Probes] is a builder tech and gives no major bonuses itself.
#DESC_TECH_Multispacial Probes
 Text

#TECH_Multi Frequency Beams
^
^[Multi Frequency Beams] unlocks several post-TNG-era starships and improved ground units for $LINK<Romulan Empire=RACE_Romulan>, $LINK<Klingon Empire=RACE_Klingon>, and $LINK<Borg=RACE_Borg>.
#DESC_TECH_Multi Frequency Beams
 Text

#TECH_Nano Regeneration
^
^[Nano Regeneration] unlocks improved ground units for the $LINK<Cardassian Union=RACE_Cardassian> and other minor species.
#DESC_TECH_Nano Regeneration
 Text

#TECH_Advanced Cloaking
^
^[Advanced Cloaking] unlocks a post-TNG-era starship for the $LINK<Klingon Empire=RACE_Klingon>.
^{Not required for era advancement}
#DESC_TECH_Advanced Cloaking
 Text

#TECH_Modern Cloaking
^
^[Modern Cloaking] unlocks a couple post-TNG-era starships for the $LINK<Romulan Empire=RACE_Romulan>.
^{Not required for era advancement}
#DESC_TECH_Modern Cloaking
 Text

#TECH_Shield Modulation
^
^[Shield Modulation] unlocks several post-TNG-era starships.
#DESC_TECH_Shield Modulation
 Text

#TECH_Holographic Construction
^
^[Holographic Construction] unlocks improved ground units for the $LINK<Federation=RACE_UFOP> and the $LINK<Dominion=RACE_Dominion>.
#DESC_TECH_Holographic Construction
 Text

#TECH_Tachyon Sensor Grids
^
^[Tachyon Sensor Grids]
#DESC_TECH_Tachyon Sensor Grids
 Text

#TECH_Transwarp Gates
^{Borg only}
^[Transwarp Gates] allows trade through space tiles and unlocks ENT-era improvements, wonders, and the $LINK<Hive=GOVT_Hive> government for the $LINK<Borg=RACE_Borg>. Also unlocks the $LINK<activate transwarp gate=TFRM_Airfield> order for workers.
^{Not required for era advancement}
#DESC_TECH_Transwarp Gates
 Text

#TECH_Foreign Technology
^
^[Foreign Technology].
#DESC_TECH_Foreign Technology
 Text

#TECH_Secret Service
^{Cardassian only}
^[Secret Service] unlocks a small wonder and colony improvement for the $LINK<Cardassian Union=RACE_Cardassian>.
^{Not required for era advancement}
#DESC_TECH_Secret Service
 Text

#TECH_Advanced Cloning
^{Dominion only}
^[Advanced Cloning] unlocks a small wonder and colony improvement for the $LINK<Dominion=RACE_Dominion>.
^{Not required for era advancement}
#DESC_TECH_Advanced Cloning
 Text

#TECH_Space Navigation
^{Non-Borg only}
^[Space Navigation] allows trade through space and nebula tiles and allows crossing of nebulas.
^{Not required for era advancement}
#DESC_TECH_Space Navigation
Text

#TECH_Astrometry
^
^[Astrometry] allows crossing of Space Terrain.
^{Not required for era advancement}
#DESC_TECH_Astrometry
Text

#TECH_Detapa Council
^{Cardassian only}
^[Detapa Council] unlocks the $LINK<Star Republic=GOVT_Star Republic> government for the $LINK<Cardassian Union=RACE_Cardassian>.
^{Not required for era advancement}
#DESC_TECH_Detapa Council
Text

#TECH_Race Subjugation
^{Dominion only}
^[Race Subjugation] unlocks the $LINK<Dominion=GOVT_Dominion> government for the $LINK<Dominion=RACE_Dominion>.
#DESC_TECH_Race Subjugation
Text



; Resources ___________________________________________________________________________________________________ Resources


#GOOD_Solar System
 Text
#DESC_GOOD_Solar System
 Text

#GOOD_Comet
^
^
^Comets are giant space boulders of ice and rock. These floating objects can usually be found around a solarsystem. Most comets orbit their parent star at a very great distance, such as Halley's comet, which takes about 75 years to orbit the sun. This is not always the case, as with the comet Borrelly orbits every 7 years and can frequently be observed from Earth.
#DESC_GOOD_Comet
 Text

#GOOD_Dilithium
^
^
^Dilithium is an element, mostly occuring as crystalline mineral (known also by the longer formula- 2(5)6 dilithlum 2(:)l diallosilicate 1:9:1 heptoferranide), that is used in the warp drive systems of many starships. Dilithium regulates the matter/antimatter reactions, thereby controlling the amount of power generated in the reaction chamber as the mutual annihilation creates a stream of electro-plasma.
^Dilithium in the Civ 3 Star Trek mod comes in five qualities: Quality 5, Quality 4, Quality 3, Quality 2, and the most pure: Quality 1. Each era at some technology point will unlock a more pure type of dilithium which may be used to construct the most up-to-date starships.
#DESC_GOOD_Dilithium
 Text

#GOOD_Natives
^
^
^A population of friendly alien life forms.
#DESC_GOOD_Natives
 Text

#GOOD_Iconian Relics
^
^
^Relics of the ancient Iconian society. The Iconians were an ancient and highly advanced civilization that was destroyed about 200,000 years ago by orbital bombardment of their home planet, Iconia. Ancient texts called the Iconians "Demons of Air and Darkness", who were said to have the ability to appear at will on far-flung planets without the use of starships. Later this was found to be a reference to the Iconians' gateway technology, whose instant teleportation allowed them to establish outposts at least as far as Vandros IV in the Gamma Quadrant. Until the discovery of Iconia in 2365, the Iconians were still dismissed by many as nothing more than myth. 
^Historically the Iconians were generally described as a race of conquerors, though recently some scholars dispute this claim as a distortion perpetuated from the species who feared and demonized their advanced technology, and eventually destroyed them. It has been speculated that not all of the Iconians perished in the attacks, but rather used their gateways to escape to other worlds. Indeed, the similarity between the Iconian language and the later languages of Dewan, Iccobar and Dinasian has been cited as supporting evidence of this theory.
#DESC_GOOD_Iconian Relics
 Text

