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

#GAME_CONCEPTS

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

#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your colonies at different stages. 
In each colony, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Stormtrooper					4
^* Sergeant					3
^* Lieutenant					2
^* Commander					2
^* Captain					1
^* Admiral					1
^* Emperor					1
^* George					1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

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

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

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

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

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

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

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

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

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

#GCON_Enslavement 
Enslavement
^
^
^Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. A unit with the "enslave" capability has a 1/3 chance of enslaving a defeated unit everytime it wins a battle. As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned into another unit type (as specificed in the editor) and is immediately under the control of the victorious player. 

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

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

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

#GCON_Plague
Plague
^
^
^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out colony population
and land units (except Kings). The effect of plague is exacerbated in larger colonies, walled colonies and colonies
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>.

#GCON_Cores
Power Cores
^
^
^A colony may build two [Power Core]:
^
^$LINK<Power Core=BLDG_Geothermal>
^Increases production by 3.
^
^
^$LINK<Power Core=BLDG_Fusion_Plant>
^Increases production by 2.
^Reduces Pollution.

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

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

#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one gold per turn from its $LINK<treasury=GCON_Treasury>.
However, each form of $LINK<government=GCON_Governments> defers these costs for a certain number of units,
depending upon how many towns, colonies, or metros the civilization controls.
^
^{Government			Town	Colony		Metro}
^Anarchy			0	0		  0
^Despotism			4	6		  8
^Absolute Monarchy		3	6		  9
^Corporatism			0	0		  0
^Rule of the Strong		0	0		  0
^Republic			1	2		  3
^Theocracy			4	7		  10
^Ascendancy			0	0		  0
^Confederacy			1	2		  3
^Imperium			1	2		  4
^Feudalism			3	6		  9
^Mando'a			0	0		  0
^Hive				0	0		  0
^Technocracy			1	2		  4

#GCON_Governments
Governments
^
^
^There are twelve forms of government that you can use to control your civilization.
Each has advantages and disadvantages. The type of government you use determines:
^
^How efficient your workers are (how quickly they get their jobs done).
^How much $LINK<Corruption and Waste=GCON_Corruption> affects your civilization.
^The number of citizens you can $LINK<draft=GCON_Draft> per turn.
^The number of military units that can be used as $LINK<military police=GCON_Moods>.
^The number of military units you can have before you must $LINK<support=GCON_Unit_Support>
them from your $LINK<treasury=GCON_Treasury>.
^
^The possible government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<Technocracy=GOVT_Technocracy>
^* $LINK<Monarchy=GOVT_Monarchy>
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<Absolute_Monarchy=GOVT_Absolute_Monarchy>
^* $LINK<Corporatism=GOVT_Corporatism>
^* $LINK<Rule_of_the_Strong=GOVT_Rule_of_the_Strong>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Theocracy=GOVT_Theocracy>
^* $LINK<Ascendancy=GOVT_Ascendancy>
^* $LINK<Confederacy=GOVT_Confederacy>
^* $LINK<Imperium=GOVT_Imperium>
^* $LINK<Feudalism=GOVT_Feudalism>
^* $LINK<Mando'a=GOVT_Mando'a>
^* $LINK<Hive=GOVT_Hive>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.

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

#GCON_Minor_Civilizations
Minor Civilizations
^
^
^[Minor Civilizations] inhabit every corner of the galaxy and there are two types: Passive and Aggressive.
^
^
^{Passive Groups} 
^Passive groups reside in small villages. When you send a unit into one of these villages, several
things can happen -- some good and some bad. Possible results range from learning a new Civilization Advance 
to enraging the residents and having to battle them.
^
^
^{Aggressive Groups}
^These [named] tribes reside in bases on the map, but they send out raiding parties
to fight your units and pillage your colonies. By destroying a minor civilization base you can stop the raids from
that base. But the survivors will move to a new site in explored or unexplored $LINK<territory=GCON_Territory>
and begin raiding from there.

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

#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious civilizations do not experience prolonged periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious colony improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific colony improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of every era.
^
^
^{Spacefaring}
^Each colony built along the coast receives a commerce bonus in the center colony square, and Spacefaring colony
improvements (such as the Docking Bay) are easier to build.  Ships move faster in space too.

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

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

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

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

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

#GCON_Transport
Transport
^
^
^Transports are good for transporting foot units and mechs to other worlds. They do need escorts though, as they have no weapons of any kind.

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

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

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

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

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

#GCON_Victory
Victory Conditions
^
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are four basic ways to win:
^
^{Domination}
^Have 70% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 70% of the world's population
within your colonies.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^{Cultural Victory}
^Make one of your colonies or your whole civilization the envy of the world. A single colony with 20,000
culture points will satisfy this victory condition. For your overall culture to do so, a variable
number of

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

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

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

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

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

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

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

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

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

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

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

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

#GCON_Colony
Colony
^
^
^[Colonies] are what cities were in Civilization III. The colonies from Civilization III have been removed as a
feature from this game.

#GCON_Trade
Trade and Trade routes
^
^ 
^{Domestic Trade}
^Domestic trade occurs automatically between colonies of the same civilization that are [connected] to each other.
Any tradable $LINK<resource=GCON_ResourcesN> within your territory that is connected to any colony is shared
by [all] connected colonies. Every colony that is connected to a resource has that resource in the appropriate box of the
Colony Display.
^ 
^
^{Foreign Trade}
^A single resource icon is enough to supply the needs of an entire civilization. Excess resources may
be traded to other civilizations if the capital colonies of both civilizations are connected. You trade
strategic and luxury resources with other civilizations during diplomatic negotiations.
^
^
^{Trade Route Connections}
Two colonies are connected if any one of the following are true:
^* there is a $LINK<Grav-Rail=GCON_Worker_Jobs> or $LINK<Hyper-Rail=GCON_Worker_Jobs> running between them,
^* there are $LINK<Docking Bays=BLDG_Docking_Bay> in both colonies and a visible water route between them,
^* or both colonies contain $LINK<Hangars=BLDG_Hangars>.
^
^
^[Water Routes]: In order to use a water trade route, your civilization must be able to safely traverse
^every square of the route.
^
^
^The only exception involves enemy territory: two colonies are not connected if the only road/rail that
connects them passes through enemy territory, or if a harbor is blockaded by enemy naval forces.

#GCON_ResourcesN
Natural Resources
^
^
^There are 17 [natural resources] represented by various icons scattered around the galaxy. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give colony production bonuses in worked squares within a colony radius. Bonus resources
cannot be traded to other colonies or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give colony production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in colonies that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to colony production, but, like luxuries they can also be traded.
Strategic resources are required for a colony to build various military units and colony improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}

#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<colony radius=GCON_Radius>.
^
^
^{Colony Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.

#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a colony from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a colony "has" a luxury resource, it appears in the colony's {Luxuries box}.
^
^
^{Colony Production Bonuses}
^Like all resources, luxuries resources also provide colony production bonuses to worked squares within a
$LINK<colony radius=GCON_Radius>.

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

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

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

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

#GCON_Hurry_Production
Hurry Production
^
^
^Colony construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the [Colony Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism> and $LINK<Communal=GOVT_Communal> 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<Imperial=GOVT_Imperial>, $LINK<Republic=GOVT_Republic>, $LINK<Vong=GOVT_Vong>, $LINK<Ascendancy=GOVT_Ascendancy>, and $LINK<Rule of the Strong=GOVT_Rule_of_the_Strong> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your civilization is in $LINK<Anarchy=GOVT_Anarchy>.

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

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

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

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

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

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

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

#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your colonies you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Massassai_Temple> or an $LINK<arena=BLDG_Arena>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the colony.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the colony (Military Police).
^
^A colony in which more people are unhappy than happy falls into $LINK<civil disorder=GCON_Disorder>.
Content citizens and specialists are ignored.

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

#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a colony has been well provided for and are happy, a colony-wide
celebration will occur in that colony, called "We Love the King Day" (or Emperor, or Chancellor, or President, etc.).
^
^The provisions for this to occur are:
^
^	The colony cannot be starving,
^	The colony cannot have any resisters,
^	The colony cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The colony must be large enough (typically size 5).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the colony converting to another civ is halved,
^	Waste in the colony is reduced, and
^	The effectiveness of enemy spy propaganda missions against the colony is reduced.

#GCON_Research
Scientific Research
^
^
^Your civilization is constantly striving to learn about the world, science, invention, and creativity.
Its ability to succeed at these pursuits depends in large measure upon your allocation of revenue to science.
You set the allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease
or increase (respectively) the amount of your tax revenue that you divert into research. By doing this,
you determine the percentage of each colony's income that will be poured into research.
^
^At the start of each turn, the science output of each colony is added to the research project currently
in progress, eventually resulting in the discovery of a new $LINK<Civilization Advance=MENU_Technologies>.
^
^To increase the science production in only one colony, you can convert a citizen or two to a $LINK<scientist=GCON_Specialists>.

#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in
the areas around their colony, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, a citizen produces more food than he needs and the excess is put into
his colony's food storage box each turn. When it is full, the storage is emptied and the colony grows, adding
one citizen to its population.
^   In other cases, a colony does not grow enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a colony cannot feed its
population either from new production or stored food, one of its citizens {starves} and disappears.
^   Food production fundamentally depends upon the terrain within the colony radius, because citizens
laboring there produce food. When the [Colony Display] is open, you can see what the citizens are producing.

#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor
required to make useful materials from them. In essence they are a measure of [production].
^   The shields a colony produces are used to complete its current project, which may be to build a military unit,
colony improvement, or wonder. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some colonies lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the colony's radius, because citizens
laboring there produce shields. When the [Colony Display] is open, you can see what the citizens are producing.

#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a colony, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the colony's radius, because citizens
laboring there produce commerce. When the [Colony Display] is open, you can see what the citizens are producing.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].

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

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

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

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

#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a colony's production. To do so, you'll want specialists.
Specialists do not work in the colony radius so they don't contribute to colony production of food or commerce.
Instead, they produce extra happy faces, enhance scientific research, tax revenue, or shield production, or
help control corruption.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Militia}
^Militia can be used to help keep a lid on $LINK<corruption=GCON_Corruption> in a colony.
^
^{Civil Engineer}
^A Civil Engineer can be used to produce additional $LINK<shields=GCON_Shields> which can be applied 
toward the production of colony improvements and wonders.
^
^
^To create one of these specialists, on the [Colony Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer,
you're done. If you wanted a different specialist, click on the entertainer to cycle through all the
specialists.

#GCON_Mobile_Hangars
Mobile Hangars
^
^
^Mobile Hangars function in the same manner that a colony with Hangars would for air units.  To construct a Mobile Hangar, 
move a worker to any neutral or owned land tile and select the Build Mobile Hangar unit action.  Construction of the 
Mobile Hangar consumes the worker.  Mobile Hangar can be a re-base mission destination.  All air missions can be launched 
from a Mobile Hangar, and there is no limit to the number of aircraft that can be re-based at a Mobile Hangar.  Mobile Hangars 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in.  Mobile Hangars can be pillaged like a terrain improvement, which 
also destroys the Mobile Hangar.  Mobile Hangars can only be built in tiles that have no other improvements, a Mobile Hangar, 
a colony or a rail.

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

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

#GCON_Short_Game_Modes
Short Game Modes
^{Elimination}
^Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a 
colony to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, 
and colonies belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.
^
^{Victory Location}
^Victory Location is a method of scoring victory points. Victory Location tiles are scattered about the map,
represented on the map by a Victory Location icon. Players score points by capturing and holding Victory
Location tiles. To score these points a unit with a defensive military stat must be in that tile at the end of
all players' turns for that turn. Each turn a Victory Location is controlled, the controlling player gets 25
victory points. In single player mode, the starting location of each player is designated a Victory Location.
Any terrain improvement, including colonies, can be built on a Victory Location tile.

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

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

#GCON_Tourist_Attraction
Tourist Attraction
^
^
^A Great Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain number of years. A Tourist
Attraction then begins to attract commerce to the colony in which it is constructed, which steadily increases as time
passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based upon the number of years that it has existed. 
^
^1000 (turns) - 1500   +2 (credits)
^1501 - 1750   		+4
^1751 - 1875  		+6
^1876 - 2000  		+8
^2001 - 2250   		+10
^2251 - 2500   		+12
^2501 +         	+14

#GCON_Capital_Ship
Capital Ships
^
^
^{Capital Ships} are the large space ships that are in each faction's space navy. They come in different types:
^
^$LINK<Destroyer=#GCON_Destroyer>
^$LINK<Battleship=#GCON_Battleship>
^$LINK<Carrier=GCON_Carrier>
^$LINK<Stealth_Ship=#GCON_Stealth_Ship
^$LINK<Artillery_Ship=#GCON_Artillery_Ship
^
^
^These ships are common throughout the galaxy.

#GCON_Destroyer
Destroyers
^
^
^The basic protectors of the fleet, they best serve as bulk defenders of positions and other ships.

#GCON_Battleship
Battleships
^
^
^The core ships of the fleet, they are the most powerful vessels.

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

#GCON_Stealth_Ship
^Stealth Ships
^
^
^These vessels are excellent for evaluating enemy movements.

#GCON_Artillery_Ship
Artillery Ships
^
^
^Good for bombing enemy positions before invasions, or weakening ships before attack.

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

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


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

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

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

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

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

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


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


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

#GCON_Jedi-Sith
Jedi/Sith
^
^
^There are three types of force units in the Starwars Universe. The {Jedi}, the {Sith}, and the {Rakatans}.
^
^The Jedi and the Sith are more or less evenly matched on the battlefield, and come in three different classes:
^
^{Padawan/Apprentice:}
^This is the basic Jedi/Sith unit. They are good for attacking small numbers of enemy troopers.
^
^{Knight:}
^This is the standard Jedi/Sith unit. They are good for attacking small settlements.
^
^{Master:}
^This is the advanced Jedi/Sith unit. They are excellent for taking on incoming troopers and for attacking and defending frontier colonies.
^
^#GCON_Rakatan_Soldiers
^These soldiers are on average far more powerful than even the Sith and Jedi, as the culture from which they come is geared
around fighting, the Force has been explored by the civilization for many millennia, and because the typical Rakatan is more
powerful in the Force than the typical Sith or Jedi.
^
#GCON_Mech_Transport
Mech Transports
^
^
^This mech is good for transporting foot units across large areas of land. They are also good for attacking large colonies.

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

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

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

#GCON_Colonist
Colonists
^
^
^{Colonists} can create and build colonies on almost any land terrain in the galaxy. They are essential to your empire's expansion.  
The Rakatans cannot build {settlers}, however, forcing them to always conquer new areas.

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

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


#DESC_GCON_Basic_Bomber


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

#DESC_GCON_Advanced_Bomber


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


#DESC_GCON_Interceptor


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

#DESC_GCON_Special_Starfighter


#PRTO_Settler
^
^
^This unit is universal.

#DESC_PRTO_Settler
^
^
^The original founders of each nation, these are one-time only units.

#PRTO_Colonist
^
^
^This unit is for every civ but the Infinite Empire.

#DESC_PRTO_Colonist
^
^
^In a form of population and social control, colonists have traditionally been the outcasts of society, allowed a new start on a distant world.

#PRTO_Chiss_Soldier_1
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Soldier_1
^
^
^A part of the national militia, the Chiss soldier possesses highly effective maser weapons.

#PRTO_Chiss_Soldier_2
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Soldier_2
^
^
^A part of the national militia, the Chiss soldier possesses highly effective maser weapons.

#PRTO_Chiss_Soldier_3
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Soldier_3
^
^
^A part of the national militia, the Chiss soldier possesses highly effective maser weapons.

#PRTO_Airstraeker
^
^
^This is a Chiss unit only.

#DESC_PRTO_Airstraeker
^
^
^A gliding mech unit, it allows for rapid striking on unsuspecting cities.  It is a weak unit, however, so that it has to rely on surprise for success.

#PRTO_Snow-flier
^
^
^This is a Chiss unit only.

#DESC_PRTO_Snow-flier
^
^
^The snow-fliers are primarily land-based fighters used in defending colonies.

#PRTO_Star_Destroyer
^
^
^This is a Chiss unit only.

#DESC_PRTO_Star_Destroyer
^
^
^A basic carrier unit with maser and laser armaments.  It is capable of a strong defense, but relies primarily on its fighters and stronger ships for support.

#PRTO_Star_Destroyer_II
^
^
^This is a Chiss unit only.

#DESC_PRTO_Star_Destroyer_II
^
^
^A basic carrier unit with maser and laser armaments.  It is capable of a strong defense, but relies primarily on its fighters and stronger ships for support.

#PRTO_Chiss_Cruiser
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Cruiser
^
^
^The Chiss philosophy of conflict is based on reaction, not action.  Because of this, combat ships rely on numbers and tactical position over firepower.  The Chiss Cruiser is smaller than a typical battleship.

#PRTO_Chiss_Cruiser_II
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Cruiser_II
^
^
^An improvement over the basic model, this cruiser has added overall defensive as well as offensive capabilities.

#PRTO_Chiss_Cruiser_III
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Cruiser_III
^
^
^The unit found in the post-Yavin era, it was developed by Admiral Thrawn to combat the various threats to be found in the Unknown Regions.

#PRTO_Chiss_Corvette
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Corvette
^
^
^A rough equivalent to the destroyer, it relies on maneuverability in combat.

#PRTO_Chiss_Corvette_II
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Corvette_II
^
^
^A modified version of the basic model, it has added armaments while maintaining speed.

#PRTO_Chiss_Heavy_Fighter
^
^
^This is a Chiss unit only.

#DESC_PRTO_Chiss_Heavy_Fighter
^
^
^An analogue to the Flying Fortresses of World War II, the Heavy Fighter was built as a bomber as well as having the armaments of a fighter.

#PRTO_Nssis
^
^
^This is a Chiss unit only.

#DESC_PRTO_Nssis
^
^
^A pure fighter, the Nssis was the Chiss response to similar vehicles to be found throughout the galaxy.

#PRTO_Genoharadan
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Genoharadan
^
^
^Formed first by Xim as his personal bodyguard, he had them take an active role in rooting out potential saboteurs.  The individuals making up the Genoharadan represented a motley assortment of specialties.

#PRTO_Militia_1
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Militia_1
^
^
^Simple citizens drafted into homeland defense.

#PRTO_Militia_2
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Militia_2
^
^
^Simple citizens with better training in a basic boot camp.

#PRTO_Militia_3
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Militia_3
^
^
^A result of an established empire, these soldiers have a long history to be proud of.

#PRTO_War-Robot
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_War-Robot
^
^
^The first known artificial combat units in the known galaxy, they are much taller, more mobile, stronger, and bear much heavier weaponry and armor than humans are capable of.  In balance, they are incapable of independent thought.