#GOOD_Anti-Matter
^
^
^Antimatter is the negative opposite of normal matter, of which nearly everything in the universe is composed. Just as normal matter it is made up of electrons orbiting a nucleus composed of protons and neutrons, so antimatter consists of antielectrons (or positrons) orbiting around a nucleus of antiprotons and antineutrons. 
^On Earth, the existence of antimatter was first theorized in 1928 by the physicist Paul Dirac while he was trying to integrate Albert Einstein's Theory of Special Relativity with the Quantum Theory of Erwin Schrodinger and Werner Heisenberg. By 1932, Paul Anderson had discovered the first of the three elementary antiparticles, the antielectron, which he named the positron. In 1955, the antiproton was discovered, followed just a few years later by the antineutron in 1959. The first antideuterion, which is composed of a single antiproton and single antineutron, and is the nucleus of antideuterium, was created in 1965. A team working at CERN in 1995 was able to combine antideuterions with positrons to form the first antideuterium atoms. 
^If antimatter is exposed to normal matter it annihilates to pure energy, which is called matter-antimatter reaction. It is used to power the warp drives of modern starships. 
^Because antimatter will react with any normal matter it comes in contact with, the precautions with which it is handled are extreme. Antimatter is always contained within strong magnetic containment, preventing accidental release. The only normal matter allowed to contact antimatter, in the form of antideuterium when used in a warp reactor, is the fuel (typically deuterium in a modern warp reactor), and only dilithium crystals, which moderate the matter-antimatter reaction, are exposed to an antimatter stream. 
#DESC_GOOD_Anti-Matter
 Text

#GOOD_Titanium
^
^
^22nd element of the periodic table. Light, but strong material, very suitable for the construction of air- and spacecraft.
#DESC_GOOD_Titanium
 Text

#GOOD_Duranium
^
^
^Duranium is an extremely stong metallic alloy used in the hull construction of the ships and stations of numerous races, including the Federation, Andorians, Klingons and Cardassians during the 23rd and 24th Centuries. During the Dominion War, the Gallamites were supplying duranium to the Federation for the war effort.
#DESC_GOOD_Duranium
 Text

#GOOD_Neutronium
^
^
^Neutronium is a material that exists primarily in the cores of neutron stars. It is a lattice of neutrons (one of the three building blocks of matter at the atomic/nuclear level) that is generated when the tremendous pressure generated by a supernova (the explosion of a large star) acts on its core, causing all its electrons and protons to merge and form neutrons (this is the same as the process of beta decay, that generates beta radiation, only in reverse). These neutrons are very densely packed, and bind with each other using subatomic particles called gluons. This makes it the hardest possible substance in the universe. The spins of these neutrons add up to generate extremely powerful magnetic fields, which have been detected by astronomers. The high density of neutronium also generates a strong gravitational field, sometimes so strong that it may cause the neutronium core to collapse in on itself, forming a gravitational singularity (colloquially known as a black hole). 
^Because neutronium is impervious to virtually all types of weapons fire, it is utilized by some species to construct practically indestructible structures.
#DESC_GOOD_Neutronium
 Text

#GOOD_Omega
^
^
^The Omega molecule is a short-lived, highly unstable molecule, believed to be the most powerful substance in the known universe. Some Federation cosmologists theorize that Omega existed in nature at the instant of the Big Bang, when the universe as we know it was born. 
^An Omega molecule would be so energetic that even a few molecules would, in theory, be able to power a whole civilization. The molecule could be synthesized using boronite ore. A single Omega molecule was synthesized in the late 23rd Century by Dr. Ketteract, a Federation scientist. The molecule remained stable for a fraction of a second, before it exploded, destroying the research station and causing ruptures in subspace extending several light-years, making warp travel impossible in the region. 
#DESC_GOOD_Omega
 Text

#GOOD_Tritanium
^
^
^Tritanium is a metallic alloy commonly used in the construction of Federation starships and shuttlecraft. It is 21.4 times as hard as diamond. 
#DESC_GOOD_Tritanium
 Text

#GOOD_Nitrium
 Text
#DESC_GOOD_Nitrium
 Text

#GOOD_Duritanium
^
^
^Element.
#DESC_GOOD_Duritanium
 Text

#GOOD_Beryllium
^
^
^4th element of the periodic table.
#DESC_GOOD_Beryllium
 Text

#GOOD_Latinum
^
^
^Latinum is a rare silver liquid used as currency by the Ferengi Alliance and many other nations. For ease of transaction, latinum is usually suspended within otherwise worthless gold to produce gold-pressed latinum. (DS9: "Who Mourns for Morn?") 
^Denominations of gold-pressed latinum, in increasing order of value, include the slip, the strip, the bar and the brick. 
#DESC_GOOD_Latinum
 Text

#GOOD_Romulan Ale
^
^
^Romulan ale is a highly intoxicating alcoholic beverage of Romulan origin with a characteristic pale blue color. Although it has been illegal in the Federation from at least the 2280s to the late 2370s, in actual practice the majority of Starfleet officers had sampled it at one point or another. A rare exception was Admiral William Ross. 
^Captain James T. Kirk was able to procure some for his crew, and served it at a state dinner with Gorkon in 2293. When pressed by one of the Klingons on its illegality, he wryly noted it was, "one of the advantages of being a thousand light-years from Federation headquarters." 
^Romulan ale is even a challenge for species as stout as the Klingons, who are more than usually resistant to the effects of alcohol.
^There was a brief period during the Dominion War when the ban on Romulan ale was lifted, due to the alliance between the Federation and the Romulans. However, as of 2379, the embargo appears to have been reinstated. 
#DESC_GOOD_Romulan Ale
 Text

#GOOD_Fruits
^
^
^Fresh fruits from newly discovered worlds in the sector.
#DESC_GOOD_Fruits
 Text

#GOOD_Tholian
^
^
^Silk from the Tholian Homeworld. 
#DESC_GOOD_Tholian
 Text

#GOOD_Karemma
^
^
^Fleece from the Karemma Homeworld. 
#DESC_GOOD_Karemma
 Text

#GOOD_Rigelian
^
^
^Fleece from the Rigellian Homeworld. 
#DESC_GOOD_Rigelian
 Text

#GOOD_Orion
^
^
^Spices from the Orion Homeworld. 
#DESC_GOOD_Orion
 Text

#GOOD_Bloodwine
^
^
^Bloodwine is a popular alcoholic beverage among the Klingons, best served warm. As with many Klingon foods and beverages, it is not for the faint of heart. Bloodwine is known to be highly intoxicating, to the point that most non-Klingons are scarcely capable of handling it. Klingon captains and generals are fond of carrying several barrels of their favorite vintages to celebrate victories. 
#DESC_GOOD_Bloodwine
 Text


#GOOD_Saurian
^
^
^Saurian brandy is an alcoholic beverage manufactured by the Saurians. 
#DESC_GOOD_Saurian
 Text


#GOOD_Andorian
^
^
^Andorian ale is a blue-colored alcoholic beverage concocted by the Andorians.
#DESC_GOOD_Andorian
 Text


#GOOD_Moon
^
^
^Satellite of a planet, usually rich in metallic ores.
#DESC_GOOD_Moon
 Text

#GOOD_Grain
^
^
^Fields of wild grains to feed your hungry citizens.
#DESC_GOOD_Grain
 Text

#GOOD_Wormhole
^
^
^Passage to another part of the galaxy. Increases your commercial interests considerably.
#DESC_GOOD_Wormhole
 Text

#GOOD_Nebula
^
^
^Interstellar cloud of gas, may contain rare gasses. 
#DESC_GOOD_Nebula
 Text

#GOOD_Traders
^
^
^Outposts of independent traders; increases the income in your colony. 
#DESC_GOOD_Traders
 Text

#GOOD_Targ
^
^
^The targ is a herding animal native to Qo'noS, similar in form to a Terran boar but with spikes on its back. They are usually dark brown, although some are spotted. Targs are generally regarded as "vicious and destructive" animals.
#DESC_GOOD_Targ
 Text

#GOOD_Crystal
^
^
^The Crystalline Entity was a powerful, spacebourne creature characterized by a crystalline structure, warp speed capability, large size, and ability to destroy all life on a planet or starship.
#DESC_GOOD_Crystal
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#GOOD_Silicate
^
^
^A silicon based lifeform is a corporeal lifeform which uses silicon as the basis of its structure and life functions rather than carbon.
#DESC_GOOD_Silicate
 Text

#GOOD_Ketracel
^
^
^Ketracel-white (or simply white) is an addictive substance containing an isogenic enzyme and nutrients. One of the active ingredients of white is yridium bicantizine. 
#GOOD_Ketracel
 Text

#GOOD_CloudCity
^
^
^The beautiful cloud city of Stratos, primary mining place of zienite.
#DESC_GOOD_CloudCity
 Text



; Terrain _______________________________________________________________________________________________________ Terrain


#TERR_K
^
^
^In Planetary Classification, class K is used to describe planets that are adaptable for humanoids by use of pressurized habitats and life-support systems. These planets are very dry and waterless and thus are susceptible to extreem dust storms and wind vortexes. Example: Mars

#DESC_TERR_K
 Text


#TERR_N
^
^
^In Planetary Classification, class N is used to describe planets that are hostile and unadaptable for humanoids in terms of high air pressure, high surface temperatures, and extreem amounts of greenhouse gasses. If life can exist on a Class N planet, it is unknown in what form(s) it may appear. Example: Venus
^Note: In the Star Trek mod, class N planets are visually represented by $LINK<class Y planets=TERR_Y>. It seemed that
such a change would not effect gameplay, and graphics files were altered respectively.

#DESC_TERR_N
 Text


#TERR_B
^
^
^In Planetary Classification, a class B planet is a 'Geomorteous' planet, a dead partly molten world that has cooled considerably. These planets are only habitable through pressurized habitats. Example: Mercury 

#DESC_TERR_B
 Text


#TERR_L
^
^
^In Planetary Classification, class L planet is used to describe planets that have plant life and resembles a Class M planet, differing in the lack of animal life, high amounts of greenhouse gasses, and little surface water. Example: Indri VIII 

#DESC_TERR_L
 Text


#TERR_M
^
^
^In Planetary Classification, a class M planet is a 'Terrestrial' planet. A Terrestrial planet is catagorized by an abundance of surface water and an atmosphere high in nitrogen with oxygen and trace elements. Life is often abundant on Class M planets; they contain extensive vegetation, animal life and often have native humanoids. Examples: Earth, Vulcan, Qo'noS, Bajor
#DESC_TERR_M
 Text


#TERR_Gaia
^
^
^Planetary class named after planet Gaia in the Gamma Quadrant. 
#DESC_TERR_Gaia
 Text


#TERR_P
^
^
^In Planetary Classification, a class P planet is a 'Glaciated' planet. A Glaciated planet is catagorized by an abundance of frozen surface water and an atmosphere high in nitrogen with oxygen and trace elements. Life is not often abundant on class P planets, but some hardy plants and organisms may be present, and colonization is not dificult. Example: Exo III
#DESC_TERR_P
 Text


#TERR_H
^
^
^In Planetary Classification, class H planet is catagorized as a 'Desert' planet, characterized by the lack of surface water and high temperatures. However, Desert planets also have oasises of plant and animal life scattered on the planet surface. Example: Ocampa
#DESC_TERR_H
 Text