#PRTO_Corps_Commander
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Corps_Commander
^
^
^A more independent version of the War-Robot, they functioned as tactical commanders for them during battle.

#PRTO_Crimson Condotierre
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Crimson_Condotierre
^
^
^The highest ranking, best protected, and best equipped of all the artificial robot warriors, they were rare and deadly foes in battle.

#PRTO_Vornskr_Pack
^
^
^This is a Xim Empire and Hutt Empire unit.

#DESC_PRTO_Vornskr_Pack
^
^
^The Vornskr hounds, specially bred on the planet Mykyr, were able to detect Force Sensitive beings.  They were trained to kill them.

#PRTO_Xim_Carrier
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Xim_Carrier
^
^
^A massive unit capable of keeping three planes on it at one time, it is the core of the Xim navy.

#PRTO_Xim_Carrier_II
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Xim_Carrier_II
^
^
^Given more capacity and offensive kick, this improvement went a long way toward helping Xim become a dominant power in the galaxy.

#PRTO_Invincible
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Invincible
^
^
^This massive, heavily fortified battleship had no match in the pre-Republic galaxy.

#PRTO_Invincible_II
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Invincible_II
^
^
^Giving up rate of fire for more bunch in one salvo, this battleship was very helpful to the Xim Empire's plans.

#PRTO_Invincible_III
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Invincible_III
^
^
^Boasting more offensive and defensive power than any other ship in the galaxy, it is an essential unit.

#PRTO_Xim_Destroyer
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Xim_Destroyer
^
^
^This is a basic support ship for the carrier and battleships of Xim's fleets.

#PRTO_Xim_Destroyer_II
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Xim_Destroyer_II
^
^
^An improvement on the original, it is faster, stronger, and delivers more of a payload.

#PRTO_War_Fighter
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_War_Fighter
^
^
^An analogue to the war robot, they relied on sheer numbers to offset the lack of personal touch.

#PRTO_War_Fighter_II
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_War_Fighter_II
^
^
^Realizing that machines could handle a heavier craft while retaining their limited maneuverability, the improved version added a great deal of armor.

#PRTO_Eta_Interceptor
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Eta_Interceptor
^
^
^An all-purpose unit, it had to be able to perform a great many tasks, while the sentient pilot needed to be protected.

#PRTO_Eta_Interceptor_II
^
^
^This is a Xim Empire unit only.

#DESC_PRTO_Eta_Interceptor_II
^
^
^Equipped with more armor, cannons, and higher yield bombs, the rare squadrons of these fighters were the elite of the fleet.

#PRTO_Republic_Soldier
^
^
^This is a Republic unit only.

#DESC_PRTO_Republic_Soldier
^
^
^With a beam tube gun and armor to resist deflections, this Early Republic soldier was a symbol of the united planets of the core.

#PRTO_Republic_Soldier_2
^
^
^This is a Republic unit only.

#DESC_PRTO_Republic_Soldier_2
^
^
^The improvement to blasters greatly improves offensive abilities.

#PRTO_Republic_Soldier_3
^
^
^This is a Republic unit only.

#DESC_PRTO_Republic_soldier_3
^
^
^The fall of the empire has led to the studying of training techniques from the Carida Academy.  This leads to better combat tactics and improved weaponry

#PRTO_Jedi_Padawan
^
^
^This is a Republic Unit only.

#DESC_PRTO_Jedi_Padawan
^
^
^Jedi Padawans are the lowest ranks of the Jedi above younglings.  By the time a Youngling is 13 years old, they are either choosen as an Apprentice, or Padawan Learner, to a Jedi Knight or they are placed in the Jedi Service Corps.  As a Padawan to a Jedi Knight, their responsiblity is to learn all they can from their master, being molded and trained for their upcoming Jedi Trials that will test them to see if they are ready to enter the Jedi Order as full fledged Jedi Knights.  While they are Padawans, they must also aid their masters in everything they do whether it is research at the Jedi Temple or going on diplomatic missions.  They are also expected to engage in combat if the need arises.  Padawans must show experience in handling a lightsaber.  This is of extreme importance because both the master and apprentice might enter into a hostile situation on a mission and therefore must be ready to defend themselves.  Although Padawans are not as skilled in the Force or with a lightsaber as their masters, they are extremely powerful warriors able to take on the average mercenary.  During the Clone Wars, Padawans served as Commanders within the Grand Army of the Republic commanding squads of clone troopers.

#PRTO_Jedi_Knight
^
^
^This is a Republic Unit only.  Can only be spawned at the Jedi Temple.

#DESC_PRTO_Jedi_Knight
^
^
^Jedi Knights are the next rank of the Jedi Order above a Padawan Learner.  When a Padawan passes the Jedi Trials, they are knighted in a ceremony by the Jedi High Council.  When this occurs, the Padawan is accepted into the Jedi Order as a Jedi Knight.  Jedi Knights are the backbone of the Jedi Order due to the majority of the Order being made up of Knights.  Jedi Knights are among the most skilled warriors in the Galaxy, having spend decades honing their skill in the Force and with lightsabers.  They are more than a match for the most skilled bounty hunter and can even match the skills of Jango Fett.  Jedi Knights are the ones that go on missions for the Jedi Order.  They are skilled at diplomacy, combat, espionage, investigating crimes, and space combat.  Their pilotting skills are second to none as they are able to use high tech starfighters and the Force.  It is the Jedi Knights who take on Padawans as apprentices although Jedi Masters like Qui-Gon Gin have been known to take Padawans.  During the Clone Wars, Jedi Knights attained the rank of General in the Grand Army of the Republic and were given charge over army groups within a campaign.  Their Padawans usually commanded small groups of clone troopers as the Jedi Knights commanded an army during the mission.

#PRTO_Jedi_Master
^
^
^This is a Republic Unit only.

#DESC_PRTO_Jedi_Master
^
^
^Jedi Masters are the highest rank among the Jedi Order.  They are the supreme wielders of the Force in the Galaxy.  Jedi Knights usually became Masters once they sucessfully trained a Padawan to Knighthood, retook the Jedi Trials as a Knight and passed, or performed an exceptional task.  Generally attaining the rank of Jedi Master was a requirement for being a member on the Jedi High Council, although there were rare cases where a Jedi Knight could serve on the Council.  Jedi Masters were extremely talented in nearly every form of Jedi skill.  Their skill with a lightsaber was supreme, their knowledge of the Force endless.  Jedi Masters could take on any number of enemies in combat and was rarely defeated except in cases where no one in the Galaxy could escape.  Notable Jedi Masters were Masters Yoda and Windu.  Master Yoda was one of the most powerful Jedi in Galactic History.  His powers in the Force was so extreme that he could see the future at will or feel the death of a fellow Jedi light-years away.  Master Windu was among the best lightsaber fighters in the Galaxy and arguably the best up to his death.  His invention of the lightsaber combat Form VII: Vaapad was the most fierce combat form in the Jedi Order and bordered on the Dark Side of the Force when the user fully immersed himself in it.  The Jedi Master is one of the most powerful combantants in the Galaxy and a feared opponent. 

#PRTO_Jedi_Grandmaster
^
^
^This is a Republic Unit only.

#DESC_PRTO_Jedi_Grandmaster
^
^
^The rare person of extraordinary medichlorians and devotion to improvement serves as leader of the Jedi and nearly invincible unit on the battlefield.

#PRTO_Jedi_Brute
^
^
^This is a Republic Unit only.

#DESC_PRTO_Jedi_Brute
^
^
^The brute is a Force Sensitive who has focused on increasing physical prowess to better defend the Jedi Academy.  As such, he is out of place out of the city.

#PRTO_Inexpungable
^
^
^This is a Republic Unit only.

#DESC_PRTO_Inexpungable
^
^
^This carrier-class ship was in use during the Exar Kun crisis, and for decades after that.  It featured a basic defense, with the hull focusing on fighter and bomber hangars.

#PRTO_Galactic Carrier
^
^
^This is a Republic Unit only.

#DESC_PRTO_Galactic Carrier
^
^
^The advanced version of the basic design, it was so common in the galaxy for millennia that it serves as the basis of comparison for all others of its type.

#PRTO_Sienar
^
^
^This is a Republic Unit only.

#DESC_PRTO_Sienar
^
^
^A design of Sienar technologies, it serves as a standard for offensive/defensive ratio and overall strength and size.

#PRTO_Corellian_Dreadnaught
^
^
^This is a Republic Unit only.

#DESC_PRTO_Corellian_Dreadnaught
^
^
^The most recent version of the battleship design not only focused on improving overall ship strength and firepower, but in altering the defensive/offensive ratio to become closer to 1:1.  It very nearly succeeded.

#PRTO_CR-90_Corvette
^
^
^This is a Republic unit only.

#DESC_PRTO_CR-90_Corvette
^
^
^The CR-90 Corvette as known as the Corellian Corvette was a small vessel designed as a multi-purpose ship.  In at least the year 54BBY the CR-90 has been in operation and has continued since.  The Republic favored the CR-90 due to the versatility of the vessel.  The most impressive feature was the 11 Girodyne Ter58 high-output ion turbine engines that the Corvette had.  This allowed the CR-90 to make impressive sublight speeds however a Class 2 Hyperdrive system hindered its lightspeed velocities however it did have a efficient hyperspace calculator that made making a jump to hyperspace fast.  The CR-90 was armed with 2 Taim & Bak H9 dual turbolasers (one on the dorsal and one on the ventral side) and 4 Taim & Bak H9 single turbolasers (two on the starboard and two on the port side, both located atop the escape pods).  A Phoah-Kingsmeyer 484-J4e shield generator ensured that the vessel could withstand a powerful bombardment before shield failure.  In the service of the Republic, the CR-90 found itself on patrols for the Judicial Department and the Jedi Order.  During the Clone Wars, the CR-90s were assigned the task of supporting roles within fleet operations such as carrying vital information and defending larger captial ships against starfighter attacks.


#PRTO_Marauder
^
^
^This is a Republic unit only.

#DESC_PRTO_Marauder
^
^
^The long-range bombardier of the Republic navy, the Marauder delivered diamond boron projectiles on its targets, a slow but highly effective explosive.


#PRTO_Republic_Stealth
^
^
^This is a Republic unit only.

#DESC_PRTO_Republic_Stealth
^
^
^The stealth ship, invisible to the radar and difficult to spot with the naked eye, made for an invaluable source of spy information on the rare occasions in which it was used.


#PRTO_Aurek
^
^
^This is a Republic unit only.

#DESC_PRTO_Aurek
^
^
^This predecessor to the X-Wing was a first attempt to create an all-around individual ship for combat situations.  It was therefore less effective, occasionally suffering from systems failures.


#PRTO_T-65_X-Wing
^
^
^This is a Republic unit only.

#DESC_PRTO_T-65_X-Wing
^
^
^The classic fighter, it  was capable of dogfighting with its maneuverability and speed, of strafing fortified posts with its firepower, and of bombing using standard explosives.  It was never the most effective with any of these tasks, but it was alway capable.

#PRTO_Jedi_Starfighter
^
^
^This is a Republic Unit only.  It is an air unit that can be sent on bombard, intercept, and recon missions

#DESC_PRTO_Jedi_Starfighter
^
^
^The Delta-7 Aethersprite-class light interceptor or commonly refered to as the Jedi Starfighter was one of the most advanced starfighters of her time.  It was built by Kuat Systems Engineering as an inteceptor starfighter.  It was highly manueverable and carried dual laser cannons as could deliever a punishing barriage on any target.  The inteceptor did rely on a hyperspace booster ring to travel around the Galaxy.  It contain a powerful communication's array that allowed the pilot to stay in contact anywhere in the Galaxy.  An advanced sensor array allowed the pilot to make precise attacks and make sneak attacks difficult for any for.  During the Clone Wars, the Jedi Starfighter was flown in great numbers by the Jedi Order and was continued to be used by the Empire after Order 66.  When pitted against newer models, the Delta-7 Aethersprite-class light interceptor could hold its own. 

#PRTO_Y-Wing
^
^
^This is a Republic Unit only.

#DESC_PRTO_Y-Wing
^
^
^This early bomber unit was awkward, with its large and easily targeted ion engines being the cause of many failures.

#PRTO_B-Wing
^
^
^This is a Republic Unit only.

#DESC_PRTO_B-Wing
^
^
^The Alliance drew many needed supplies by raiding Imperial convoys with their venerated [X-wing] and [Y-wing] starfighters. In response to this piracy, the Empire countered with heavily armed starships -- escort frigates -- protecting their shipments. The Alliance countered with the [B-wing] starfighter. Developed by the insectoid Verpine of the Roche asteroid field, under the supervision of Admiral Ackbar, the [B-wing] starfighter is a bizarre-looking craft. Like other Verpine vessels, the [B-wing] has a complex gyroscopic control system that keeps a pilot along a single orientation during maneuvers. Though this stabilizes the ship as a weapons platform, the gyroscope is an engineering and maintenance nightmare. The ship's structure is almost entirely taken up by its primary airfoil, which houses a cylindrical cockpit on one end, an engine cluster in the center, and a heavy weapons 
^pod at its base. Located just below the engine cluster are a pair of S-foils which can deploy to extend the firing arc of twin laser cannons. The [B-wing carries] an extremely powerful array of weapons, including a heavy ion cannon, proton torpedoes, auto-blasters and a trio of laser cannons. Alternate configurations feature three laser cannons, three ion cannons, and twin torpedo launchers. Since the vessel is designed to engage capital ships, it has phenomonal firepower, but lacks speed and maneuverability. [B-wing] fighters figured prominently in the Battle of Endor.

#PRTO_Dark_Lord_of_the_Sith
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Dark_Lord_of_the_Sith
^
^
^Beginning with Xendor in 24,500 BBY, the Sith have been led by the darkest and most powerful of their number. Marka Ragnos, Naga Sadow, Darth Nihilus, Phanius, and Darth Revan have all been a part of their number. Their command of lightning, the Thought Bomb, Force Infusion, and the manipulation of medichlorians makes them the most destructive force in the universe.

#PRTO_Sith_Lord
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Lord
^
^
^A master of all the Bogan arts, they are the leaders of the Sith Empire.  They study all aspects of the Force that are destructive, manipulative, and cruel in order to help the strong rule the galaxy.

#PRTO_Sith_Marauder
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Marauder
^
^
^A Force expert focusing on the physical aspects of the Force -- combat, lightsaber, strength, speed.

#PRTO_Sith_Warrior
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Warrior
^
^
^The analogue of the Jedi Knight, he has learned the basics of the Bogan.

#PRTO_Sith_Assassin
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Assassin
^
^
^Trained to be little more than a shadow in the Force and to the eye, these rare creatures are deadly to any Force user.

#PRTO_Sith_Acolyte
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Acolyte
^
^
^The analogue to the padawan, they are learners of the Force. Their powers are rough, and uneven.

#PRTO_Sith_Minion
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Minion
^
^
^They are taught some of the core Force abilities but are forced to rely on a gun and armor to survive on the battlefield.

#PRTO_Massassi
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Massassi
^
^
^Created by the Sith to be their ground troopers, they are larger, stronger, and more aggressive than a human.

#PRTO_Sith_Soldier
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Soldier
^
^
^Complete with a Beam Tube weapon, the Sith soldiers worship the Force and are fanatical in its defense.

#PRTO_Sith_Soldier_2
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Soldier_2
^
^
^An improved version, these soldiers have received blasters and better armor.

#PRTO_Sith_Soldier_3
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Soldier_3
^
^
^With better training in light-based weapons and the tactics involved in interplanetary warfare, they are able to make more effective use of what weapons they have.

#PRTO_Sith_Elite_Warbot
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Elite_Warbot
^
^
^A basic defensive droid and training partner, the warbot was able to function as a sentient tank in combat, and was easily replaced.

#PRTO_Sith_Slayer_Droid
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Slayer_Droid
^
^
^An improvement on the original model, it was more mobile and capable of greater firepower.

#PRTO_Assault_Mark_I
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Assault_Mark_I
^
^
^Creations of the Rakatan Star Forge, they made up for Revan's lack of manpower though they had limited mobility and firepower.

#PRTO_Assault_Mark_III
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Assault_Mark_III
^
^
^Given a spiderlike form for increased fear factor, this third version was slightly stronger than its predecessors.

#PRTO_Assault_Mark_V
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Assault_Mark_V
^
^
^Given a basic combat programming, it rendered the their ability to avoid fire much greater and made them much more effective defenders.

#PRTO_Sith_Interdictor
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Interdictor
^
^
^Capable of disabling hyperspace travel in a local area, the ships main defense are the limited fighter and bomber units in its hangars.

#PRTO_Sith_Carrier
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Carrier
^
^
^With greater capacity for support, the sacrifice of interdictor abilities was a necessity.

#PRTO_Derriphan
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Derriphan
^
^
^An early battleship class, it boasted the same qualities as their Force users -- powerful, merciless, and with little focus on defense, this class caused fear throughout the galaxy.

#PRTO_Sith_Dreadnaught
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Dreadnaught
^
^
^Enhancing on the original model, the dreadnaught was the scourge of the Old Sith Empire.

#PRTO_Sith_Destroyer
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Destroyer
^
^
^The weapon of the New Sith Empire, it was capable of overwhelming multiple enemies with its massive guns.

#PRTO_Corsair
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Corsair
^
^
^As the name denotes, they were designed to make hit and run strikes, in a fleet wreaking havoc on opponents.

#PRTO_Corsair_II
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Corsair_II
^
^
^Designed to be able to take more punishment than its predecessor, it retained all of its agility and offensive ability as well.

#PRTO_Sith_Escort_Gunship
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Escort_Gunship
^
^
^Designed to have a huge payload for its size, they were designed primarily for planetary bombardment and secondarily for the long-range destruction of space stations or slow-moving capital ships.

#PRTO_Scimitar
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Scimitar
^
^
^Based on Sith technology, the Scimitar uses a combination of Sith alchemy and pure science to produce an invisible spy ship.

#PRTO_Chaos
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Chaos
^
^
^Silent, invisible, and deadly, these derivatives of the technology from the Sith species could cut through enemy defenses as easily as their namesake.

#PRTO_Buzzard
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Buzzard
^
^
^Combining the Sith technology with that of the Republic made for an impressive combination in their fighters.

#PRTO_Sith_Bomber
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Bomber
^
^
^This basic design was taken from technology of the Sith species.

#PRTO_Sith_Bomber_II
^
^
^This is a Sith Empire unit only

#DESC_PRTO_Sith_Bomber_II
^
^
^This combination of Sith and Republic technologies was responsible for a great enhancement of the original model.

#PRTO_Empire_Soldier
^
^
^This is a Galactic Empire unit only

#DESC_PRTO_Empire_Soldier
^
^
^Made up of trained, independently minded and widely varying abilities and intelligence levels, the Empire soldier is the rough equivalent of a modern soldier.