#TERR_D
^
^
^In Planetary Classification, a class D planet is a small and rock-based body, such as an asteroid, moon or other small, barren, cratered planetoid with little or no atmosphere.
#DESC_TERR_D
 Text


#TERR_Y
^
^
^In Planetary Classification, class Y planet is defined as having extreem temperatures, toxic atmosphereic chemicals, and posibly volcanic surface. Few life-forms have been observed living on class Y planets. Example: Tholia
^In Planetary Classification, class N is used to describe planets that are hostile and unadaptable for humanoids in terms of high air pressure, high surface temperatures, and extreem amounts of greenhouse gasses. If life can exist on a Class N planet, it is unknown in what form(s) it may appear. Example: Venus
#DESC_TERR_Y
 Text


#TERR_O
^
^
^In Planetary Classification, a class O planet is an 'Oceanic' planet. Oceanic planets have liquid water covering most of the planet's surface and a nitrogen, oxygen atmosphere. Native life-forms include aquatic plants, animals, and possibly humanoids. Example: Argo
#DESC_TERR_O
 Text


#TERR_E
^
^
^In Planetary Classification, a class E planet is a 'Geoplastic' planet, a mostly molten world that has yet to cool into either a class K, L, M, N, O, or P. Only single-celled life or cell colonies can survive on a Geoplastic planet. Example: Excalbia
#DESC_TERR_E
 Text


#TERR_J
^
^
^In planetary classification, a class J planet is a gas giant. They are generally larger than 50000 km in diameter and are composed of mostly a hydrogen atmosphere and liquid core with little or no solid ground. Example: Jupiter
#DESC_TERR_J
 Text


#TERR_Space
^
^
^Space, also known as spacetime or more fully as the spacetime continuum, is the plane of existence home to the known universe.
#DESC_TERR_Space
 Text


#TERR_Star
^
^
^A star (or "sun") is an energy-producing sphere of plasma and gas. The region around a star that is held by its gravity, including any planets, moons, comets, and asteroids, is called a star system.
#DESC_TERR_Star
 Text


#TERR_InstableStar
^
^
^Star in the end phase of it's life. Unstable stars might give rise to a massive explosion called a supernova. 
#DESC_TERR_InstableStar
 Text


#TERR_Nebula
^
^
^A nebula is an interstellar cloud of matter, usually gases (such as hydrogen) and dust. Many nebulae are stellar nurseries that give rise to new generations of stars.
#DESC_TERR_Nebula
 Text







#GOVT_Anarchy
^
^
^Free units per:
^settlement:   0
^colony:       0
^cental world: 0 (all units free)
^Corruption: frighteningly high
^War weariness: none
^Hurry method: none
^Military police max: 0
^Draft limit: 0
^Citizen nationality change speed: none
^Other: Normal in-between governments government.
^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, or if you sanction a 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.
#DESC_GOVT_Anarchy
 Text

#GOVT_Collective
^
^
^Free units per:
^settlement:   0
^colony:       0
^cental world: 0 (all units free)
^Corruption: above normal
^War weariness: low
^Hurry method: forced labor
^Military police max: 5
^Draft limit: 2
^Citizen nationality change speed: too high...
^Other: Borg only, requires all colony improvements to be paid, limited food and shield production.
^In the collective the Borg queen rules with absolute power over hersubjects, usually enforced by the military. This 
system has a tendency to minimize individual freedom and reduce the efficiency of production efforts. 
#DESC_GOVT_Collective
 Text

#GOVT_Hive
^
^
^Free units per:
^settlement:   0
^colony:       0
^cental world: 0 (all units free)
^Corruption: low
^War weariness: none
^Hurry method: forced labor
^Military police max: 10
^Draft limit: 4
^Citizen nationality change speed: off the charts...
^Other: Borg only, requires all colony improvements to be paid, and no influence is gained when less than half the colonies citizens are not of it's current nationality.
^The collectivehive mind of the Borg race. Each individual Borg drone is attached to the collective mind via subspace transceivers. 
^The collective mind takes decisions regarding the actions of the Borg as a single entity, however the Borg Queen acts as a nexus for the Collective's thoughts. 
#DESC_GOVT_Hive
 Text

#GOVT_Democracy
^
^
^Free units per:
^settlement:   2
^colony:       4
^cental world: 6 (cost per unit: 2)
^Corruption: above normal
^War weariness: low
^Hurry method: paid labor
^Military police max: 2
^Draft limit: 1
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, limited food and shield production.
^You are elected by the people to rule with their interests at heart. You are rewarded by increased commerce and production. However, war weariness is a significant problem and war must be entered into only after much consideration.
#DESC_GOVT_Democracy
 Text

#GOVT_Federation
^
^
^Free units per:
^settlement:   2
^colony:       4
^cental world: 6 (cost per unit: 1)
^Corruption: normal
^War weariness: none
^Hurry method: paid labor
^Military police max: 0
^Draft limit: 1
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, workers work 50% faster.
^The Federation is an interstellar nation composed of planetary governments and colonies. The various members of the Federation are organized under the unifying goals of universal liberty, equality, peaceful coexistence, trade, science, exploration, and mutual defense.
#DESC_GOVT_Federation
 Text

#GOVT_Senate Republic
^
^
^Free units per:
^settlement:   2
^colony:       3
^cental world: 4 (cost per unit: 1)
^Corruption: normal
^War weariness: low
^Hurry method: forced labor
^Military police max: 3
^Draft limit: 2
^Citizen nationality change speed: zero
^Other: Romulan only, requires all colony improvements to be paid, limited food and shield production.
^Imperialistic, liberal, as well as fascist tendencies state form. The public seems to have certain civil rights, though, there are oppressed castes. 
^The political ideology follows the policy of strengthening and maintaining an empire, in which many planets and people, spread over a wide geographical area, are controlled by one dominant state. 
#DESC_GOVT_Senate Republic
 Text

#GOVT_Star Empire
^
^
^Free units per:
^settlement:   4
^colony:       4
^cental world: 4 (cost per unit: 1)
^Corruption: low
^War weariness: none
^Hurry method: paid labor
^Military police max: 5
^Draft limit: 3
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, workers work 50% faster.
^Imperialistic, liberal, as well as fascist tendencies state form. The public seems to have certain civil rights, though, there are oppressed castes. 
^The political ideology follows the policy of strengthening and maintaining an empire, in which many planets and people, spread over a wide geographical area, are controlled by one dominant state. 
#DESC_GOVT_Star Empire
 Text


#GOVT_Race Council
^
^
^Free units per:
^settlement:   2
^colony:       2
^cental world: 3 (5 free units, cost per unit: 2)
^Corruption: normal
^War weariness: low
^Hurry method: paid labor
^Military police max: 10
^Draft limit: 3
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, each worked tile produces +1 commerce.
#DESC_GOVT_Race Council
 Text


#GOVT_Aristocracy
^
^
^Free units per:
^settlement:   3
^colony:       4
^cental world: 5 (10 free unis, cost per unit: 1)
^Corruption: above normal
^War weariness: none
^Hurry method: paid labor
^Military police max: 2
^Draft limit: 3
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, limited science spending.
#DESC_GOVT_Aristocracy
 Text


#GOVT_High Council
^
^
^Free units per:
^settlement:   4
^colony:       5
^cental world: 6 (10 free units, cost per unit: 1)
^Corruption: normal
^War weariness: none
^Hurry method: paid labor
^Military police max: 2
^Draft limit: 3
^Citizen nationality change speed: zero
^Other:
#DESC_GOVT_High Council
 Text


#GOVT_Junta
^
^
^Free units per:
^settlement:   3
^colony:       4
^cental world: 5 (5 free units, cost per unit: 1)
^Corruption: above normal
^War weariness: low
^Hurry method: forced labor
^Military police max: 5
^Draft limit: 4
^Citizen nationality change speed: zero
^Other: Limited food and shield production, workers work 100% faster.
#DESC_GOVT_Junta
 Text


#GOVT_Star Republic
^
^
^Free units per:
^settlement:   5
^colony:       5
^cental world: 6 (8 free units, cost per unit: 1)
^Corruption: normal
^War weariness: low
^Hurry method: forced labor
^Military police max: 7
^Draft limit: 5
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, workers work 150% faster.
#DESC_GOVT_Star Republic
 Text


#GOVT_Imperial Union
^
^
^Free units per:
^settlement:   4
^colony:       4
^cental world: 4 (15 free units, cost per unit: 1)
^Corruption: above normal
^War weariness: high
^Hurry method: forced labor
^Military police max: 5
^Draft limit: 3
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, workers work 50% faster.
#DESC_GOVT_Imperial Union
 Text


#GOVT_Dominion
^
^
^Free units per:
^settlement:   3
^colony:       4
^cental world: 5 (15 free units, cost per unit: 1)
^Corruption: normal
^War weariness: none
^Hurry method: paid labor
^Military police max: 5
^Draft limit: 3
^Citizen nationality change speed: zero
^Other: Requires all colony improvements to be paid, workers work 50% faster.
#DESC_GOVT_Dominion
 Text



; Terrain Improvements _____________________________________________________________________________ Terrain Improvements


#TFRM_Mine
^
^
^A mining station increases the $LINK<shield production=GCON_Shields> of a tile.
^
^Terrain:     + shields:
^$LINK<Class K Adaptable=TERR_K>      +1
^$LINK<Class B Geomorteous=TERR_B>    +2
^$LINK<Class M Terran=TERR_M>         +1
^$LINK<Class Gaia Green=TERR_Gaia>       +1
^$LINK<Class O Ocean=TERR_O>          +1
^$LINK<Class L Marginal=TERR_L>       +1
^$LINK<Class P Glaciated=TERR_P>      +2
^$LINK<Class H Desert=TERR_H>         +2
^$LINK<Class D Moon/Asteroids=TERR_D> +2
^$LINK<Class E Geoplastic=TERR_E>     +1
^$LINK<Class Y Demon=TERR_Y>          +1
^$LINK<Class J Gas Giant=TERR_J>      +3
^$LINK<Star=TERR_Star>                   +0
^$LINK<Unstable Star=TERR_InstableStar>          +0
^$LINK<Interstellar Nebula=TERR_Nebula>    +2
^
^Workers are ordered to build mining stations by pressing [M], or the "Build Mine" button.

#TFRM_Irrigation
^
^
^A hydroponic farms increases $LINK<food production=GCON_Food>.
^
^Terrain:     + food:
^$LINK<Class K Adaptable=TERR_K>      +2
^$LINK<Class B Geomorteous=TERR_B>    +1
^$LINK<Class M Terran=TERR_M>         +1
^$LINK<Class Gaia Green=TERR_Gaia>       +1
^$LINK<Class O Ocean=TERR_O>          +1
^$LINK<Class L Marginal=TERR_L>       +1
^$LINK<Class P Glaciated=TERR_P>      +2
^$LINK<Class H Desert=TERR_H>         +2
^$LINK<Class D Moon/Asteroids=TERR_D> +1
^$LINK<Class E Geoplastic=TERR_E>     +0
^$LINK<Class Y Demon=TERR_Y>          +1
^$LINK<Class J Gas Giant=TERR_J>      +0
^$LINK<Star=TERR_Star>                   +4
^$LINK<Unstable Star=TERR_InstableStar>          +3
^$LINK<Interstellar Nebula=TERR_Nebula>    +0
^
^Workers are ordered to build hydroponic farms by pressing [I] or the "Irrigate" button.