#PRTO_Clone_Trooper
^
^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Clone_Trooper
^
^
^Clone Troopers were soldiers that were genetically identical to one another.  They were cloned from the gene template of the bounty hunter Jango Fett.  These soldiers were modified to have accelerated growth so that a fully mature soldier could be grown in ten years.  The creaters of this clone army were the cloning experts of Kamino.  Each clone has their genes manipulated so that they are very aggressive, but completely obedient to the Supreme Chancellor of the Galactic Republic.  Physicially, each clone is identical to one another.  They have more strength and endurance that the average human, sharper senses, and can think more creatively.  After birth, each clone is put through flash memory training, where memories and information would be flashed before them constantly.  Along with their advanced minds, the clones could absorb massive amounts of data.  When they were physicially big enough to began combat training exercises, the clones already knew what to do in nearly every situation.  This allowed them to improvise new strategies based on information previously learned.  When the clone army took to the field of battle, they were the best trained army in galactic history.  They lived for combat and nothing else.  Everything they did was for fighting.  They had no families, apart from one another.  They had no fear of death.  And they were unswavering in their loyality to the Supreme Chancellor and the Jedi who were appointed over them. 

#PRTO_Stormtrooper
^
^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Stormtrooper
^
^
^Perhaps one of the most widely known symbols of the Galactic Empire, the Imperial Stormtrooper was the most feared soldier of the Galaxy.  As Chancellor Palpatine gace his speech to the Galactic Senate declaring the formation of the first Galactic Empire, he also reformed the Grand Army of the Republic into the various branches such as the Imperial Starfleet, the Imperial Army, and the Imperial Stormtrooper Corps.  The Imperial Stormtrooper Corps was the branch where all Clone Troopers serving in the Grand Army was place in.  The Clone Troopers that were cloned at Kamino were soon joined by more Clone Troopers from various labratories across the Galaxy and even natural born citizens of the Galactic Empire.  These Stormtroopers were just as fearless as the Clone Troopers who fought in the Clone Wars and just as skilled.  They wore pure white armor to inspire fear in their enemy and to demonstrate their unwillingness to hide.  They were armed with the deadly new  BlasTech E-11 blaster rifle.
^
^
^After the Declaration of the New Order, Emperor Palpatine ordered new generations of clone soldiers to be created in secret Outer Rim worlds.  These new soldiers were dubbed Stormtroopers and joined the ranks of the Imperial Stormtrooper Corps.  After the decimation of the Jedi Generals in Order 66 and the subsequent Jedi Purge, the Imperial Stormtrooper Corps was mainly without leadership and were given one order, to quell any rebellious planet through whatever means necessary.  Without the moral guidance of the Jedi, the newly formed Stormtroopers quickly gained a reputation as ruthless killers bent on doing the will of the Emperor.  Entire populations were massacred by Stormtroopers and this quickly fuelled the flames of rebellion throughout the Empire.   

#PRTO_Chiss_Commando
^
^
^This is a Chiss Unit only.

#DESC_PRTO_Chiss_Commando
^
^
^The Chiss were philosophically opposed to starting fights, or attacking in general.  However, their elite commando squads were among the best trained in the galaxy for infiltration.

#PRTO_ARC_Trooper
^
^
^This is a Galactic Empire Unit only.
^
^
^The Advanced Recon Commandos or ARCs were the best soldiers of the Grand Army of the Republic.  Like their brothers serving in the army, the ARCs were clone from Jango Fett.  However the looks are the only thing that is the same between an ARC and a regular Clone Trooper.  Early in the creation of the Clone Army, Jango Fett convinced the Kaminoans that there should be specialized soldiers in an army instead of having just plain ground forces.  The Kaminoans began to create a new breed of soldier that could think independently than the average Clone Trooper and hd more physical prowess.  

#DESC_PRTO_ARC_Trooper
^
^
^The first experiment was the Null-class ARC, but these were too unpredictable and undisciplined.  The second trial was the Alpha class ARC and this was the main type of ARC Trooper.  Only 100 were created and these were personally trained by Jango Fett himself.  After their training, the ARCs were placed into stasis until activated.  Their activation came when the Separatist invade Kamino early during the Clone Wars.  Prime Minister Lama Su of Tipoca City called on the ARCs to defend the cloning facilities.  From then on, the ARCs became integrated into the Grand Army of the Republic performing special operations throughout the war.  Due to the lack of extensive genetic tampering, the ARCs developed their own personalities and even formed love relationships with women.  After the Clone Wars were over, the ARCs were given a choice to either go into retirment or to train the next generation of clone troopers, the Imperial Stormtrooper.  However some ARCs began do less than respectable jobs like bounty hunting or even joining the Rebellion against the Empire.
^
^
^During combat, the ARCs wore Phase I armor that was more specialized than the regular armor worn by Clone Troopers.  This armor offered much more protection than the regular Phase I and could be fitted with more specialized equipment.  Many ARCs carried the WESTAR-M5 blaster rifle that could be equiped with a Merr-Sonn PLX-1m micro-rocket launcher for use against armored vehicles.  For a side arm, the weapon of choice was a DC-17 repeater hand blaster.  This was a repeating blaster that could mow down scores of Battle Droids.  Many ARCs even carried a pair of them just like Jango Fett had done.  When the job called for more firepower, the specialized armor of the ARCs allowed them to carry a reciprocating quad blasters, PLX-1 missile launchers, or Z-6 rotary blaster cannons.  This made the ARCs even more deadly.  The ARCs are the heavy hitters of the Republic.  They can perform any mission and survive to debrief their commanders.  One ARC is equal to 4 Republic Commandos or 100 Clone Troopers.

#PRTO_Dark_Side_Adept
^
^
^This is a Galactic Empire and Confederacy Unit.

#DESC_PRTO_Dark_Side_Adept
^
^
^With the Jedi Order eridicated from the Galaxy, Emperor Palpatine, Dark Lord of the Sith, began training Force-Sensitive individuals in the Dark Side of the Force to secure his position of power in his newly formed Empire.  This secret society of Dark Side Adepts answers to Palpatine and no one else.  Adepts are highly skilled assassins, military tactical geniuses, and the eyes and ears of the Emperor.  Early in Palpatine's reign, the duty of the Dark Side Adepts were to rout out the remaining Jedi throughout the Galaxy and to squash out any resistance or opposition to Palpatine's Empire.  The highest ranks of the Dark Side Adepts were the Inquisitors.  Inquisitors were under the control of Darth Vader and reported directly to Palpatine.  Inquisitors were highly skilled in interrogation, espacially interrogating resistant individuals and Jedi.  Another secret society of Dark Side Adepts was the Emperor's Hand.  The Emperor's Hands were Force-Sensitive individuals trained in the Dark ways of the Force.  They carried out missions that were impossible or needed to be kept secret.  Emperor's Hands were tasked with taking out sensitive targets like rogue commanders, rebellious Senators, or governors.  Individually, Dark Side Adepts were perhaps the most skilled warriors in the Galaxy.

#PRTO_Dark_Jedi
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^
^This is a Galactic Empire and Confederacy Unit.

#DESC_PRTO_Dark_Jedi
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^
^Dark Jedi were Force-Sensitives who followed the Dark Side of the Force.  They were usually former Jedi Knights who fell to the Dark Side.  Dark Jedi were not fully Sith however they could use the Force and wield a lightsaber with deadly skill.  The things that separated a Dark Jedi from a Sith Lord was that Dark Jedi were not part of an established organization, didn't always follow Sith teachings, didn't have a lot of established teachings or orders, and didn't follow the Rule of Two set by Darth Bane.  Sith Lords would often recruit Dark Jedi to be their agents, however they would only teach them a limited knowledge of the ways of the Sith to prevent future rivals to their power.  Dark Jedi were very skilled warriors and would sometimes rival full-fledged Jedi Knights in lightsaber skills, however Dark Jedi were most times bested in the use of the Force.  Throughout the History of the Galaxy, the Sith Order would employ Dark Jedi as agents to do their bidding.

#PRTO_AT-TE
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_AT-TE
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^
^The All Terrain Tactical Enforcer was a vehicle created for the Grand Army of the Republic.  The AT-TE was used in many engagements throughout the Clone Wars and was the mainstay tank for the Clone Army.  Its role included transporting troops, assaulting enemy fortifications, and providing artillery support.  The AT-TE was armed with six anti-personnel lasers (four in front and two in back) and one mass driver artillery piece.  It had heavy armor that protected the crew and passengers from small blaster fire and also had shielding that prevented ion attacks.  It could cross terrain at 37 miles per hour and could cross energy barriers with ease.  This made the AT-TE a very important asset when destorying planetary shield generators in preparations for an orbitial bombardment.  The AT-TE was built by Rothana Heavy Engineering before the Clone Wars for use on backwater mining planets in need of some law and order.  When the Grand Army of the Republic entered the Battle of Geonosis, the Separatists were taken offguard

#PRTO_AT-AT
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_AT-AT
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^
^The All Terrain Armored Transport or AT-AT is probably the most formidable military vehicle ever created.  With the start of the Clone Wars, the Galactic Republic had sought after military transports to carry Clone Troopers onto the battlefield and if necessary provide weapons support for the advancing troops.  The first generation assault walker was the AT-TE.  Although this six-legged vehicle was formidable, its low height to the ground made it vulnerable to land mines and certain forms of landscapes.  Then Kuat Drive Yards introduced a newer armored vehicle.  The AT-AT was 22.5 meters high which made it imprevious to land mines and provided a higher platform from which to support advancing troops.  Its 2 Taim & Bak MS-1 fire-linked heavy laser cannons allowed the AT-AT to disentegrate almost any target as 2 medium repeating blasters picked of lighter targets such as retreating enemy infantry.  The strong armored plating of the AT-AT protected it from all but the most powerful turbolasers.  The AT-AT could reach speeds of up to 60 kilometers per hour and was powered by 2 KDY FW62 compact fusion drive systems.  Its large feet were also weapons and could crush any obstacle, people, or equipment.  the only weaknesses was the soft neck.  One well placed shot in this area could destroy the behemoth.  Wrapping up its legs with a tow cable could also topple the armored vehicle, stopping it dead.  One last area of vulerability was the underbelly of the beast, which was not armored.  To ensure that no squad carrying missles could penetrate the soft underbelly, 2 AT-ST usually escorted the AT-AT into battle.
^
^
^The AT-AT made its debut late in the Clone Wars during the Battle of Jabiim.  During this battle, the AT-ATs were vital in helping Republic forces evacuate from the world.  The AT-ATs also handled the weather and terrain better.  Jabiim was a rain soaked world with seas of mud and muck.  Many assault walkers that were closer to the ground became stuck, but the AT-ATs massive height enabled it to walk through the terrain.  Although the world was surrendered to the Separatists, the AT-ATs played a vital role in holding off the Separatists long enough for the Clone Army to evacuate.  When the Galactic Empire was formed, the AT-AT became a symbol of Imperial domination and might, striking fear in the hearts of any dissents.

#PRTO_SPHA-T
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_SPHA-T
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^The Self Propelled Heavy Artilery-Turbolaser was the main artillery piece of the Grand Army of the Republic during the Clone Wars.  It was manufactured by Rothana Heavy Engineering and served the role of artillery support for ground invasions.  Their main weapon was a captial ship turbolaser that was capable of inflicting massive amounts of damage.  It also carried 12 antipersonnel blasters for protection against lighter targets.  During the Battle of Geonosis, SPHA-T shots down several Lucrehulk-class core ships and Hardcell-class interstellar transports. This ensured that millions of Battle Droids and equipment never left the surface of Geonosis.  During the Second Battle of Coruscant, many Venator-class Star Destroyers installed SPHA-Ts in their ventral hangar bays.  This tactic allowed the Venators to bring added firepower against enemy vessels without taxing their own power reserves.  The SPHA-Ts were very effective against Munificent-class Star Frigates of the Confederacy

#PRTO_Juggernaut
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Juggernaut
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^
^The Heavy Assault Vehicle/wheeled (HAVw) A6 Juggernaut was a heavy assault vehicle of the Grand Army of the Repuiblic.  The Juggernaut was mainly used as a troop carrier holding between 50-300 Clone Troopers depending on the internal configuration of the Juggernaut.  The Juggernaut had many aspects of the AT-TE Assault Walker.  It had thermally superconducting armor which absorbed blaster fire and dispersed it in a wide area along the hull.  This minimized damage from blasters and missle impacts.  The weapon systems on the Juggernaut included a heavy laser cannon turret, a repeating blaster turret, two medium antipersonnel laser cannons, two twin antipersonnel blaster cannons, and two turreted projectile launchers.  Against unshielded targets the Juggernaut could deliever the heat of a small nuclear blast into a single area.  Ten wheels propelled the vehicle to speeds of 160 kilometers per hour.  The wheels were also so large that they could run over enemy troops and obstacles with ease.  A large lookout post sat atop of the Juggernaut giving a spotter a great view of the surrounding areas.
^
^
^As the Clone Wars began in 22BBY, the Galactic Senate needed a way to supply Republic planets with some sort of military so that they could fend off Separatists invasions.  The Grand Army of the Republic was limited in numbers and were needed in other parts of the Galaxy so the defense of many worlds fell on the shoulders of the planets themselves.  The Senate had the credits to spend, but not the manpower.  So to deal with this problem, the Galactic Senate passed many resolutions providing thousands of worlds with funding if they will raise their own defenses.  Kuat Drive Yards was a primary supplier of arms to these worlds and a the main assault vehicle supplied to the local armies was the Juggernaut.  Thousands of worlds bought the Juggernaut in an attempt to provide a better defense for their armies.  While the GAR was fighting in far corners of the Galaxy, the Republic Worlds relied on their own population for defense and since heavy vehicles such as the AT-TE were reserved for the GAR most planetary militias relied on the Juggernaut for their defense.  The GAR did use the Juggernaut extensively.  During the Battle of Kashyyyk, Juggernauts were instrumental in defending against Commerce Guild Enforcer Droid Tanks and mowing down ranks of Battle Droids.  After the formation of the Galactic Empire, the Juggernaut fell into a second rate statis in favor of the larger AT-AT.  By the time of the Yuuzhan Vong invasion, very few Juggernauts were operational throughout the Galaxy.

#PRTO_Imperial_I
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^
^This is a Galactic Empire unit only

#DESC_PRTO_Imperial_I
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^Like everything else in the Empire's military, this carrier model was massive compared to the other navies of its time.  It was also heavily armed with basic turbolasers.

#PRTO_Imperial_II
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^
^This is a Galactic Empire unit only

#DESC_PRTO_Imperial_II
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^Sacrificing firepower for an even greater hangar space, this model relies more on support ships but packs an even more impressive punch.

#PRTO_Empire_Dreadnaught
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Empire_Dreadnaught
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^
^The Dreadnaught heavy space cruisers were built for the Galactic Republic around 100 BBY.  These captial ships were used by the Judicial Department for space combat and planetary assaults.  It was built by Rendili Star Systems based on Mandalorian design.  The ship was 600 meters in length, 120 meters in width, and 123 meters in height.  It carried 20 quad laser cannons, 10 laser cannons, and 10 turbolaser cannons.  It had a strong shield and hull defense.  Its largest drawbacks was the extensive crew requirements (16,000 crewmembers), slow hyperspace capabilities (a Class 4 hyperdrive), computer problems, and it could not stand up against ships of equal size.  Although the shortcomings were huge, the Dreadnaught did see extensive use during the Clone Wars and was even instrumental in many battles such as the Second Battle of Coruscant, the Battle of Duro, and the Battle of Rendili.

#PRTO_Victory_Star_Destroyer
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^
^This is a Galactic Empire Unit only.
^
^
^The Victory I-class Star Destroyer was the second warship design in the Star Desstroyer Series.  It was designed for planetary defense, ship-to-ship combat, and an emphasis on planetary bombardments.  At 900 meters long, the Victory was one of the largest warships capable of atmospheric operations.  The armor and shielding of a Victory was some of the strongest ever placed on a starship.  It carried 10 quad turbolaser batteries, 40 double turbolaser batteries, 80 concussion missiles tubes, and 10 tractor beam projectors.  The missle tubes and the turbolaser cannons enabled it to provided precise planetary bombardments for advancing ground troops or just to level a city to cause the planetary population to surrender.    

#DESC_PRTO_Victory_Star_Destroyer
^
^
^The crew requirement of the victory was 4,798 and it could carry as many as 2,040 troops as well as 8,100 metric tons of upporting cargo.  The Victory had no where near the starfighter compliment as the Venator carrying only 2 squadrons of TIE Fighters.  The major drawback of the Victory was the 3 LF9 ion engines.  These engines did not provide enough speed for the ship.  Enemy ships could simply outrun the Victory, however the LF9 ion engines did allow the Victory to enter the atmosphere of a planet.  This ability allowed the Victory to precisly target planetary instellations or enemy ground forces.  It also allowed the victory to show to the planetary population the full fury of the Republic and later the Empire.  Planetary bombardment was one thing that the Victory excelled at.
^
^As the Clone Wars broke out, the main military hardware supplier was Kuat Drive Yards.  To get an edge in the fierce competition,  Arch-Provost of Rendili ordered industrial spies to gather intelligence and ship designs from Kuat and other Republic contractors.  Instead of working agaisnt Kuat Drive Yards, Rendili Stardrive proposed to work with them in an effort to design and build a better warship than the venator Star Destroyer.  The two rival companies created the Victor Initiative Project and with the blessing of the Republic High Command slated to unveil their final product in 19.6 BBY.  However in 19 BBY on the Separatist world of Foerost a massive fleet of Bulwark Mark 1 Cruisers, just completed at the extensive shipyards of Foerost, blasted through the Republic blockade and began to threaten the Core Worlds of the Republic.  The need for starships to meet this mighty Separatist fleet was great so the Victory Fleet was launched 6 months early.  The Victory Star Destroyers met the Bulwark Mk 1 Cruisers in battle over the world of Anaxes and there ended the Separatist threat.  The Victory was hailed as a miracle and became a frontline combat vessel for the duration of the Clone Wars.  As the Imperial Fleet was formed after the rise of the Galactic Empire, the Victory Star Destroyer became a frontline combat vessel, but was soon phased out to a secondary role by the newer Imperator Star Destroyers.

#PRTO_Super_Star_Destroyer
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Super_Star_Destroyer
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^
^Designed to be an even more impressive presence than the Victory model, it dwarfed its predecessor.

#PRTO_Death_Star
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Death_Star
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^
^The emperor had the Death Star planned out long before he came to power.  It was intended to force any unaligned planets into submission by offering the very real possibility that they would be blown up without compliance.

#PRTO_Acclamator
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Acclamator
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^
^The Acclamator was the Grand Army of the Republic's first warship and transport vessel.  It was produced by Rothana Heavy Engineering and was the first in the line of star destroyers.  It was 752-meter-long which made it ideal as a military transport.  As such it could carry, 16,000 clone troopers and their support personnel, 320 speeder bikes, 80 LAAT gunships, 48 At-TEs, and 36 SPHA-Ts.  The Acclamator could work in groups or limited independent operations.  To deliever troops and equipment to the surface of a planet, the Acclamators had the ability to land on a planet to deploy its cargo.
^
^
^Although transportation is the primary role of the Acclamator, it was equipped to handle ship-to-ship combat or planetary bombardments.  It had 12 quad turbolaser turrents, 24 laser cannons, and 4 photon torpedo tubes.  It could carry 156 V-19 Torrent Starfighters for use against other ships and fighters.  At the outbreak of the Clone Wars, hundreds of Acclamators spread across the Galaxy to assualt Separatist strongholds.  The Republic quickly ordered a thousand more Acclamators for the Grand Army of the Republic.  By the end of the Clone Wars, thousands of Acclamators were built with the design later serving in the Imperial Starfleet.

#PRTO_Venator
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Venator
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^
^The Venator-class Star Destroyer was one of the first star destroyers in history of the Republic.  The Venator is designed for space combat.  It has 8 DBY-827 heavy dual turbolaser turrets that had 8 different intensity settings from surgical strike to vaporizing a target.  Its sophiscated targeting computer allowed it to track and target objects a maximum of 10 light minutes.  As a true warship, the Venator could deliever almost its entire reactor output to its heavy turbolasers.  The Venator also had 2 medium dual turbolaser cannons (one port side, the other starboard side) and 52 point-defense dual laser cannons to target enemy fighters and missles.  To deal with heavily shielded instellations, the Venator carried 4 heavy proton torpedo launching tubes.  The shielding of the Venator was equivalent to a Victory Star Destroyer later in the Star Destroyer Series.  The reactor could use up to 40,000 tons of hypermatter fuel per second, producing 3.6 × 1024 watts of power.  A Class 1 hyperdrive propelled the craft for up to 60,000 lightyears before refueling making the Venator a long range warship.  The secondary role of the Venator was a starfighter carrier.  A typical Venator could carry 420 fighters: 192 V-wing or V-19 Torrent starfighters, 192 Eta-2 Actis-class interceptors, and 36 ARC-170 starfighters.  Two large armored bay doors opened on the dorsal side to allow for these starfighters to enter combat rapidly.  The Venator was also the largest ship in the Galaxy that was able to land on a planet's surface.  This made it an effective troop transport as well carrying up to 40 LAAT/I gunships and 24 military walkers for planetary operations.
^
^
^Early in the Clone Wars, the warship of choice was the Acclamator Class cruiser.  The Acclamator was designed primarily as a troop transport and little else.  It did had the ability to engage in space combat, but was woefully ill-equiped.  Kuat Drive Yards began developing a newer starship that would be a warship first and and transport second.  Near the middle of the Clone Wars, the Venator began to show itself.  It became a symbol of the Republic Fleet and a choice favorite for the Jedi Order as it was large enough for solo operations and for its vast array of starfighters.  During the Battle of Coruscant, over a thousand Venators came to the aid of the captured Chancellor Palpatine.  These warships were instrumental in defeating the Separatists fleet. With the rise of the Empire, the Venator still saw frontline service, but was steadily being replaced by newer designs such as the Victory Star Destroyer and the Imperator Star Destroyer. 

#PRTO_Broadside
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Broadside
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^
^This long-range ship is designed for attacking space stations, planets, and other slow-moving or stationary targets using Boron missles.

#PRTO_ARC-170
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^
^This is a Galactic Empire unit only.

#DESC_PRTO_ARC-170
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^
^The Aggressive ReConnaissance-170 starfighter was a heavy starfight/bomber for the Republic Navy during the Clone Wars.   Incom and Subpro Corporations joined together and created this heavy hitting.  It was equipped with two forward mounted medium laser cannons, two rear mounted laser cannons, and one photon torpedo tube with a payload of six torpedoes.  It was also equipped with a Class 1.5 hyperdrive and a range of 5,000 lightyears.  The ARC-170 was also equipped with a deflector shield generator and an S-Foil System that aided deflector efficiency.
^
^
^The role of the ARC-170 was to scout enemy territory using power sensors located in the nose of the starfighter.  It also doubled as a bomber in hostile situations.  Although the deflector shield and heavy armor increased its odds of surviving enemy starfighters, its slow speed made it vulnerable to anti-starfighter lasers from enemy ships.  The ARC-170 starfighter was typically flown by Clone Pilots who were extremely skilled in dogfights and naval combat.

#PRTO_TIE_Fighter
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_TIE_Fighter
^
^
^The T.I.E. Starfighter was a one of the most recognizable symbols of the Galactic Empire.  The TIE (Twin Ion Engine) Fighter was produced in massive numbers by Sienar Fleet Systems.  The T.I.E. Starfighter was armed with only 2 laser cannons.  The Twin Ion Engine design allowed the T.I.E. Starfighter an impressive speed and an equally impressive maneuverability.  The starfighter had no shields, hyperdrive, or life support systems and so was very easy to destroy.  It was however very cheap to build and although one T.I.E. Starfighter was an easy kill most enemy pilots did not face just one, but hundreds at a time.  The T.I.E. Starfighter was a forerunner of the famed TIE Fighter and the TIE Series that would enter service in the Galactic Civil War.
^
^
^After Emperor Palpatine ordered the reformation of the Grand Army of the Republic, he turned to Raith Sienar to produce a cheap starfighter based on his Twin Ion Engine design.  Ion Engines had been around for years before the Empire, but Raith Sienar was the first to scale doe an ion engine to the point where it could be placed on a starfighter.  The ion engine produced a very quick starfighter, and Raith Sienar began designing a starfighter that could provide escort for convoys in the Outer Rim by being attached to an external docking rack of a starship or stored in a cargo bay with ease.  When the Clone Wars broke out, the Republic demanded a simple starfighter that could be built cheaply and easily and be stored easily in existing ships such as the Dreadnaught Heavy Cruiser.  Raith Sienar quickly supplied the Republic with his new T.I.E. Starfighter.  Although the T.I.E Starfighter did see combat in the Clone Wars, it only served as an escort on a convoy and was not a frontline starfighter like the V-Wing or the ARC-170.  All this changed when the Galactic Empire came to power.  Through his Force Perception or through smart planning, Emperor Palpatine knew that the next galactic war would be one of attrition.  He contact Raith Sienar to begin supplying his newly minted Imperial Navy with a cheap, effective, and numerous starfighter.  Raith Sienar began to supply his T.I.E. Starfighter and began to improve upon the design of the Twin Ion Engine design.  Soon thousands of T.I.E. Starfighters began filling the holds of warships and began to replace the models of the Clone Wars.

#PRTO_TIE_Bomber
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_TIE_Bomber
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^
^Much heavier than its fighter analogue, it uses the same ion propulsion and delivers the same level and roughly the same type of bombs.

#PRTO_Scimitar_Bomber
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_Scimitar_Bomber
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^
^Taking some of the now-available Sith technology, the Scimitar Bomber makes for a strong, more devastating bomber.

#PRTO_B-1_Battle_Droid
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^
^This is a Confederacy Unit only.

#DESC_PRTO_B-1_Battle_Droid
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^
^The B-1 Battle Droid was the Trade Federation's main infantry unit before the Clone Wars.  The Trade Federation used these droids to enforce law and order on many of it's worlds, for protection against pirates and outlaws that would threaten the Federation, and for intimidating customers or clients.  The strengths of the B-1 was their large numbers and awesome firepower.  The B-1 was designed to be produced cheaply and in massive numbers.  The Trade Federation controlled literally trillions of these droids.  The B-1 also carried a E-5 Blaster Rifle that had as much firepower a Clone Commando's DC-17m Blaster Rifle.  The weaknesses of the B-1 were numberous.  Each Droid was slaved to a central computer that issued orders, cooridinated attacks, and various combat positions to each droid.  This made the B-1 extremely cheap to build as not every droid had to have an individual computer.  This also created a major weakness as it only took an enemy to knock out the central computer to disable an entire army.  This was demonstrated by Anakin Skywalker in the Battle of Naboo as he was able to end the Trade Federation's occupation by firing two photon torpedoes into the reactor core of the Control Ship of the Trade Federation, knocking out the carrier signal to each droid, shutting them down completely.  Another weakness was that the B-1 was easy to destroy.  Their electromagnets that kept their limbs attached was vulnerable.  During the Clone Wars, clone troopers learned to aim at the limbs or torso to destroy the Battle Droids.  Another weakness was the B-1 inability to fire with any kind of accuracy.  Due to the Federation's cheap attitude towards spending credits, the B-1 was equiped with poor photosensors.  This limited their sight causing them to sometimes shoot wildly towards their intended target.  They also could not think creatively during combat and so were easy to ambush or use the surrounding terrain to their disadvantage.  Although their shortcomings were numberous, the B-1 Battle Droid was the most widely produced battle droid of Galactic history.  Their large numbers in combat made up for their shortcomings and their were able to increase their chances of hitting their target by firing massive volleys.  Any opponent would easily surcumb to the power of the B-1 eventually because they never stopped coming.

#PRTO_B-2_Super_Battledroid
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^
^This is a Confederacy unit only.

#DESC_PRTO_B-2_Super_Battledroid
The B2 super battle droid was the heavy infantry of the Separatist Army.  The B2 came out to address the design flaws of the numerous B1 series.  The problems in the B1 series was that the battle droid were too flimsy, relied on a central computer, and lacked creativity on the battlefield.  The B2 addressed these problems.  Its armored body and tough limbs provided excellent protection against small balster fire.  It had a droid computer deep inside its armor.  This allowed the B2 to act independently from a central computer.  The internal computer also gave the B2 greater flexibility on the battlefield as well as limited creativity.  Each B2 was equipped with a dual blaser cannon on the right forearm that could deliever a withering barrage of superheated plasma against any target.
^
^
^The B2 was massed produced by Baktoid Combat Automata prior to the outbreak of the Clone Wars.  After a sucessful prototype was created, Count Dooku made a deal with Archduke Poggle the Lesser of Geonosis to mass produce these droids in his hive factories.  Soon hundreds of worlds under the domain of the Techno Union and later the Confederacy began producing these droids for use in the Clone Wars.
 
#PRTO_B-2-Mk2
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_B-2-Mk2
^
^
^As the Clone Wars progressed, the Confederacy started to upgraded their Battle Droids to match the new tactics being used by the Galactic Republic against them.  With new knowledge and experience that comes with prolonged combat, the Confederacy began working on newer programing for their Battle Droids.  One droid that benefitted from this programing was the B2 Super Battle Droid.  The Confederacy was able to upgrade their existing B2's with advanced programing that allowed for more creativity in combat situations and critical thinking skills.  This new programing allowed the B2s to obtained a limited personnality and B2s started to exhibit individuality.  In addition, the B2s received an armor upgrade making them more resilient to blaster fire.  The B2s during the later stages of the Clone Wars were far more deadly than the ones the Republic encountered on the sands of Death Arena on Geonosis.

#PRTO_Assassin_Droid
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Assassin_Droid
^
^
^Assassinations have been performed in the Galaxy since the beginning of time.  The most efficient assassins throughout history have been droids.  Assassin Droids have many advantages over humans.  they are very patient, sometimes being in one place for months without moving while they wait for their target.  Assassin Droids also have better hand-eye coordination allowing them to make killing shots at distances that would be impossible for sentient beings.  Some Assassin Droids also have advance programing that allows them to adapt and learn from experiences and this combined with the fact that they can't die from old age, makes them the most experienced killing machines in the Galaxy with centuries of knowledge.
^
^
^The Confederacy was not above using terrorist tactics during the Clone Wars.  In addition to using terrorist bombing tactics, the Confederacy also employed assassin droids.  The most effective assassin droid that the Confederacy used was the A-series assassin droid.  The A-Series was built by the Trade Federation and were mainly used to kill Jedi during the later years of the Clone Wars.  Dark Jedi Asajj Ventress had 18 A-Series Assassin Droids when she attacked Grand Master Jedi Yoda, two Jedi Master, and their Padawans at Phindar Spaceport.  The Assassin Droids carried a vast array of weaponry ment to attack Jedi.  These weapons included hard-sound gun that emitted sound frequencies that would incapcitate Jedi and disorientate them.  Also included were flame throwers as well as flechette launchers that would fire hundreds of small razor projectiles that would prove dificult for a Jedi to block with their lightsaber and could not be redirected back to the shooter like a blaster bolt could.  During the attack at Phindar Spaceport, the A-Series Assassin Droids led by Asajj Ventress kill the two Jedi Masters accompanying Grand Master Yoda and almost suceeded in capturing the two Padawans as well.  ONly the quick thinking and skills of Master Yoda defeated the Assassins.

#PRTO_ARC_Droid
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^
^This is a Confederacy Unit only.

#DESC_PRTO_ARC_Droid
^
^
^The Confederate Droid Army was largely made up of droids, however that didn't stop the Confederacy from incorporating several concepts in their Army that existed in many other Armies.  ONe concept was the concept of special forces.  The Confederacy saw a need for a special kind of Battle Droid on the battlefield.  This Battle Droid would be the equalivient of the Clone Commandos of the Grand Army of the Republic.  The ARC Battle Droid was unlike any other Battle Droid.  It had its own processing computer that allowed it to remain autonmous from a central computer.  The processing computer also allowed the ARC Droid a wider range of tactics and creativity.  Unlike regular Battle Droids who were programmed to shoot at a target, ARC Droids could be given a specific target such as a Clone Commander or an enemy building.  ARC Droids could also operate behind enemy lines for extended periods of time.  They were programmed for a variety of missions that included recon, surgical strikes on enemy targets, and even infiltration.  Although not as adept as Clone Commandos, the ARC Droid was still a deadly opponent for the regular Clone Troopers.

#PRTO_Droideka
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Droideka
^
^
^The Droideka is one of the most fearsome droids ever created.  It is so fearsome that everyone, even the Jedi, has dubbed them destroyer droids.  These weapons of war are created by the equally fearsome cannibal species, the Colicoid.  The Colicoids created the Destroyer droids specially for the Neimoidian Nute Gunray, leader of the Trade Federation.  Gunray knew that his weak battle droids that made up the bulk of his droid armies needed heavy support if they were to be effective.  Gunray contacted the Colicoids in a effort to create a more powerful droid that would support and help over come the weaknesses of ordinary battle droids.  The results was the Droideka.  The Destroyer Droid is armed with two twin blasters on each arm that is capable of unleashing a withering barrage of firepower.  To deal with vehicles, the Destroyer Droid can fire high intensity blasts that explode on contact.  To compensate for its lack of armor, the Destroyer Droid is equiped with its own personnal deflector shield that is capable of deflecting small arms fire.  For movement, the Destroyer Droids literally roll from place to place by retracting itself in a ball.  Microrepulsors allow the Droids to maintain considerable control while rolling and can go at a very rapid pace.  A mini-reactor at the crux of the body provides enough power for the weapons and deflector shield.  The Destroyer Droid is nothing short of a mini anti-personnal turrent.  Its firepower and deflector allows it to remain stationary and repel any attack from enemy soldiers.

#PRTO_MagnaGuard
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^
^This is a Confederacy Unit only.

#DESC_PRTO_MagnaGuard
^
^
^Manufactured by Holowan Mechanicals, the IG-100 MagnaGuard or Self-Motivating Heuristically Programmed Combat Droid was the most advanced droid the Confederacy had in their arsenal.  Standing at two meters, the MagnaGuard Droids were very imposing on the battlefield.  The MagnaGuard Droids were commissioned by General Grevious after he requested from the InterGalactic Banking Clan for a more intelligent battle droid to serve as his bodyguard.  The MagnaGuard Droids have a learning program that allows them to learn from an enemy and adapt their own tactics accordingly.  This enables them to be formadible fighters.  Their quick reflexes, physical strength, and electrostaffs made from lightsaber resistant phrink metal allows the to take on an in most cases overcome Jedi Knights and Clone Troopers with ease.  Only experienced Jedi Masters are a match for the MagnaGuards.

#PRTO_TX-130 Tank
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^
^This is a Galactic Empire Unit only.

#DESC_PRTO_TX-130 Tank
^
^
^The TX-130 Saber-class fighter tank was a main light vehicle for the Grand Army of the Republic during the Clone Wars.  It was a very maneuverable repulsorlift craft armed with 2 heavy laser cannons, 1 medium twin laser turret, and 1 dual computer-guided thermal detonator missile launchers. Some models even carried another turret atop of the craft that fired a continious composite beam that was devestating to Battle Droid ranks.  The craft could go 193 kilometers per hour and with a speed burst can reach 321 kilometers per hour.  This made it a favorite with Jedi Generals as they would use the crafts extreme speed and maneuverability to great sucess.  The precise optical targeting system allowed the Jedi Generals to flee the battlefield only to turn around as use their Force skills to aid them as they devestate the enemy from afar.  When the Galactic Empire came to power, the TX-130 was phased out in favor of newer and more powerful repulsorlift vehicles.  

#PRTO_Armored Assault Tank
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^
^This is a Galactic Empire Unit only.
^
^
^The Armored Assault Tank or AAT was the Trade Federation's main repulsorlift battle tank.  It was heavily armored in the front making all but the most determined attack futile.  The main armament was a Heavy laser cannon that could fire exploding shells.  These shells were powerful enough to pierce the shielding of the N-1 Naboo Starfighter.  It also carried 2 Laser blasters and 2 short-range anti-personnel blasters each on either side of the tank.  For added firepower, the AAT carried 6 energized shell projectile launchers that carried 110 plasma-encased shells in the lower platform of the tank.  The crew of the AAT were all B-1 Battle Droids and they took positions as a commander, a pilot, and 2 gunners.  Although it was a repulsorlift vehicle, it was sometimes outmaneuvered by landspeeders.

#DESC_PRTO_Armored Assault Tank
^
^
^As the Trade Federation began building a Droid Army, they contracted many arms manufacturers to build their weapons of war.  One group they contracted was Baktoid Armor Workshop.  Baktoid Armor Workshop built the AAT as well as other military hardware for the Trade Federation's Droid Army.  The AATs were instrumental in destroying pirate outposts in the Outer Rim and saw many sucesses during these campaigns.  By 32BBY the AATs had proven themselves in battle and was ready for the Invasion of Naboo.  During the invasion, the AATs proved to be adept at patroling city streets like those of the Naboo captiol of Theed.  As Queen Amidala returned to combat the Trade Federation, the AATs were deployed to fight the gathering Grand Gungan Army.  Although the AAT's heavy laser cannon could not penetrate the Gungan plasma shield, they did prove deadly once the sheild was down.  The AATs were able to kill thousands of Gungan Warriors.  The AATs in the city of Theed was less sucessful.  They proved to be vulnerable to the quick landspeeders of the Naboo Security Forces and many were put out of action.  When young Anakin Skywalker destroyed the Droid Control Ship in orbit of the planet, the Battle Droid pilots of the AATs ceased to function and the AATs were rendered helpless.  When the Trade Federation joined the Confederacy in 22BBY, they also supplied their AATs to the Confederacy Droid Army.  The AATs proved to be very important in many battles during the Clone Wars.  Although they were sometimes outclassed by other vehicles, their cheap cost allowed them to see combat on many worlds throughout the Galaxy.  When the Droid Army was deactivated at the end of the Clone Wars, so were the AATs.  They were then sold to criminal organizations and resistance organizations. 