#TFRM_Road
^A trade route increases the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except space and star
tiles. Also, units moving along routes expend one half of a movement point per square, regardless of terrain type. 
^
^Terrain:     + commerce:
^$LINK<Class K Adaptable=TERR_K>      +1
^$LINK<Class B Geomorteous=TERR_B>    +1
^$LINK<Class M Terran=TERR_M>         +1
^$LINK<Class Gaia Green=TERR_Gaia>       +1
^$LINK<Class O Ocean=TERR_O>          +1
^$LINK<Class L Marginal=TERR_L>       +1
^$LINK<Class P Glaciated=TERR_P>      +1
^$LINK<Class H Desert=TERR_H>         +1
^$LINK<Class D Moon/Asteroids=TERR_D> +1
^$LINK<Class E Geoplastic=TERR_E>     +1
^$LINK<Class Y Demon=TERR_Y>          +1
^$LINK<Class J Gas Giant=TERR_J>      +1
^$LINK<Star=TERR_Star>                   +0
^$LINK<Unstable Star=TERR_InstableStar>          +0
^$LINK<Interstellar Nebula=TERR_Nebula>    +1
^
^Workers are ordered to build trade routes by pressing [R] or the "Build Road" button.

#TFRM_Fortress
^
^
^Units within a deep space station enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Workers can build deep space stations after the discovery of $LINK<Starbases=TECH_Starbases>.
^
^Workers are ordered to build deep space stations by pressing [Ctrl-F], or the "Build Fortification" button.

#TFRM_Barricades
^
^
^A Tholian Web hinders movement of "enemy" ground units, forcing them to stop on the tile, even if the
Tholian Web is unoccupied. However, if occupied, a unit enjoys a defensive bonus which is double the bonus
awarded by a $LINK<deep space station=GCON_Fortresses>. A web can only be built on a square already containing a deep
space station. If pillaged, a Tholian Web is "reduced" to a deep space station.
^
^Workers can build Tholian Webs after the discovery of BLOCKING TECH. (feature not used?)

#TFRM_Railroad
^
^
^Units moving along a transporter network expend zero movement points, efectively cutting the number of turns to get units
to another location to one.
^
^Workers can build transporter networks after the discovery of $LINK<Transporters=TECH_Transporters>.
^
^Workers are ordered to build transporter networks by pressing [Shift-R] or the "Build Railroad" button.

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

#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_Airfield
^
^
^Wormholes connect two remote area's of space. Transport class ships may build one after researching Artificial Wormholes.

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

#TFRM_Outpost
^
^
^Outposts eliminate fog of war.  To construct an Outpost, move a worker to any land tile in neutral or owned 
territory and select the Build Outpost unit action.  Construction of the Outpost consumes the worker.  The range  of
vision for the Outpost is 2 tiles on flat terrain, 3 on hills and 4 on mountains.  Outposts can only be used  by the
player who created them.  If an Outpost falls within the territory of any other civilization, it will be  destroyed. 
Outposts can only be built in tiles that are empty or have a mine, irrigation, or a road.  The "Build
Outpost" unit-action becomes available after the Masonry advance is researched.



; Races ___________________________________________________________________________________________________________ Races


#RACE_UFOP
^
^
^The United Federation of Planets, also referred to as the Federation or UFP, is an interstellar nation composed of planetary governments and colonies. The various members of the Federation are organized under the unifying goals of universal liberty, equality, peaceful coexistence, trade, science, exploration, and mutual defense. Its territory encompasses at least several dozen sectors in both the Alpha and Beta Quadrants, spread across nearly 8,000 light-years of space. As of Journey to Babel there were at least 30 members. As of 2373, there were more than 150 members of the Federation, and over 1,000 semi-autonomous colonies. (Star Trek: First Contact) Many of the Federation member worlds were originally Human colonies, which is the reason Humans make up the majority of Starfleet membership. 
^The Federation is currently the most powerful interstellar organization of the Alpha Quadrant. Unlike the vast majority of other major and regional empires, where power is derived from a single dominant race that subjugates other nearby planets and species, all members of the Federation have joined willingly and coexist equally with the other members. Although its multispecies origin has caused it to be labeled a "mongrel" power by some outsiders, its diverse origins have also given it a unique strength over the past 200 years. 

#DESC_RACE_UFOP
text

#RACE_Klingon
^
^
^A humanoid warrior civilization and one of the major powers of the galaxy, the Klingon species originates from the planet Qo'noS. The Klingons are a proud, tradition-bound people who value honor. The aggressive Klingon culture has made them an interstellar military power to be respected and feared. Klingons believe that they have the instinctive ability to look an opponent in the eye and see the intent to kill. 

#DESC_RACE_Klingon
text

#RACE_Romulan
^
^
^Romulans are a humanoid civilization sprung from the planet Romulus but with Vulcan ancestry. The Romulan Star Empire states one of the major powers in the galaxy. 
^The Romulan and Vulcan species are closely related, and are only distinguished by facial ridges that are more common in Romulans. Ultimately, both Vulcans and Romulans appear to be descendant from Sargon's people, who possibly colonized Vulcan some six million years ago.
^When Surak's reforms of embracing logical principles and rejecting emotions spread rapidly across Vulcan in the 4th century, a minority rejected Surak's ideals. They departed Vulcan in the 4th century and established settlements on the planets Calder II, Dessica II, Draken IV, Yadalla Prime and Barradas III, which might have become a center of this new offshoot civilization, called the Debrune. However, the journey of the Vulcan dissenters had not come to an end yet, so those worlds were abandoned again. At some point, the Romulans settled on twin planets that became known as Romulus and Remus. 

#DESC_RACE_ Romulan
text

#RACE_Ferengi
^
^
^The Ferengi are a spacefaring humanoid species native to the planet Ferenginar. Ferengi civilization is built on the ideals of pure laissez-faire capitalism, where all other goals are subjugated to the pursuit of profit. Ferengi are encouraged to roam throughout known space, seeking new commercial opportunities wherever they may be found. 
^The speed of their technological advancement and the formation of their governing body known as the Ferengi Alliance was formed over a period of ten thousand years from the time they established a system of currency, to their purchase of warp technology, and finally, to their current state in the 24th Century. 

#DESC_RACE_ Ferengi
text

#RACE_Borg
^
^
^The Borg are a race of cybernetic beings - part organic, part machine - originating from the Delta Quadrant. Perhaps one of the most feared races in the galaxy, the Borg exist as a hive mind, many working as one. They have one fixed goal: the assimilation of other worthy beings and technologies into the Collective. 

#DESC_RACE_ Borg
text

#RACE_Cardassian
^
^
^The Cardassian race is a humanoid species from the Alpha Quadrant. The Cardassians are native to the planet Cardassia Prime, capital world of the Cardassian Union. 
^The Cardassians evolved from reptilian ancestors, and they prefer a darker, hotter, and more humid environment than humans. 
^Externally, Cardassians are easily recognizable by their two thick vertical neck ridges that recede back to the crown of the head and an inverted tear-shaped ridge in the center of the forehead. The ridge is thickest immediately above the eyes, protecting the eyes and making them look especially deep-set. Most Cardassian men have poker straight hair with jet-black to dark brown shades that are slicked back as inconspicuously as possible while the women have more varying hairstyles. 

#DESC_RACE_ Cardassian
text

#RACE_Dominion
^
^
^The Dominion is a major galactic political power, whose influence is exerted over thousands of planets in the Gamma Quadrant. The Dominion was founded somewhere between 10,000 and 2,000 years ago by a species of shapeshifters known as the Founders. 
^Absolute rule of the Dominion lies in the hands of the Founders and their Great Link, whose decisions cannot be disputed under any circumstances. However, the Founders are largely content to leave running the day-to-day affairs of the Dominion to the Vorta. The loyalty of the Vorta and the Jem'Hadar are genetically engineered, which in most cases has ensured absolute obediance to the Founders. The Founders themselves are rarely seen, even by their servant races, and are treated as gods or myth.

#DESC_RACE_ Dominion
text

#RACE_Bajoran
^
^
^The Bajorans are a humanoid species native to the planet Bajor in the Alpha Quadrant. The Bajorans have one of the oldest and richest cultures in the quadrant, though in recent history they have suffered greatly at the hands of the Cardassian Union. With their liberation from the Cardassians and the discovery of the Bajoran wormhole, the Bajorans are taking a new place as major players on the interstellar stage. 

#DESC_RACE_ Bajoran
text

#RACE_Andorian
^
^
^The Andorians are a humanoid species from the planet Andoria, capital world of the Andorian Empire, and a founding member of the United Federation of Planets. 
^Most Andorians have a distinctive blue skin and white or silver hair. A sub-species of Andorians known as the Aenar have white skin; unlike the blue Andorians, the Aenar are blind and telepathic. 

#DESC_RACE_ Andorian
text

#RACE_Vulcan
^
^
^The Vulcans (also known as "Vulcanian") are a humanoid civilization responsible in a large part for the founding of the United Federation of Planets. The Vulcans originate from the planet Vulcan in the 40 Eridani A system. 
^Most Vulcans are pacifists, a condition that is dictated by their logical tendencies. The government on Vulcan is a representative democracy, which tends towards laissez faire, and the law system is designed to make laws easier to rescind than implement. Individual political advancement is based on meritocratic principles. For an intensely logical race, the Vulcans do have a very firm spiritual belief. Though they do not seem to have a unifying religion, they believe in the katra, the soul and consciousness of a person, which can be transferred psionically prior to death.

#DESC_RACE_ Vulcan
text

#RACE_Tellarite
^
^
^Tellarites are a sturdy humanoid species with distinguished snouts from the Class M planet Tellar Prime not far from the Sol system. In 2161, the Tellarites became one of the founding races of the United Federation of Planets. 
^They are known to be an impatient people. They have a propensity toward strong emotion. However, they enjoy a good argument, which is even considered a sport on Tellar. Tellarites often begin an interaction with a series of complaints, this is how they start arguments with someone they have recently met, if they have nothing to complain about they will simply insult the person. Because of their ability to argue, Tellarites make excellent politicians. 

#DESC_RACE_ Tellarite
text

#RACE_Denobulan
^
^
^The Denobulans are a humanoid species from Denobula Triaxa. Denobulans have prominent facial ridges running down either side of the forehead to the cheeks, an enlarged brow ridge under a high receding hairline, a vertical crevice in the center of the forehead and a ridged chin. 

#DESC_RACE_ Denobulan
text

#RACE_Q
^
^
^Q is an immortal entity from a race of beings also known as the Q. He has appeared to the crews of several Starfleet vessels and outposts during the 2360s and 2370s. He almost always appears in the uniform of a Starfleet captain. 
^In every appearance he has demonstrated superior capabilities, but also a mind-set that seems quite unlike what Federation scientists expect for such a powerful being. He has been described, in turn, as "obnoxious," "interfering," and a "pest." However, underneath his acerbic attitude, there seems to be a hidden agenda to Q's visits that seem to have the best interests of Humanity at their core — although this opinion cannot be directly proven. 

#DESC_RACE_ Q
text

#RACE_Orion
^
^
^The Orions are a humanoid species originating from the planet Orion. Orions are distinctively known for their green skin. Orion males are typically bald, and on average, are taller and more muscular than an average Human male. Orion females are very animal-like in nature, known for their extreme appetites and their innate skills.

#DESC_RACE_ Orion
text

#RACE_Gorn
^
^
^Gorn are a cold-blooded, reptilian species with green, leathery skin and an average height of approximately two meters. Gorn are immensely strong; they can lift objects weighing thousands of pounds, and thrown them dozens of feet at least. Their skin and physiology are tough and very resistant to impacts; they can withstand physical injury that would kill a human almost instantly. 