#PRTO_Decimator
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Decimator
^
^
^The Decimator was a Republic secret weapon's platform during the early stages of the Clone Wars.  The Decimator was a heavily armed vessel with an enormous turbolaser designed to obliterate any target.  Energy would build up in an orb near the central command structure.  When the energy build up was sufficient, the weapon would discharge an enormous blast of raw energy, piercing through shielding and armor with ease.
^
^
^Boorka the Hutt of the Hutt Cartell found out about the top secret project and sold the information to the Separatist.  General Severance Tann was sent by Count Dooku to capture the Decimator from the Republic research facility.  Tann then used the Decimators to attack and capture the Republic planet of Sarapin, halting all energy exports to the Core Worlds of the Republic.  The Decimators proved instrumental in capturing this heavily defended planet.

#PRTO_Mercenary
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Mercenary
^
^
^When the Clone Wars started, the Separatist had a numerical advantage in its army, however, the quality of one Battle Droid is far inferior to that of a Clone Trooper.  As the Clone Wars progressed, the Confederacy began to recruit mercenaries to supplement its Droid Army.  these mercenaries were motivated by promises of money and not idealogy.  Many Mandalorians joined the Separatist Army to fight as mercenaries.  The corporations that made up the backbone of the Confederacy were use to hiring Mandalorians for hired muscle.  Whenever a unit of mercenaries were joined with a Droid Army, the results were often devestating.  Sentient beings could think much more creatively than Battle Droids and when the battlefield required thinking outside the box, mercenaries were there to make the quick decisions.  The Battle Droids were also there to execute these quick decisions with deadly precision.  Since mercenaries were so valuable on the battlefield, they were sometimes the first ones targeted.  

#PRTO_Hailfire_Droid
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Hailfire_Droid
^
^
^The IG-227 Hailfire-class droid tank was a mobile missile platform.  It was manufactured by Haor Chall Engineering for the InterGalactic Banking Clan.  The Hailfire was controlled by a droid brain which was self aware.  This made the Hailfire operate on its own without the use of a central computer.  The Hailfire's main weaponry was thirty homing missiles that could wipe out an entire platoon of soldiers.  It also carried a laser cannon for soft targets and defense.  The Hailfire manuevered and traveled by use of two huge wheels that allowed the droid to reach speed of 45 kilometers per hour.  Their missiles could destroy an AT-TE or bring down a Republic Gunship.  When the Hailfires expended their supply of missiles, they would either have to return to base for resupply or an air-mobile refresh droid would bring them a fresh supply right on the battlefield.  Throughout the Clone Wars, the Hailfire Droid was the scourge of Clone Troopers.  As such they were usually the first targets on the battlefield and were targeted from a safe distance. 

#PRTO_Homing_Spider_Droid
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Homing_Spider_Droid
^
^
^The OG-9 homing spider droid was constructed by the Commerce Guild as a mobile artillery piece.  It was transported throughout the battlefield by four legs.  In the center of the droid was a huge core reactor that could deliever massive firepower to its circular laser dish.  This laser could fire a substained laser beam for as long as the internal power supply held out.  Once the power supply was drain, the reactor would recharge it, and the droid would continue firing.  The substained laser beam was effective in draing shields, destroying armored vehicles, or mowing down enemy troops.  The Homing Droid received orders from a central computer, but could be equipped with individual logic processors for long range missions.  The droid was feared by the Republic during the Clone Wars because of the massive firepower it could summon.  Clones learned to destroy these machines using Gunships instead of a frontal assault, which almost always proved fatal. 

#PRTO_STAP
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_STAP
^
^
^The Single Trooper Aerial Platform  or the STAP is the scout unit of the Trade Federation Army and later the Confederacy of Independant Systems.  The STAP is a modified version of the civilian repulsor airhook platform and is designed for reconnaissance.  High voltage energy cells provide the STAP with enough power to travel up to 400 kilometer per hour.  It is also armed with twin blaster cannons.  The STAP is piloted by a B-1 Battle Droid.  Due to the lack of armor portection, the STAPs are very vulnerable to enemy fire and must rely on their speed and agility to survive in combat.
^
^
^When the Trade Federation began to build its Droid Army, they knew that they had to have a scout unit that could provide vital battlefield information to the rest of the army.  They modified ordinary airhooks to be piloted by Battle Droids.  The STAPs were then armed so that they can defend themselves against enemy units or provide aerial support to ground forces.  The Trade Federation used the STAPs to great effect against the Naboo Security Forces during the Naboo Invasion in 32BBY.  The STAPs were instrumental in patroling the landscape of Naboo, routing out resistance fighters from the swamp regions, and providing aerial support against the Grand Army of the Gungans.  When the Trade Federation joined the Separatist in 22BBY, they gave their STAPs to aid in the Separatist Droid Army.  These were used in the same ways for the Separatists and were vital for intelligence gathering operations throughout major operations of the Clone Wars.

#PRTO_Lucrehulk
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Lucrehulk
^
^
^The Lucrehulk, or more commonly known as the Trade Federation Freighter, has been the backbone of the Trade Federation's merchant fleet since the Federation was founded.  The Lucrehulk were origanilly built to haul cargo across hyperlane trade routes for the Trade Federation.  With these huge freighters, all of them consisted mostly of droid crews, allowed the Trade Federation to amass great wealth.  As the Federation began to build up its armed forces, they knew that battleships were needed to transport their vast droid armies across space.  The Neimoidians, ever looking to save a few credits, opted insstead of buying warship that they would convert their huge merchant fleet with weapons, reinforced hulls, and stronger shields.  The result was the Lucrehulk class being converted into a warship.  The huge cargo holds of the ships were converted to hold thousands of battle droids, droid starfighters, and droid tanks.  A typicial modified Lucrehulk has around forty two quad laser emplacements, most of which was centered around the equatorial band.  This is a flaw design that experienced fighter pilots can exploit by flying very close to the freighter's hull in combat.  The modified Lucrehulk, although heavily armed, was and still is a cargo hauler.  This is evident by the vast amount of war material each ship can carry.  In side its massive hull can contain six thousand two hundred and fifty tanks (AATs), five hundred and fifty large transports (MTTs), and fifty landing craft to deliever thousands of droids to the surface of the planet.  To take care of pesky fighters, the Lucrehulk can unleash a horde of fifteen hundred droid starfighters.  Although the primary function of the Lucrehulk freighter was hauling cargo, the Neimoidians have modified hundreds of these ships to be warships.  Taking on a Lucrehulk is now a dangerous prospect for even the most hardened pirate.
^
^Since the outset of the CLone Wars, the Trade Federation, a major backer for the Spearatists, have declared their immense modified merchant fleet for the war effort.  The Lucrehulk class has been in almost every major space engagement during the course of the war.  Its massive hangars and cargo holds have ensured that the Separatists can deploy hordes of starfighters or massive ground forces for any engagement.  

#PRTO_Providence
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Providence
^
^
^Designed by the Quarren Free Dac Volunteers Engineering Corps and manufactured at the Pammant Docks, the Providence class was one of the most powerful starships of the Confederate Navy.  The Providence was 1,088 meters in length.  It was powered by 4 Nubian Creveld-4 radical ion drives that gave it a hyperdrive class rating of 1.5.  It was operated by 600 Battle Droids and carried a crew of sentient officers.  Armament included 14 quad turbolaser turrents, 34 dual laser cannons, 2 Ion Cannons, 12 point defense ion cannons, 102 proton torpedo tubes, and numerous flak guns.  It could carry 120 vulture Droid Starfighters, 120 Droid Tri-Fighters, 160 Multi-Troop Transports, and 280 various other vehicles.  For ground operations, the Providence carried 1.5 million deactivated Battle Droids.  The main reactors of the Providence class could provide enough power to the weapons that even the ion cannons could deliever the energy output of a 4.8 megaton bomb.
^
^
^During the Clone Wars, the Quarren on Mon Calamari allied themselves with the Confederacy and used their desgin and manufacturing expertise to produce warships for the Confederacy.  The Quarren designed and produced the Providence for the Confederacy to combat the increasing firepower of the Rpeublic Navy.  The Providence quickly became feared by the Republic Navy.  Its heavy firepower and defenses allowed it to severely damgage smaller Republic ships.  Even the Venator and the Victory Star Destroyers were outmatched by the Providence.  The most feared Providence was General Grevious' flagship, the Invisible Hand.  The Invisible Hand was responsible for the destruction of several Republic worlds such as Humbarine in which the entire city wide planet was completely destroyed to the point where its planetary crust was melted into slag killing billions.  When the Invisible Hand appeared over Coruscant during the later months of the Clone Wars, the Republic citizens were scared sensless, knowing that a similiar fate that had befallen Hambarine was about to befall them.

#PRTO_Bulwark_Cruiser
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Bulwark_Cruiser
^
^
^Manufactured by TransGalMeg Industries and the Techno Union, the Bulwark-class MK-I battlecruiser was one of the largest starships every produced during the Clone Wars.  It was 1,000 meters long and could outgun almost any Republic warship.  It boosted hundreds of weapon emplacements and could carry hundreds of droids and starfighters.  It had an efficient deflector shield system and heavy armor that allowed it to ram enemy ships without much damage to the vessel.  Exact specifications on the Bulwark Cruiser is still a mystery as much of the Bulwark Cruisers were destroyed by the Republic during the Clone Wars.
^
^
^Early in the Clone Wars, the Galactic Republic launched a blockade on the Techno Union's shipyards of Foerost in the Galactic Core.  The Republic Military Command thought that without reinforcements and supplies, the shipyards would simply cease to function and not be albe to produce ships for the Confederacy.  This however was simply not the case.  Two years after the blockade was started, the Confederacy launched a fleet of Bulwark battlecruisers that smashed through the Republic blockade and began threatening the Core Worlds of the Republic.  The Bulwark Fleet was only stopped after the Republic launched their newest starship, the Victory Star Destroyer.  the two fleets fought a series of battles throughout the Core Worlds until the Confederacy finally lost at the Battle of Anaxes.

#PRTO_Munificant
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Munificant
^
^
^The Munificant frigate was a warship designed to pack a lot of firepower in a small hull.  The Munificant is armed with two powerful turbolasers in the prow of the vessel.  These turbolasers can melt a ice planet 1000 kilometers in diameters or pierce the shields of a 10 kilometer wide Grade III Battlestation.  26 twin turbolaser cannons and 20 light turbolaser turrets allow the Munificant to target more agile starships while 38 point defense laser cannons can take out missles or starfighters.  Two powerful reactors can eat up 4,600 tons of fuel per second and each one is powerful enough to provide power to the starship in event the other is disabled.  In addition, the Munificant carries four powerful communication and sensor arrays that aids in targetting and jamming enemy sensors
^
^
^The Munificant frigate was orginally produced and used by the InterGalactic Banking Clan before the Clone Wars.  The IBC was also fearful of the Holonet, thinking that it wasn't secure enough for transactions.  They used the Munificant's powerful hyperwave transceivers to send sensative information across the Galaxy.  The Munificant was also used as a moving vault, carrying valuables inside their hull.  If a pirate did attack the ship, they were met with a devestating bombardment from the starship's many defenses.  When the IBC joined the Confederacy, they also gave the Confederate Navy their fleet of Munificants.  The Confederacy used the Munificant in a variety of ways.  Its powerful communication arrays would coordinate fleet operations in a sector as well as jam enemy communications.  The hyperwave tranceivers were used to send CIS Propaganda throughout the Galaxy.  The Munificant's powerful turbolasers were used to bombard enemy captial ships and battlestations.  The vaults of the Minificant could hold up to 150,000 Battle Droids for ground operations or the vaults could carry supplies for the rest of the fleet.  Like many ships in the Confederacy, the Munificant didn't require a large crew due to the droid computer controlling the vessel.   

#PRTO_Munificant_II
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Munificant_II
^
^
^The Munificant frigate was a warship designed to pack a lot of firepower in a small hull.  The Munificant is armed with two powerful turbolasers in the prow of the vessel.  These turbolasers can melt a ice planet 1000 kilometers in diameters or pierce the shields of a 10 kilometer wide Grade III Battlestation.  26 twin turbolaser cannons and 20 light turbolaser turrets allow the Munificant to target more agile starships while 38 point defense laser cannons can take out missles or starfighters.  Two powerful reactors can eat up 4,600 tons of fuel per second and each one is powerful enough to provide power to the starship in event the other is disabled.  In addition, the Munificant carries four powerful communication and sensor arrays that aids in targetting and jamming enemy sensors
^
^
^The Munificant frigate was orginally produced and used by the InterGalactic Banking Clan before the Clone Wars.  The IBC was also fearful of the Holonet, thinking that it wasn't secure enough for transactions.  They used the Munificant's powerful hyperwave transceivers to send sensative information across the Galaxy.  The Munificant was also used as a moving vault, carrying valuables inside their hull.  If a pirate did attack the ship, they were met with a devestating bombardment from the starship's many defenses.  When the IBC joined the Confederacy, they also gave the Confederate Navy their fleet of Munificants.  The Confederacy used the Munificant in a variety of ways.  Its powerful communication arrays would coordinate fleet operations in a sector as well as jam enemy communications.  The hyperwave tranceivers were used to send CIS Propaganda throughout the Galaxy.  The Munificant's powerful turbolasers were used to bombard enemy captial ships and battlestations.  The vaults of the Minificant could hold up to 150,000 Battle Droids for ground operations or the vaults could carry supplies for the rest of the fleet.  Like many ships in the Confederacy, the Munificant didn't require a large crew due to the droid computer controlling the vessel.   

#PRTO_Recusant
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Recusant
^
^
^The Recusant-class light destroyer was a Commerce Guild destroyer.  The Recusant is a powerful destroyer by any standards.  It is armed with 5 heavy turbolaser cannons with 1 fixed in the prow of the destroyer.  It also has 6 turbolaser turrents and 5 turbolaser cannons.  For lighter assaults, it is armed with 30 dual laser cannons and 12 laser cannons.  For defense against starfighters and missles it has 60 point defense laser cannons.  Although the Recusant wasn't considered a transport vessel, it was armed with 40,000 Battle Droids to be used in boarding actions against enemy ships.  With a class 2.0 hyperdrive, the Recusant was a fast destroyer that excelled at hit and run missions.
^
^
^The Recusant destroyer was a Commerce Guild starship that would patrol the vast holdings and protect its convoys against pirate attacks before the Clone Wars.  After the Commerce Guild joined the Confederacy in 22BBY, they gave their entire fleet to the Confederacy Navy.  The Confederacy military commanders put the Recusant to work sttacking Republic shipping lanes and keeping the enemy off balance.  This tactic was put into great effect at the start of the Clone Wars when neither side was in a position to launch a major offensive.  The Recusant needs a very small crew as it is almost entirely automated by a droid computer.  While this droid computer can be deadly, it is single-minded in purpose.  Once it is given a target, the droid computer of a Recusant will pound on that target until it is destroyed.  This leaves it open for attack from another enemy.  Recusant droid computers are also poor at sublight navigation.  They sometimes run into other vessels.  The Recusant is however a fine ship to attack enemy shipping and to escort transport vessels.

#PRTO_Recusant_II
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Recusant_II
^
^
^The Recusant-class light destroyer was a Commerce Guild destroyer.  The Recusant is a powerful destroyer by any standards.  It is armed with 5 heavy turbolaser cannons with 1 fixed in the prow of the destroyer.  It also has 6 turbolaser turrents and 5 turbolaser cannons.  For lighter assaults, it is armed with 30 dual laser cannons and 12 laser cannons.  For defense against starfighters and missles it has 60 point defense laser cannons.  Although the Recusant wasn't considered a transport vessel, it was armed with 40,000 Battle Droids to be used in boarding actions against enemy ships.  With a class 2.0 hyperdrive, the Recusant was a fast destroyer that excelled at hit and run missions.
^
^
^The Recusant destroyer was a Commerce Guild starship that would patrol the vast holdings and protect its convoys against pirate attacks before the Clone Wars.  After the Commerce Guild joined the Confederacy in 22BBY, they gave their entire fleet to the Confederacy Navy.  The Confederacy military commanders put the Recusant to work sttacking Republic shipping lanes and keeping the enemy off balance.  This tactic was put into great effect at the start of the Clone Wars when neither side was in a position to launch a major offensive.  The Recusant needs a very small crew as it is almost entirely automated by a droid computer.  While this droid computer can be deadly, it is single-minded in purpose.  Once it is given a target, the droid computer of a Recusant will pound on that target until it is destroyed.  This leaves it open for attack from another enemy.  Recusant droid computers are also poor at sublight navigation.  They sometimes run into other vessels.  The Recusant is however a fine ship to attack enemy shipping and to escort transport vessels.

#PRTO_Droid_Gunship
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Droid_Gunship
^
^
^The Heavy Missile Platform  was the main Confederacy Gunship used during the Clone Wars.  Manufactured by Baktoid Fleet Ordnance, it was one of the most heavily armed vehicles used throughout the War.  It carried 2 twin turreted laser cannons, 1 medium laser cannon, 2 light laser cannons, and 2 missle launchers with 7 missles each that could range from concussion missles, proton missles, and Electromagnetic pulse missles for attacks against vehicles and electronic equipment.  It was also heavily shielded by a deflector shield that enabled it to withstand massive amounts of damage.  Its weakness was its sluggish speed made it an easy target, but with its deflector shield and its heavy armor this wasn't a problem.
^
^
^The Heavy Missle Platform was deployed to hundreds of battlefields across the Galaxy.  During the Battle of Kashyyyk, the Confederacy deployed these Missle Platforms against the defending Clone Troopers and the Wookiees causing a massive amount of casualities.  The Heavy Missle Platform was developed to provide much need aerial support that became apparent at the Battle of Geonosis where the lack of aerial support allowed the Droid Army to be crushed by the Republic's LAATs. 

#PRTO_Geonosian_Fighter
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Geonosian_Fighter
^
^
^The Geonosians were a very warlike society and created some of the most deadly weapons of war.  One of those weapons was the Nantex-class territorial defense starfighter.  The starfighter was beaked shaped and was extremely fast and manueverable.  The fighter's systems were espacially made for use by Geonosians and if anyone else tried to fly one they crashed.  The controls are specifically made for the endurance of Geonosians while vital feedback from the starfighter was relayed to the pilot by scent-stimulator mask that took advantage of the Geonosians sense of smell.  The craft had only one laser cannon on common fighters, but this could be replaced by any other kind of weapon that the mission requires.  Dozens of tractor beam and repulsor generators allowed the craft to obtain great manuaverability in the atmosphere and to perform very accurate laser shots.  Geonosians also used the tractor beams to manipuliate the flight path of an enemy craft.  Although the Geonosians never sell their craft to outsiders, the Confederacy did modify the Nantex's design so that a B-1 Battle Droid could pilot it.

#PRTO_Tri-Fighter
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Tri-Fighter
^
^
^Colicoid Creation Nest makers of the deadly destroyer Droids created the deadly Droid Tri-Fighter.  The design of the starfighter comes from the skull of a predator from Colla IV.  The Tri-Fighter is a predator in its own right.  It is armed with 1 medium laser cannon and 3 light laser cannons fitted on the wings.  The 3 light laser cannons are fixed on a moveable arm which allows the Tri-Fighter to have a greater field of fire.  To give the Tri-Fighter greater firepower, it is armed with up to 18 discord missles that can deploy Buzz Droids onto enemy vessels.  A powerful control/commucations transceiver built in the droid brain allows the Tri-Fighter to operate at greater distances than other droid starfighters.  It also has greater intelligences and combat protocols making it a deadly opponent.
^
^
^The Tri-Fighter was introduced into the Clone Wars during its latter stages.  It was designed to be a space superiority starfighter that was able to defeat anything the Republic had.  Tri-Fighters were also designed to be medium bombers, carrying a payload of missles that can be deployed against heavier targets.  The Republic soon began to fear Tri-Fighters when they were deployed in combat.  Many clone pilots fell to these advance killing machines.  During the Battle of Coruscant, Clone Squad 7 of the Open Circle Fleet was decimated by these Tri-Fighters taking heavy casualities during the battle.  The drawback to the Tri-Fighter was its expensive design.  Deploying thousands of these starfighters during the Clone Wars depleted the coffers of the Trade Federation severely.

#PRTO_Droid_Bomber
^
^
^This is a Confederacy Unit only.

#DESC_PRTO_Droid_Bomber
^
^
^The Droid Bomber is a self piloting assault bomber used in small quantities by the Trade Federation for attacking larger targets that their Droid Starfighters were incapable of dealing with.  Droid Bombers were not used in large numbers due to their relative weakness compared to the vessels used by the Trade Federations allies during the Clone Wars.  The Droid Bomber has twin laser and a payload of concussion missiles.

#PRTO_Ancient_Droid
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Ancient_Droid
^
^
^Initially used as a training model for initiate Force-users, in the more matured galaxy it proved to be an overpowering unit in its own right.

#PRTO_Clan_Warrior
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Clan_Warrior
^
^
^With Force abilities more suited to hunting than fighting, this early Force user was still a commanding presence in a fight.

#PRTO_Infinite_Warrior
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Infinite_Warrior
^
^
^With the addition of the concept of the Bogan aspect of the Force, the warrior becomes much more of an offensive threat.

#PRTO_Infinite_Warrior_2
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Infinite_Warrior_2
^
^
^Developing an entire philosophy behind the Bogan that emphasizes strength and power, the warrior becomes the most powerful soldier in the galaxy.

#PRTO_Infinite_warrior_3
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Infinite_Warrior_3
^
^
^With the ability of Flight, the warrior adds a great deal more mobility on the battlefield.

#PRTO_Infinite_Warrior_4
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Infinite_Warrior_4
^
^
^Learning to heal others as well shield himself, the warrior becomes nearly invincible.

#PRTO_Zeydon
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Zeydon
^
^
^The design for an carrier created in order to defeat the Killiks on Alderaan.  It was the first model which functioned as a fighter bay, and was named after the emperor at the time.

#PRTO_Zeydon_5
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Zeydon_5
^
^
^Based on the design originally used to take Alderaan from the Killiks, it was much larger and more powerful.  This was the design in general use at the time of the great plague.

#PRTO_Canyon_Krayt
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Canyon_Krayt
^
^
^Slow moving, heavily armored, and with many powerful guns, this was an early dominant model in the Rakatan navy.

#PRTO_Greater_Krayt
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Greater_Krayt
^
^
^Superceding its smaller, less powerful, and less armored predecessor, this model ruled the galaxy for thousands of years.

#PRTO_Akorec
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Akorec
^
^
^A model designed in response to the Yuuzhon Vong threat, it was entirely immune to basic blaster fire and extremely resistant to their lava weapons.

#PRTO_Vaapad
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Vaapad
^
^
^A model that relies on speed and deception to destroy Rakatan enemies.

#PRTO_Arkanian_Dragon
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Arkanian_Dragon
^
^
^Renowned for its lightning fast maneuverability in battle.

#PRTO_Amphi-Hydrus
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Amphi-Hydrus
^
^
^A class of ship designed to accentuate the Force psychic abilities of its crew, the ship was used to demoralize opponents.

#PRTO_Bolstyngar
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Bolstyngar
^
^
^The quietest ship ever made by the Rakatans, these ships like their namesake were extremely large and made use of exceptional sensory equipment to be unheard.

#PRTO_Anooba
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Anooba
^
^
^Early fighter class.

#PRTO_Akk
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Akk
^
^
^As one of the most feared pack animals in the galaxy, Akk was a fitting name for the final model of fighters

#PRTO_Wyyyrrlok
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Wyyyrrlok
^
^
^Capable of dropping the heaviest payloads, these tough ships are deadly with a good escort.

#PRTO_Kinrath
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Kinrath
^
^
^A later model bomber, this moderately armored ship in good numbers could lay waste to entire planets.

#PRTO_Varactyl
^
^
^This is an Infinite Empire Unit only.

#DESC_PRTO_Varactyl
^
^
^An early ship built for speed and relying on the guile of its pilot.

#PRTO_Yuuzhan_Vong
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Yuuzhan_Vong
^
^
^Bigger, tougher, and firmly believing that their battles have a religious base, in the post-Yavin era they were the most feared warriors in the galaxy.

#PRTO_Yuuzhan_Vong_2
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Yuuzhan_Vong_2
^
^
^Equipped with some basic living technology weapons, the Yuuzhan Vong who defeated their nemeses in the home galaxy were nearly invincible.

#PRTO_Yuuzhan_Vong_3
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Yuuzhan_Vong_3
^
^
^Fully developed in their technology and desperate to find their homeworld, these warriors would overwhelm the known galaxy.

#PRTO_Chazrach
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Chazrach
^
^
^For thousands of years, these slave species were bred in large numbers as expendable support troops. A pair of dome-like calcifications protruded from the forehead of each one, inhibiting their autonomy and allowing their masters to control them. However, this proved to be a disadvantage in battle since they could be easily killed. In battle, they were controlled by warbeasts such as [Thrall Herders] and [Rakamats]. If a warbeast was destroyed, those associated with it would attack anything that moved, including each other. 
^Any form of cognizance and initiative that was possessed by the base species vanished over the generations of genetic tampering by the [Shaper] caste. This flaw, combined with their small, stocky statures made them incapable of mastering the use of the standard [Amphistaff] used by the Warrior caste as a whip. The reptoids instead use the inflexible [Coufee], which was better suited to their body form, and an inferior breed of the [Amphistaff]. A few served the [Yuuzhan Vong] so well over the generations that they were permitted to join the Warrior caste at its most basic levels.

#PRTO_
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Vagh_Rodiek
^
^
^These mindless warbeasts scuttled forth on four crab-like legs and had sharp half-meter long scythes of bone in place of arms. Their natural head-spines had also been mutated into razor-sharp quills. These drones retained enough sentience to receive commands from their Yuuzhan Vong masters, but nearly all sense of their former species was erased.

#PRTO_Fire_Breather
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Fire_Breather
^
^
^These deadly war beasts had flexible proboscises that spewed streams of gelatinous flame, pores that exhaled anti-laser aerosols, and hides thick enough to withstand all but a blast from a turbolaser. 
^The liquid flames were created through a unique chemical reaction caused by the mixture of methane, hydrogen sulfide, and a mysterious substance deep within the guts of the beast. They were often deployed for clearing out entrenched enemy positions. 

#PRTO_Rakamat
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Rakamat
^
^
^Over twenty meters in length, they advanced on enemy positions on six massive legs, projecting microsingularities via onboard dovin basals and firing its protruding [Yaret-Kor]s at a range of two kilometers. The use of their singularity elongated its mass, leading to early reports that they were large slug-like creatures.

#PRTO_Tsik_seru
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Tsik_seru
^
^
^They were organic vehicles used by the [Yuuzhan Vong] as atmospheric fighters. 
^They were a military variant of the [Tsik-Vai] and was heavily armored and equipped with [yaret-kor]. They could survive on planets with no oxygen or water. They were slower and less maneuverable than the [Tsik-Vai] since they were heavily armored.

#PRTO_Voxyn
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Voxyn
^
^
^They were genetically engineered creatures created by the [Yuuzhan Vong] to hunt Force users, particularly [Jedi]. They were developed from [vornskr] stock from the planet Myrkr and that of the fero xyn which was native to the Yuuzhan Vong galaxy. They were multi-legged, dragon-like creatures that fought by spitting acid, screeching powerful sonic blasts, or stabbing enemies with a venomous tail barb.

#PRTO_Thrall_Herder
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Thrall_Herder
^
^
^They were a [Yuuzhan Vong] ground vehicle used for controlling [Chazrach] slave soldiers. It resembled a giant beetle-like creature with thousands of little feet. The vehicle was equipped with dovin basals which intercepted missiles and laser blasts.

#PRTO_Koros_Strohna
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Koros_Strohna
^
^
^The Worldship was an immense organically created vessel that housed entire communities of Yuuzhan Vong, providing them with food and shelter. It also served as a staging ground for long battles.

#PRTO_A-vek_Iiluunu
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_A-vek_Iiluunu
^
^
^This fighter carrier appeared to be a flat, ovoid stone, from which protruded a number of spindly, branch-like appendages. Each of these projections was used to carry up to 144 coralskippers, 4 Yuuzhan Vong wings of 36 fighter each, the equivalent compliment of a New Republic Endurance-class fleet carrier.

#PRTO_Miid_Roik
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Miid_Roik
^
^
^Ovoid in shape, the 1,600-meter-long miid ro'ik was striped by black armored plates that were bio-formed to withstand blaster fire and collisions. The remainder of the ship was composed of durable [Yorik Coral], with several long coral arms sprouting from the vessel's sides. These red-and-blue arms latched onto coralskippers, transporting the starfighters through space. 
While the warship's coralskipper complement could provide covering fire under attack, the miid ro'ik's main weapons consisted of sixty [yaret-kor]s, arrayed across the hull, and often secreted within deep crags in the [Yorik Coral].

#PRTO_Uro-ik_Valh
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Uro-ik_Valh
^
^
^It was 2,240 meters on average, and armed with 80 [yaret-kor] as well as hundreds of dovin basals. It had a crew requirement of 1,640 warriors, and could carry 3,150 troops and 16,480 metric tons of cargo. 

#PRTO_Kor_Chokk
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Kor_Chokk
^
^
^In battle, this battleship analogue maneuvered little, preferring to intimidate the enemy with its presence alone. However, the grand cruiser was far from being unarmed and had about 120 [yaret-kor]s and many large dovin basals that acted like an interdiction field that could capture enemy vessels.

#PRTO_Matalok
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Matalok
^
^
^They were approximately 1,200 meters long and had an armament of 40 [yaret-kor]. They possessed a Yuuzhan Vong wing of 36 Coralskippers. They were used to command the Yuuzhan Vong attack forces.

#PRTO_Suuv_Ban_D'Krid
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Suuv_Ban_D'Krid
^
^
^A Suuv Ban D'Krid boasted similar firepower to the smaller Uumufalh gunship but also carried 36 Coralskippers. It had broad red and green arms which served as docking bays for the Coralskippers. 
^Each Suuv Ban D'Krid was 740 meters in length and had 40 [yaret-kor]. 

#PRTO_Ro'ik_chuunm'arh
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Ro'ik_chuunm'arh
^
^
^A flexible vessel that fulfilled a number of roles in a conflict, the Ro'ik chuun m'arh frigate was an important part of the Yuuzhan Vong warfleet. Created from living [Yorik Coral], the ro'ik chuun m'arh was the equivalent of a New Republic escort frigate or an Imperial Lancer-class frigate. It was larger than both of these vessels, and possessed more powerful weaponry.

#PRTO_I'Friil_Ma-Nat
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_I'Friil_Ma-Nat
^
^
^Classified by the New Republic as a corvette analog, the glossy, black vessel measured roughly 315 meters on each side of its roughly pyramid-like shape. 
^Weapon systems included twenty [yaret-kor]s and several dovin basals. The corvette analogs were deployed to support coralskipper units by providing cover against small capital ships in engagements and egress actions. 
^Although it could carry a crew of 110 as well as 225 warriors and 510 metric tons of cargo, the vessel did not carry any coralskippers. In addition, because its dovin basals were too weak to generator an interdiction field, the ship was limited to pursuit and patrol missions when not supporting coralskippers. 


#PRTO_Uumufalh
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Uumufalh
^
^
^This escort starship was used by the Yuuzhan Vong to accompany large warships. 120 meters long and spear-shaped, they were gunships, equipped with dovin basals and plasma cannons, along with coralskippers. They were made out of reddish-black [Yorik Coral]. The Sacred Pyre was one such ship.

#PRTO_Yorik-strohna
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Yorik-strohna
^
^
^These ships were sent into enemy territory before an attack fleet to spy on the enemy and were often equipped with cloaking shadows to guide in the invasion force. A yorik-strohna was made from yorik coral and covered with layers of rock, which extended to a depth of fifty meters everywhere except their main cooling vane, which was disguised as a crevasse in the surface.

#PRTO_Yorik-et
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Yorik-et
^
^
^Also known as the coralskipper, this fighter was a bioship made from [Yorik Coral] since the Yuuzhan Vong despised mechanical technology as an abomination. It was grown instead of manufactured so no two coralskippers looked alike. However, every coralskipper shared some basic features such as a dark canopy, and a triangular body. The coralskipper's pilot could communicate with the craft via a special mask called a cognition hood at the cockpit. 

#PRTO_Slayership
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Slayership
^
^
^In appearance, these ships were made up of three [Yorik Coral] triangles, joined from apex to base. The leading two had mica-like canopies, while the third and largest had a "tail" at the back, possibly to complement dovin basal propulsion. 
Such dovin basals enabled the ship to enter hyperspace, a feat that standard coralskippers lacked; while the singularity defense could swallow four times the incoming attacks a normal coralskipper could deal with. 
In six extensions on each side of the ship were held [yaret-kor]s. One direct hit of plasma from such a ship could reduce a fully charged XJ3 X-wing deflector shield down to fifty percent. 

#PRTO_Slaveship
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Slaveship
^
^
^They were not designed for combat, and they normally operated within volumes of space already subjugated by the Yuuzhan Vong, or else they were sent to harvest slaves from a target world after combat vessels had destroyed the defending forces.

#PRTO_Ychna
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Ychna
^
^
^It took the form of a gargantuan space-faring serpent with a voracious appetite. This space slug-like creature had a wedge-shaped head and a mouth eighty meters wide - large enough for an entire squadron of X-wings to fly through. A fleshy pouch covered its dorsal blowhole, allowing the Ychna to survive the cold depths of space.

#PRTO_Grutchin
^
^
^This is a Yuuzhan Vong Unit only.

#DESC_PRTO_Grutchin
^
^
^It was designed to tear through starships, disabling them and killing their crews. They had acid-secreting mandibles and a pair of grasping legs that extended from their upper bodies. Grutchins also had armored shells which enabled them to survive in both realspace and hyperspace. Grutchins were mindless and did not need to be trained like the majority of the Yuuzhan Vong's war biots. Upon being launched into combat, they could not be recalled. The Yuuzhan Vong had to destroy them once a battle was completed, because, once released, they destroyed anything in their path. 

#PRTO_Hutt_1
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_1
^
^
^Their thick, fatty hide hid a powerful musculature, allowing them to move with surprising speed on the single muscular "foot" formed by the base of their tail and belly. Their thick, sweaty skin and the heavy layer of fat beneath it served an evolutionary role, maintaining their body temperature. In fact, their hide is sufficiently thick to take several blaster shots before vitals can be reached, permitting the Hutt ample time to pulverize would-be assassins who come unprepared to deal with such a fleshy obstacle. They are also proof against many otherwise lethal chemicals. 
^They were also largely immune to Force mind tricks because they were not weak-minded, with most of them being instead calculating and intelligent. They had the ability to see ultraviolet light and other frequencies not used by the human eye. Often, wealthy Hutts lit their palaces in those spectrums of light, giving intruders, or at least those without similar abilities or compensating equipment, a false sense of stealth.

#PRTO_Hutt_2
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_2
^
^
^A light armor and some mounted turbolasers made the Hutts formidable opponents.

#PRTO_Hutt_3
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_3
^
^
^Equipped with microrepulsors for excellent mobility, turbolaser cannons for great firepower, and the latest armor the Hutts, though rarely found fighting, were the most intimidating warriors in their armies.

#PRTO_Rellarin_1
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Rellarin_1
^
^
^Taller than most humanoids, they had an imposing appearance, with hands twice as broad as those of Wookiees, thick brown shell plates covering their bodies, and faces dominated by feeding spikes.

#PRTO_Rellarin_2
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Rellarin_2
^
^
^Taller than most humanoids, they had an imposing appearance, with hands twice as broad as those of Wookiees, thick brown shell plates covering their bodies, and faces dominated by feeding spikes.

#PRTO_Rellarin_3
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Rellarin_3
^
^
^Taller than most humanoids, they had an imposing appearance, with hands twice as broad as those of Wookiees, thick brown shell plates covering their bodies, and faces dominated by feeding spikes.

#PRTO_Barabel_1
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Barabel_1
^
^
^Many of their actions were fueled by their hunting instincts, but this also led to the general feeling that the species was always angry, or in the very least ornery. They expressed emotion—such as amusement or grief—by "sissing." They had very tough, dark colored scales. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. They were able to shed their tails if necessary, an ability that proved the undoing of many a startled foe.

#PRTO_Barabel_2
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Barabel_2
^
^
^Many of their actions were fueled by their hunting instincts, but this also led to the general feeling that the species was always angry, or in the very least ornery. They expressed emotion—such as amusement or grief—by "sissing." They had very tough, dark colored scales. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. They were able to shed their tails if necessary, an ability that proved the undoing of many a startled foe.