#DESC_RACE_ Gorn
text

#RACE_Tholia
^
^
^The Tholians are an extremely xenophobic, non-humanoid race, native to the Alpha Quadrant. 

#DESC_RACE_ Tholia
text

#RACE_Sona
^
^
^The Son'a are a humanoid race descended from the Ba'ku, who left their idyllic home planet in the Briar Patch some centuries ago after a failed attempt to take over Ba'ku society. The Son'a had rebelled against the Ba'ku philosophy of rejecting high technology. 
^After their departure, the Son'a established a technologically advanced society and subjugated the Tarlac and the Ellora species to serve as laborers and soldiers. The Son'a have equipped their vessels with unpredictable subspace weapons, in defiance of the Second Khitomer Accord.

#DESC_RACE_ Sona
text

#RACE_Betazed
^
^
^Humanoid civilization originating from the planet Betazed. The Betazoids are members of the United Federation of Planets. Betazed has enjoyed a relatively untroubled history for the last few centuries.
^Externally, Betazoids are among the most humanoid species on record and are outwardly indistinguishable from Humans in every aspect but one, the irises of their eyes are completely black. Betazoids are natural telepaths; most develop this ability in adolescence, but a few are born with their telepathic abilities already active.

#DESC_RACE_ Betazed
text

#RACE_Breen
^
^
^The Breen are a reclusive, yet powerful, warlike humanoid race, native to the planet Breen in the Alpha Quadrant. 
^Shrouded in mystery, the Breen have been discovered to be one of the most underestimated races inhabiting the Alpha Quadrant. From what is known, their reputation can be summed up in a Romulan saying: "Never turn your back on a Breen".

#DESC_RACE_ Breen
text

#RACE_FF
^
^
^The First Federation is a political and military organization first encountered in the 23rd century. 
^Very little is known about the origins, deployment and population of the First Federation. The sole significant encouter took place in 2266, when the USS Enterprise seemed to cross into First Federation space, destroying a marker buoy in the process. 

#DESC_RACE_ FF
text

#RACE_8472
^
^
^Species 8472 is the Borg designation for a non-humanoid species encountered by the Federation starship USS Voyager in the Delta Quadrant in 2373. The species originates from a realm called fluidic space, which is probably another dimension, accessible by quantum singularities, as they were first created by the Borg. They are believed by the Borg to be the ultimate form of biology evolution 

#DESC_RACE_ 8472
text

#RACE_Xindi
^
^
^The Xindi are an alliance of species who evolved on the same planet in the Delphic Expanse, known as Xindus. 
^The alliance consists of six different species, one of them believed extinct. The species are united under the governance of the Xindi Council, which contains two representatives from each species. 

#DESC_RACE_ Xindi
text

#RACE_Rigelian
^
^
^A vulcanoid species from Rigel V. 

#DESC_RACE_ Rigelian
text

#RACE_Talos
^
^
^The Talosians are an aged, cerebral sentient species native to Talos IV in the Talos star group.

#DESC_RACE_ Talos
text

#RACE_Saurian
^
^
^This lizard-like people of Sauria were very intelligent and made excellent Starfleet officers. They had the unusual ability to breathe several different gases, wich made them useful members of landing parties. They were also very strong and had four hearts.The Saurians were members of the United Federation of Planets.

#DESC_RACE_ Saurian
text

#RACE_Tzenkethi
^
^
^The Tzenkethi are a spacefaring civilization native to the planet Tzenketh. 

#DESC_RACE_ Tzenkethi
text

#RACE_Kzinti
^
^
^The Kzinti are a humanoid race of feline origin that have a long history of conflict with Earth and the Federation. 

#DESC_RACE_ Kzinti
text

#RACE_Trill
^
^
^The Trill are a humanoid species from the planet Trill, distinguished by a profusion of spots along the body. A small proportion of the Trill population co-exists with a sentient symbiotic organism known as a symbiont inside their bodies. The resulting joined Trill have personalities which are a synthesis of the two beings. Many Trill are citizens of the United Federation of Planets. 

#DESC_RACE_ Trill
text

#RACE_Bolians
^
^
^Bolians are a humanoid species native to Bolarus IX and a member of the United Federation of Planets. 
^Bolians are distinguished by a bifurcating (cartilaginous) ridge running vertically along their heads and bodies. They also have cartilaginous lining on their tongues that allows them to consume foods not normally palatable by many Federation races, including strong acids. Their skin tone is generally blue, some may have dark blue bands on the head. 

#DESC_RACE_ Bolians
text

#RACE_Suliban
^
^
^The Suliban are a nomadic humanoid species from Sector 3641 whose homeworld became uninhabitable in the 1850s. Many Suliban settled in the Tandar Sector, but when the Suliban Cabal began warring on the Tandarans in 2144, they were rounded up and placed in detainment camps.
^The Suliban Cabal was a group of Suliban that placed great emphasis on genetic modification and evolving themselves. They were active in the 22nd Century.

#DESC_RACE_ Miri
text

#RACE_Bynar
^
^
^The Bynars are a race of humanoids native to the planet Bynaus in the Beta Magellan system. 
^They are shorter in height than most humanoids and have lilac skin and enlarged skulls. Their most unique characteristic is that they are interconnected with a master computer on Bynaus. When a Bynar is born, a surgeon removes the child's parietal lobe and replaces it with a synaptic processor. 
^Bynars always work and live in pairs. Because they are so interconnected with the master computer, the Bynars' language and thought patterns have become as close to binary code as is possible. 

#DESC_RACE_ Bynar
text


#GCON_Territory
 Territory
^
^
^Every civilization has [territory] (areas of the map claimed as national space). The extent of your territory is the
sum of all terrain squares under the influence of your colony, which in turn is a result of the $LINK<influence
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 the 
boundaries of your influence. 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.

#EOF