#PRTO_Barabel_3
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Barabel_3
^
^
^Many of their actions were fueled by their hunting instincts, but this also led to the general feeling that the species was always angry, or in the very least ornery. They expressed emotion—such as amusement or grief—by "sissing." They had very tough, dark colored scales. A blaster set on stun would not damage them at all or slow them down, as it would merely bounce off their scales. They were able to shed their tails if necessary, an ability that proved the undoing of many a startled foe.

#PRTO_Rybet_1
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Rybet_1
^
^
^The females were typically larger than the males, with an average height between 1.5 and 1.9 meters for the females and 1.2 and 1.5 meters for the males. They were an opportunistic species, well-suited for a nomadic lifestyle in space. Typically, they had a rather questionable grasp of morals and ethics, if any.

#PRTO_Rybet_2
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Rybet_2
^
^
^The females were typically larger than the males, with an average height between 1.5 and 1.9 meters for the females and 1.2 and 1.5 meters for the males. They were an opportunistic species, well-suited for a nomadic lifestyle in space. Typically, they had a rather questionable grasp of morals and ethics, if any.

#PRTO_Rybet_3
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Rybet_3
^
^
^The females were typically larger than the males, with an average height between 1.5 and 1.9 meters for the females and 1.2 and 1.5 meters for the males. They were an opportunistic species, well-suited for a nomadic lifestyle in space. Typically, they had a rather questionable grasp of morals and ethics, if any.

#PRTO_Noghri_1
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Noghri_1
^
^
^Trained in a wide variety of weapons, they generally carried little more than a few daggers; believing that their surroundings would provide them as needed. Their greatest pride were their blades. A mark of of honor as well as excellent weapons, well balanced for hand-to-hand combat. They were renowned for the skill with which they threw them,in battle.

#PRTO_Noghri_2
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Noghri_2
^
^
^Trained in a wide variety of weapons, they generally carried little more than a few daggers; believing that their surroundings would provide them as needed. Their greatest pride were their blades. A mark of of honor as well as excellent weapons, well balanced for hand-to-hand combat. They were renowned for the skill with which they threw them,in battle.

#PRTO_Noghri_3
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Noghri_3
^
^
^Trained in a wide variety of weapons, they generally carried little more than a few daggers; believing that their surroundings would provide them as needed. Their greatest pride were their blades. A mark of of honor as well as excellent weapons, well balanced for hand-to-hand combat. They were renowned for the skill with which they threw them,in battle.

#PRTO_Vodran
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Vodran
^
^
^According to a treaty made during the Xim-Hutt War, this species gave themselves into slavery for eternity to the Hutts.  In return, the Hutts won the war.  The species take great pride in their service and their traditions, and are to be found in all military capacities.

#PRTO_Klatooinian
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Klatooinian
^
^
^According to a treaty made during the Xim-Hutt War, this species gave themselves into slavery for eternity to the Hutts.  In return, the Hutts won the war.  The species take great pride in their service and their traditions, and are to be found in all military capacities.

#PRTO_Nikto
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Nikto
^
^
^According to a treaty made during the Xim-Hutt War, this species gave themselves into slavery for eternity to the Hutts.  In return, the Hutts won the war.  The species take great pride in their service and their traditions, and are to be found in all military capacities.

#PRTO_Sarlacc
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Sarlacc
^
^
^A partially sentient animal that is mobile early in its life, being digested by it is one of the most feared fates in the galaxy.

#PRTO_Hutt_Carrier
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Carrier
^
^
^Designed as little more than a carrier for the Hutts fleet of fighters and bombers, they were often converted supply ships

#PRTO_Hutt_Carrier_II
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Carrier_II
^
^
^A more standardized ship, the hangars have been engaged and some concern has been made about basic defense.

#PRTO_Hutt_Battleship
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Battleship
^
^
^The Hutts only fought when they couldn't bribe or intimidate.  They only built ships when they couldn't appropriate someone else's.  As a result, these are not powerful or fast, but they are cheap.

#PRTO_Hutt_Battleship_II
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Battleship_II
^
^
^Realizing during their war with Xim that a real effort was needed to defeat the warlord, this second basic model allowed for more firepower and protection.  However, Hutt strategy like their business dealings, relied more on subtlety than brute force.  In this case, it was hoped numbers would outweigh a lack of overwhelming firepower.

#PRTO_Hutt_Battleship_III
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Battleship_III
^
^
^Remaining cheap, they managed to improve on their model with more firepower, more armor, and the same speed.

#PRTO_Hutt_Destroyer
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Destroyer
^
^
^The heart of the Hutt fleet, these ships were designed to be nimble and able to strike in a coordinated fashion to distract the enemy.

#PRTO_Hutt_Destroyer_II
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Destroyer_II
^
^
^After the Xim-Hutt War, it was realized that the ships had to be able to take more punishment and be more able to defend against swarms of fighters and bombers, and this was their response to that knowledge.

#PRTO_Hutt_Stealth
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Stealth
^
^
^If the underworld runs on information, than the Hutts couldn't imagine running an effective fleet without one.

#PRTO_Hutt_Fighter
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Fighter
^
^
^A uniform ship whose modifications are left to the pilot, the Hutts have a good deal of slave species they can use to fill them up.

#PRTO_Hutt_Fighter_II
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Fighter_II
^
^
^Improving technology allows for a different basic version, though modifications are still encouraged.

#PRTO_Hutt_Bomber
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Bomber
^
^
^Bombers are left to species whose reflexes or evolution does not lend itself to fighter combat.  Still, the bomber is reasonably well-armored and contains a heavy payload.

#PRTO_Hutt_Bomber_II
^
^
^This is a Hutt Empire Unit only.

#DESC_PRTO_Hutt_Bomber_II
^
^
^Better armor and targeting borrowed from various civs allow for a better version of the model.

#PRTO_Mandalorian_Warrior
^
^
^This is a Mandalorian Unit only.

#DESC_PRTO_Mandalorian_Warrior
^
^
^Individual Mandalorians were independent warriors, bound together by the same culture. Created by their own hands, fitted to their liking, each piece of Mandalorian steel was chosen and customized by a Mandalorian to their level of skill. The armor had great cultural significance for the Mandalorians, and each set told about the Mandalorian underneath. However, there was a saying in Mando'a: Verd ori'shya beskar'gam, meaning a warrior is more than his armor.

#PRTO_Mandalorian_Warrior_2
^
^
^This is a Mandalorian Unit only.

#DESC_PRTO_Mandalorian_Warrior_2
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^Individual Mandalorians were independent warriors, bound together by the same culture. Created by their own hands, fitted to their liking, each piece of Mandalorian steel was chosen and customized by a Mandalorian to their level of skill. The armor had great cultural significance for the Mandalorians, and each set told about the Mandalorian underneath. However, there was a saying in Mando'a: Verd ori'shya beskar'gam, meaning a warrior is more than his armor.

#PRTO_Mandalorian_Warrior_3
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Mandalorian_Warrior_3
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^
^Individual Mandalorians were independent warriors, bound together by the same culture. Created by their own hands, fitted to their liking, each piece of Mandalorian steel was chosen and customized by a Mandalorian to their level of skill. The armor had great cultural significance for the Mandalorians, and each set told about the Mandalorian underneath. However, there was a saying in Mando'a: Verd ori'shya beskar'gam, meaning a warrior is more than his armor.

#PRTO_Basilisk
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^This is a Mandalorian Unit only.

#DESC_PRTO_Basilisk
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^
^When the Mandalorians conquered the Basiliskan homeworld, Basilisk, around 3,997 BBY and subjugated the intelligent Basiliskans into simple-minded Lagartoz War Dragons, they also seized the designs of the droids and continued to manufacture them. The droids gained infamy during the Mandalorian Wars, when Mandalorians using the droids as mounts terrorized a large swath of the Galactic Republic. 

^Similar in appearance to contemporary Mandalorian Kyramud-type battleships, as they were both based on Basilisk technology, the assault ships were propelled by five engines and were armed with five medium double turbolasers, three heavy ion cannons and six super-heavy concussion missile launchers.

#PRTO_Canderous_Tank
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^This is a Mandalorian Unit only.

#DESC_PRTO_Canderous_Tank
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^It sported heavy armor that rivaled that of an AT-AT walker. It was armed with two heavy mass-driver cannons and a concussion missile battery. It was also apparently armed with a form of mass-driver that was designed to penetrate enemy vehicles' shields. Despite its weight, it could move in places inaccessible to walkers. 

#PRTO_Mandalorian_Carrier
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^This is a Mandalorian Unit only.

#DESC_PRTO_Mandalorian_Carrier
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^This vessel had several hangars of various sizes lining the sides, where Q-Carriers could disembark for each mission. At least eight dropships could fit inside the carrier. The vessel were armed with several twin gun turrets, mounted along the sides of the ship. 

#PRTO_Mandalorian_Carrier_II
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^This is a Mandalorian Unit only.

#DESC_PRTO_Mandalorian_Carrier_II
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^
^This vessel had several hangars of various sizes lining the sides, where Q-Carriers could disembark for each mission. At least eight dropships could fit inside the carrier. The vessel were armed with several twin gun turrets, mounted along the sides of the ship. 

#PRTO_Kandosii
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Kandosii
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^
^Sometime prior to 100 BBY, Rendili Star Systems adopted a Mandalorian warship design to create the Dreadnaught-class heavy cruiser. The design used in the Mandalorian Wars shared some superficial similarities with the Rendili Dreadnaught design. Additionally, some MandalMotors designs like the Crusader-class corvette, would also borrow the sharp-edged, aggressive look of the ancient warships.

#PRTO_Keldabe
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^This is a Mandalorian Unit only.

#DESC_PRTO_Keldabe
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^
^Like the Crusader-class corvette, it was a Mandal Hypernautics design. It was named for Mandalore's capital, Keldabe. 

^Ships of the class were able to compete with the Galactic Empire's Imperial-class Star Destroyers. Keldabes were armed with turbolasers, ion cannons, and a special mass driver weapon capable of firing directly through enemy shields. The mass drivers were located in between the two engine systems and at the front of the ship. 

#PRTO_Keldabe_II
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Keldabe_II
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^
^Like the Crusader-class corvette, it was a Mandal Hypernautics design. It was named for Mandalore's capital, Keldabe. 

^Ships of the class were able to compete with the Galactic Empire's Imperial-class Star Destroyers. Keldabes were armed with turbolasers, ion cannons, and a special mass driver weapon capable of firing directly through enemy shields. The mass drivers were located in between the two engine systems and at the front of the ship. 

#PRTO_Crusader
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Crusader
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^
^Made to counter starfighters and bombers, the Crusader-class corvette carried as many weapons as it could without compromising its space-worthiness. It was also faster than any other similar ship of its time. Together, these made the Crusader an extremely pricey vessel. 

^Crusaders were also known to utilize an advanced point-defense weapon system that allowed the ships to actually shoot down enemy missiles or torpedoes before they damaged friendly ships. This made the corvettes a valuable support addition to a fleet. 

#PRTO_Crusader_II
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Crusader_II
^
^
^Made to counter starfighters and bombers, the Crusader-class corvette carried as many weapons as it could without compromising its space-worthiness. It was also faster than any other similar ship of its time. Together, these made the Crusader an extremely pricey vessel. 

^Crusaders were also known to utilize an advanced point-defense weapon system that allowed the ships to actually shoot down enemy missiles or torpedoes before they damaged friendly ships. This made the corvettes a valuable support addition to a fleet. 

#PRTO_Krayt_Gunship
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^This is a Mandalorian Unit only.

#DESC_PRTO_Krayt_Gunship
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^
^Although it had a small crew of only two, a pilot and a gunner, it could still lay down an impressive amount of firepower. Obviously slower than its counterparts, such as the Scyk and Dunelizard, it was nonetheless well-received, like most MandalMotors designs.

#PRTO_Tra'kad
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Tra'kad
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^
^The Tra'kad was a Mandalorian Protector starship introduced in 40 ABY, meant to complement the Bes'uliik. It was a slow, heavily-armored ship described as a "flying tank", the main uses of which were in assault, troop insertion and extraction, and fire support. 

^Developed by MandalMotors as part of a deal made with the Verpine after the discovery of a new vein of the nearly indestructible Mandalorian iron on Mandalore. Armed with six cannon turrets mounted on the top and lower hull, as well as on each corner, and rotating modular weapon platforms on the top, the vessel had no blind spots as the weapons' arcs of fire overlapped each other. The weapons could be operated manually with gearwheels, just as the rest of the ship. 

#PRTO_Star_Viper
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Star_Viper
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^
^This fighter was equipped with dual laser cannons of medium destructive power, and unlike other starfighters, it was a short but tall fighter, lacking a fuselage. It had decent armor and was fairly quick, but was expensive, which meant that it was not deployed in large squadrons. 

#PRTO_Bes'uliik
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^
^This is a Mandalorian Unit only.

#DESC_PRTO_Bes'uliik
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^
^A Bes'uliik was originally designed for a crew of three, or two with an increased weapons/fuel loadout, although the earliest production prototypes were flown by single pilots. The fighter was designed to be versatile, capable of being everything from a planetary-attack bomber to a long-range "hunter-killer".

#PRTO_Ssi-Ruuk_Warrior
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Ssi-Ruuk_Warrior
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^
^They were large bipedal lizards that were covered with a thick scaly hide. Despite being reptilian, they were warm-blooded. Their skin was so thick that it could withstand blaster shots with only minor burns to show for it. They were armed with huge, muscular tails and short well-muscled upper limbs with three clawed prehensile digits which were used as hands. They had long beak-like muzzles which contained sharp teeth.

#PRTO_Ssi-Ruuk_Warrior_2
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Ssi-Ruuk_Warrior_2
^
^
^They were large bipedal lizards that were covered with a thick scaly hide. Despite being reptilian, they were warm-blooded. Their skin was so thick that it could withstand blaster shots with only minor burns to show for it. They were armed with huge, muscular tails and short well-muscled upper limbs with three clawed prehensile digits which were used as hands. They had long beak-like muzzles which contained sharp teeth.

#PRTO_Ssi-Ruuk_Warrior_3
^
^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Ssi-Ruuk_Warrior_3
^
^
^They were large bipedal lizards that were covered with a thick scaly hide. Despite being reptilian, they were warm-blooded. Their skin was so thick that it could withstand blaster shots with only minor burns to show for it. They were armed with huge, muscular tails and short well-muscled upper limbs with three clawed prehensile digits which were used as hands. They had long beak-like muzzles which contained sharp teeth.

#PRTO_P'w'eck
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_P'w'eck
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^
^They were a warm-blooded, reptilian species similar in appearance to the Ssi-Ruuk but with allegedly lower intelligence, smaller size, three-lidded eyes, short tails and drooping eyes.

#PRTO_Shree
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Shree
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^
^It was 900 meters long was armed with the Ssi-Ruuvi equivalent of 24 heavy turbolasers, 24 ion cannons, 12 concussion missile launchers, 12 tractor beam projectors, thus making it a formidable warship. The battle cruiser also carried 500 Swarm-class battle droids. 
^Since [Ssi-Ruuk0 place a very high priority on capturing enemy ships, they often used the battle cruiser's tractor beam projectors and ion cannons to capture enemy ships which they dragged into huge landing bays. They then captured the crew of the ships and used a process called entechment to draw the life forces out of their captives and then transfer them into their droids, ships and computers. Most vessels of that class had one large entechment lab for enteching prisoners and giant batteries for storing these enteched energies. 

#PRTO_Shree_II
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Shree_II
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^
^It was 900 meters long was armed with the Ssi-Ruuvi equivalent of 24 heavy turbolasers, 24 ion cannons, 12 concussion missile launchers, 12 tractor beam projectors, thus making it a formidable warship. The battle cruiser also carried 500 Swarm-class battle droids. 
^Since [Ssi-Ruuk] place a very high priority on capturing enemy ships, they often used the battle cruiser's tractor beam projectors and ion cannons to capture enemy ships which they dragged into huge landing bays. They then captured the crew of the ships and used a process called entechment to draw the life forces out of their captives and then transfer them into their droids, ships and computers. Most vessels of that class had one large entechment lab for enteching prisoners and giant batteries for storing these enteched energies. 

#PRTO_Shree_III
^
^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Shree_III
^
^
^It was 900 meters long was armed with the Ssi-Ruuvi equivalent of 24 heavy turbolasers, 24 ion cannons, 12 concussion missile launchers, 12 tractor beam projectors, thus making it a formidable warship. The battle cruiser also carried 500 Swarm-class battle droids. 
^Since [Ssi-Ruuk] place a very high priority on capturing enemy ships, they often used the battle cruiser's tractor beam projectors and ion cannons to capture enemy ships which they dragged into huge landing bays. They then captured the crew of the ships and used a process called entechment to draw the life forces out of their captives and then transfer them into their droids, ships and computers. Most vessels of that class had one large entechment lab for enteching prisoners and giant batteries for storing these enteched energies. 

#PRTO_Sh'ner
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Sh'ner
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^
^Its thin-armored 750-meter hull was armed with only six ion cannons and two tractor beam projectors, relying on picket ships for defense. The carrier included twelve launching bays for the D'kee-class Landing Ships and another twelve landing bays for holding captured enemy vessels. 
^The carrier was also equipped with 12 entechment labs to drain prisoners of their life energies and giant batteries to store these energies. The crew consisted of a 60 Ssi-Ruuk command crew along with 500 P'w'eck slaves and 300 droids.

#PRTO_Sh'ner_II
^
^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Sh'ner_II
^
^
^Its thin-armored 750-meter hull was armed with only six ion cannons and two tractor beam projectors, relying on picket ships for defense. The carrier included twelve launching bays for the D'kee-class Landing Ships and another twelve landing bays for holding captured enemy vessels. 
^The carrier was also equipped with 12 entechment labs to drain prisoners of their life energies and giant batteries to store these energies. The crew consisted of a 60 Ssi-Ruuk command crew along with 500 P'w'eck slaves and 300 droids.

#PRTO_Fw'Sen
^
^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Fw'Sen
^
^
^Each Fw’sen-class Picket Ship was crewed by thirteen P'w'ecks and six enteched servant droids, although the ships could be remotely piloted by Ssi-ruuk cruisers. This remote piloting option, combined with the design choice to forgo thick hull plating for shield generators, demonstrated a Ssi-Ruuvi intention to sacrifice the picket ships where tactically necessary.

#PRTO_Wurrif
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Wurrif
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^
^The Wurrif-class was designed to escort the large, vital ships of the Ssi-Ruuvi fleet, such as Shree-class battle cruisers, Sh'ner-class planetary assault carriers, and Lwhekk-class manufacturing ships. 
Wurrif cruisers were 400 meters long and carried 200 Swarm-class battle droids. They were armed with the Ssi-ruuvi equivalent of 6 heavy turbolasers, 24 ion cannons, and 12 tractor beam projectors. 

#PRTO_Wurrif_II
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Wurrif_II
^
^
^The Wurrif-class was designed to escort the large, vital ships of the Ssi-Ruuvi fleet, such as Shree-class battle cruisers, Sh'ner-class planetary assault carriers, and Lwhekk-class manufacturing ships. 
Wurrif cruisers were 400 meters long and carried 200 Swarm-class battle droids. They were armed with the Ssi-ruuvi equivalent of 6 heavy turbolasers, 24 ion cannons, and 12 tractor beam projectors. 

#PRTO_Swarm_Battle_Droid
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Swarm_Battle_Droid
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^
^Swarm-class droids were about two meters long, making them some of the smallest known starfighters. Because of their size and low production costs, Ssi-Ruuk vessels could carry hundreds of them into battle—at least 1,500 were present at the first Ssi-Ruuvi invasion of Bakura in 4 ABY.

#PRTO_Swarm_Battle_Droid_II
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^
^This is a Ssi-Ruuk Unit only.

#DESC_PRTO_Swarm_Battle_Droid_II
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^
^Swarm-class droids were about two meters long, making them some of the smallest known starfighters. Because of their size and low production costs, Ssi-Ruuk vessels could carry hundreds of them into battle—at least 1,500 were present at the first Ssi-Ruuvi invasion of Bakura in 4 ABY.

#PRTO_V'Sett
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^
^This fighter was piloted by a living Ssi-Ruu who resided beneath an opaque hull that resembled a flattened and curved standard Battle Droid. The model was equipped with shield generators and sensor arrays at every corner, two technologies provided by Emperor Palpatine as enticement for the Ssi-Ruuk to provide him with their entechment technology thirty years earlier. Their engines flashed bright violet when powering at maximum and their laser blasts burned a brilliant white. 
^In addition to lasers, it also possessed a small tractor beam emitter.

#PRTO_V'Sett_II
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^
^This fighter was piloted by a living Ssi-Ruu who resided beneath an opaque hull that resembled a flattened and curved standard Battle Droid. The model was equipped with shield generators and sensor arrays at every corner, two technologies provided by Emperor Palpatine as enticement for the Ssi-Ruuk to provide him with their entechment technology thirty years earlier. Their engines flashed bright violet when powering at maximum and their laser blasts burned a brilliant white. 
^In addition to lasers, it also possessed a small tractor beam emitter.

#PRTO_Killik_Warrior
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^
^This is a Killik Unit only.

#DESC_PRTO_Killik_Warrior
^
^
^Their glossy exoskeletons were so strong that they could withstand millennia of erosion as found by later colonists on their former homeworld of Alderaan. Most Killiks tended to have four arms which each terminated into a tri-fingered claw and two strong legs that may have allowed them to leap for great distances.

#PRTO_Killik_Warrior_2
^
^
^This is a Killik Unit only.

#DESC_PRTO_Killik_Warrior_2
^
^
^Their glossy exoskeletons were so strong that they could withstand millennia of erosion as found by later colonists on their former homeworld of Alderaan. Most Killiks tended to have four arms which each terminated into a tri-fingered claw and two strong legs that may have allowed them to leap for great distances.

#PRTO_Killik_Warrior_3
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^
^This is a Killik Unit only.

#DESC_PRTO_Killik_Warrior_3
^
^
^Their glossy exoskeletons were so strong that they could withstand millennia of erosion as found by later colonists on their former homeworld of Alderaan. Most Killiks tended to have four arms which each terminated into a tri-fingered claw and two strong legs that may have allowed them to leap for great distances.

#PRTO_Killik_Assassin
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^
^This is a Killik Unit only.

#DESC_PRTO_Killik_Assassin
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^
^Fully connected to the hive and bred for stealth work, these operatives do not give survival a second thought, so long as their sacrifice is for the good of their hive.

#PRTO_Shard
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^
^This is a Killik Unit only.

#DESC_PRTO_Shard
^
^
^The warships were roughly cone-shaped, and ranged from one and a half to ten kilometers in length. Their name was derived from the fact that they appeared to have been constructed by shattering a moon or asteroid into shards and then hollowing them out in a hive-like fashion. This method of construction provided these ships with extensive defenses, as each layer of the hive could be considered an extra set of armor plating.

#PRTO_Shard_II
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^
^This is a Killik Unit only.

#DESC_PRTO_Shard_II
^
^
^The warships were roughly cone-shaped, and ranged from one and a half to ten kilometers in length. Their name was derived from the fact that they appeared to have been constructed by shattering a moon or asteroid into shards and then hollowing them out in a hive-like fashion. This method of construction provided these ships with extensive defenses, as each layer of the hive could be considered an extra set of armor plating.

#PRTO_Nestship
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^
^This is a Killik Unit only.

#DESC_PRTO_Nestship
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^
^Each ship was shaped like an egg and was approximately eight thousand meters long, dwarfing most ships in the Galactic Alliance's arsenal. Their hulls were covered with blocks of spitcrete that served as primitive heat sinks. 
^Nest ships were armed with illegal turbolasers and proton torpedo launchers.

#PRTO_Nestship_II
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^
^This is a Killik Unit only

#DESC_PRTO_Nestship_II
^
^
^Each ship was shaped like an egg and was approximately eight thousand meters long, dwarfing most ships in the Galactic Alliance's arsenal. Their hulls were covered with blocks of spitcrete that served as primitive heat sinks. 
^Nest ships were armed with illegal turbolasers and proton torpedo launchers.

#PRTO_Nestship_III
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^
^This is a Killik Unit only.

#DESC_PRTO_Nestship_III
^
^
^Each ship was shaped like an egg and was approximately eight thousand meters long, dwarfing most ships in the Galactic Alliance's arsenal. Their hulls were covered with blocks of spitcrete that served as primitive heat sinks. 
^Nest ships were armed with illegal turbolasers and proton torpedo launchers. 

#PRTO_Dartship
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^
^This is a Killik Unit only.

#DESC_PRTO_Dartship
^
^
^The dartship was a Killik version of a starfighter. They were mass-produced during the Dark Nest Crisis and used against both the Chiss Ascendancy and the Galactic Alliance. There were two main variants: one with a rocket-powered engine, the other with an ion drive. The second type became vastly more common as the Dark Nest assumed a more active role in the Colony and began making preparations for war.

#PRTO_Dartship_II
^
^
^This is a Killik Unit only.

#DESC_PRTO_Dartship_II
^
^
^The dartship was a Killik version of a starfighter. They were mass-produced during the Dark Nest Crisis and used against both the Chiss Ascendancy and the Galactic Alliance. There were two main variants: one with a rocket-powered engine, the other with an ion drive. The second type became vastly more common as the Dark Nest assumed a more active role in the Colony and began making preparations for war.

#PRTO_Anx
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^
^This is an unaligned fighter.

#DESC_PRTO_Anx
^
^
^Due to very poor eyesight, Anx have eventually gotten an acute sense of smell. They also possess an incredible knowledge of anatomy, especially nerves, muscles and bone structures that make them formidable unarmed combatants, a skilled warrior capable of stopping the toughest of opponents in his tracks.

#PRTO_Anzati
^
^
^This is an unaligned fighter.

#DESC_PRTO_Anzati
^
^
^The Anzati were a dangerous and mysterious Force-sensitive near-Human species with two tentacle-like proboscises that curled out and extended from their cheeks, with which the Anzati were able to feed upon the brains of their prey. With the tentacles retracted into seams along each side of their nose, Anzati were indistinguishable from any other humanoid species in the galaxy.

#PRTO_Chironian
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^
^This is an unaligned fighter.

#DESC_PRTO_Chironian
^
^
^They were a sentient human species.  They had the lower body and legs of a horse and the chest and head of a human.

#PRTO_Equine
^
^
^This is an unaligned fighter.

#DESC_PRTO_Equine
^
^
^They were a sentient humanoid species. Instead of human legs, they had haunches with hooves and fur. A variant of Equine with horns existed.

#PRTO_Falleen
^
^
^This is an unaligned fighter.

#DESC_PRTO_Falleen
^
^
^The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation meant that the Falleen were often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen naturally exuded pheromones which made them all but irresistible to both sexes, as evidenced when Quinlan Vos fell under the influence of a male Falleen's pheromones. They had small scales all over their bodies, as well as slightly clawed fingers and toes. In addition, the Falleen displayed prominent facial and spinal ridges, though females tended to have slighter, more subtle growths.

#PRTO_Tchuukthai
^
^
^This is an unaligned fighter.

#DESC_PRTO_Tchuukthai
^
^
^This is a mysterious race, whose history and biology are nearly unknown.  The only known member of the race was Thon, whose thick skin was very tough and his teeth many, large, and sharp.  It is likely that the Tchuukthai were descended from predators, and that as a species they knew of and studied the Force.

#PRTO_Neti
^
^
^This is an unaligned fighter.

#DESC_PRTO_Neti
^
^
^Neti were capable of changing their size and shape, apparently at will. A skilled Neti could morph its shape into a roughly humanoid solid treelike mass anywhere from 2 to 9.5 meters tall. When resting, Neti generally appeared as 5-meter tall treelike objects, but they were capable of maintaining other shapes and sizes, even when asleep or knocked unconscious. As a result of the Neti's infrequent procreation and long lives, their population always remained small and quite close to their homeworld.

#PRTO_Shard_Warrior
^
^
^This is an unaligned fighter.

#DESC_PRTO_Shard_Warrior
^
^
^Curious about other worlds, some Shards volunteered to be detached from their colonies and attached into specially modified droids. The Shards began to trade mineral rights for access to droids and computer technology, which their electromagnetic sense allowed them to understand instinctively. Shards in droid bodies, disconnected from their group-mind, became insatiably curious, and almost intoxicated by the new sensory experiences. Individual Shards began understanding the ideas of limited time, thinking and acting much faster than their counterparts in the group-minds.

#PRTO_Wookiee
^
^
^This is an unaligned fighter.

#DESC_PRTO_Wookiee
^
^
^Perhaps the most feared and respected warrior in the entire Galaxy is the Wookiee.  Wookiees are huge bipedal species standing overtwo meters in height with massive strength.  In addition to their strength and cunning in battle, Wookiees also have powerful Bowcasters.  Bowcasters are crossbows that shot metal quarrel bolts enveloped in energy.  Two orbs at the end of the Bowcaster accelerate the metal quarrels to an extremely fast speed.  The strength required to cock the weapon requires the immense stength of a Wookiee. The Bowcasters are more powerful than the average blaster rifle and in the hands of a seasoned Wookiee Warrior a Bowcaster is very deadly.

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

#DESC_R2_Droid
^
^
^Manufactured by Industrial Automaton, the R2 Astromech Droid is one of the most versitle droids in the Galaxy.  The range of duties and actions that this droid series can do is astounding.  The main uses for the R2 Droid is aiding in starships.  The R2 Droid helps on a starships by doing minor inflight repairs, piloting starships, communicating with the starship's main computer, and holding hyperspace coordinates for starfighters equipped with a hyperdrive such as the ARC-170 and the Eta-2 Actis-class interceptor.

#PRTO_Transport
^
^
^This is a universal Unit.

#DESC_PRTO_Transport
^
^
^A generic model, it is capable of carrying all forms of land units from planet to planet.

#PRTO_War_Bomber
^
^
^This is a Xim Empire unit only

#DESC_PRTO_War_Bomber
^
^
^A flying version of the War Droids, it has much greater munitions at the expense of no attacking strength. The thinking was that if sheer numbers were launched, only one or two bombers getting through would be enough to eliminate a target.

#PRTO_War_Bomber_II
^
^
^This is a Xim Empire Unit only.

#DESC_PRTO_War_Bomber_II
^
^
^With a minimal attack strength and more munitions this unit was even more feared than its predecessor.

#PRTO_Invictus
^
^
^This is a Republic Unit only.

#DESC_PRTO_Invictus
^
^
^Bigger, faster, stronger -- this improvement made use of advanced technologies to upgrade a well-proven design.

#PRTO_Gas_Poison
^
^
^This is a universal unit.

#DESC_PRTO_Gas_Poison
^
^
^Developed by the Confederacy, it was designed much like the mustard gas of World War I.  It was to be painful, to disfigure, and to bring death slowly.

#PRTO_Adas_Avatar
^
^
^This is a Republic, Sith Empire, and Galactic Empire Unit.

#DESC_PRTO_Adas_Avatar
^
^
^Learning to duplicate the long-dead Sith hero, that species learned how to concentrate all the necessary Force powers millennia ago.  When the first [Dark Jedi] came to Korriban they discovered that power and made use of it.  However, they could not control the avatar once it was created, and so reincarnations could join either the Bogan or the Ashla side of the eternal struggle.

#PRTO_Sleeper_Ship
^
^
^This is a universal Unit.

#DESC_PRTO_Sleeper_Ship
^
^
^This bit of early interstellar travel was designed as a transportation device.  Traveling at near-light speeds, it took many years for the early settlers to get to their destinations, so they were frozen during the journey.

#PRTO_Reborn
^
^
^This is a Galactic Empire unit only.

#DESC_PRTO_Reborn
^
^
^An army of warriors artificially imbued with the Force. 

#PRTO_Shadowtrooper
^
^
^This is a Galactic Empire Unit.

#DESC_PRTO_Shadowtrooper
^
^
^In the Empire Reborn campaign, Lord Hethrir, Desann, and Admiral Galak Fyyar created an unusual hybrid of Dark Jedi and stormtroopers by giving them cortosis-weave armor and crystals from Artus Prime.

#PRTO_Rancor
^
^
^This is an Infinite Empire, Hutt Empire, Galactic Empire, and Republic Unit.

#DESC_PRTO_Rancor
^
^
^A species native to Dathomir, this grotesque near-sentient species lives in packs in the wild under a leader.  It is easily trained by Force Sensitives as a protector.

#PRTO_Terentatek
^
^
^This is a Sith Empire Unit.

#DESC_PRTO_Terentatek
^
^
^A combination of a [rancor] and Sith magic, the Terantatek is a devastating mutant without conscience.

#PRTO_Alpha_Red_Bomb
^
^
^This is a Chiss Ascendancy and Republic Unit

#DESC_PRTO_Alpha_Red_Bomb
^
^
^A joint invention designed specifically to neutralize the Yuuzhan Vong threat, these bombs are useful against any civilization.

#PRTO_Worker_Class
^
^
^This is a Yuuzhan Vong Unit

#DESC_PRTO_Worker_Class
^
^
^The slave labor of the Yuuzhan Vong, these captured species do all of the menial jobs for their masters.

#PRTO_Army
^
^
^This is a univeral unit

#DESC_PRTO_Army
^
^
^Armies have been around in the Galaxy since the beginning of history.  Before hyperdrive, many planets were divided into tribes and socities that constantly warred for control of the planet.  After space travel was discovered, the armies of these planetary systems would conquer other planets.  One of the first armies in Galactic History was the Rakata who used their superior technology and power to create the first interstellar empire called the Infinite Empire around 35,000 BBY.  The conquered planets of the Rakata used their knowledge of hyperspace and interstellar travel to create empires and domains after the Rakata were defeated in 25,200 BBY.  In 25,000 BBY the Unification Wars were fought between the planet of Coruscant  and her allies against other Core Worlds for control over the Core of the Galaxy.  The conclusion of this war brought about the creation of the Galactic Republic.  Since that time the Galactic Republic had one of the largest Armies in the entire Galaxy.  It was only until the emergence of the Mandalorians and the Sith that rivaled their power.  In 3976 BBY, the Mandalorians invaded the Galactic Republic.  The Jedi Council warned against rash action trying to find a diplomatic solution to the conflict, however Jedi Knights Revan and Malak joined the Republic Armies and drove back the Mandalorians.  However after the Mandalorian Wars, Revan and Malak fell to the Dark Side and began waging a war using the Star Forge, a Dark Side technology used by the Rakata, to bring the Republic to its knees.  It wasn't until Revan's memory was wiped by the Jedi Council after he was captured and Revan began helping the Republic that the Republic Armies finally won.  The New Sith Empire was formed in 2000 BBY and it was this Empire that almost trimuphed over the Republic.  The Jedi ruled the Republic directly forming the Army of Light.  At the Seventh Battle of Ruusan, the Army of Light finally defeated the Sith Empire.  Afterwards the Ruusan Reformation was created that disbanded the Army of Light and incorporated it and the Jedi Order into the newly formed Judicial Department of the Republic.  From 1000 BBY to 22 BBY the Galactic Republic was without a standing army instead relying on the Jedi Order and the Judicial Department for armed protection.  In 22 BBY, the Separatist Movement produced a huge Droid Army.  To combat this, the Republic employed a Clone Army that was one of the most powerful in Galactic History.  After the Republic was transformed into the Galactic Empire, it reformed its military into the Imperial Army and Navy to protect the Empire and squash any and all resistance to the Empire.


#PRTO_Barbarian_Ship
^
^
^This is a Barbarian Unit

#DESC_PRTO_Barbarian_Ship
^
^
^An improved version of the fighter.

#PRTO_Barbarian_Fighter
^
^
^This is a Barbarian Unit

#DESC_PRTO_Barbarian_Fighter
^
^
^A pirate craft, good for little more than stealing from freighters, and destroying transports and sleeper ships.

#PRTO_Barbarian
^
^
^This is a Barbarian Unit

#DESC_PRTO_Barbarian
^
^
^There are other hordes in the galaxy, they just aren't as powerful.

#PRTO_Barbarian_2
^
^
^This is a Barbarian Unit

#DESC_PRTO_Barbarian_2
^
^
^An improved version of the hordes.

#PRTO_King
^
^
^This is a universal unit

#DESC_PRTO_King
^
^
^The king represents the kingdom, and therefore his capture is the capture of all that he rules.

#PRTO_Duinuogwuin
^
^
^This is a Duinogwuin unit

#DESC_PRTO_Duinuogwuin
^
^
^The Duinuogwuin, colloquially called Star Dragons, were among the Galaxy's more secretive and mysterious species. Though variable in appearance, [Duinuogwuin] generally had serpentine bodies, diaphanous wings, and a pair of legs on each of many body segments. The legs on their frontmost segment were used as arms with fully developed hands. Their average length was ten meters, but some were rumored to be one hundred meters or more. They were covered in scales which ranged from various shades or gray or pale blue to black in color. 

#PRTO_Silentium_Ground
^
^
^This is a Silentium unit

#DESC_PRTO_Silentium_Ground
^
^
^A fully sentient robot, even this relatively primitive model is much more difficult to destroy than more powerful and better armored units.

#PRTO_Silentium_Ground_2
^
^
^This is a Silentium unit

#DESC_PRTO_Silentium_Ground_2
^
^
^With the creation of better alloys and the blaster, this easily manufactured model dominates a battlefield.

#PRTO_Silentium_Ground_3
^
^
^This is a Silentium unit

#DESC_PRTO_Silentium_Ground_3
^
^
^The advent of true battle tactics maximizes the effectiveness of these units.

#PRTO_Mother_Ship
^
^
^This is a Silentium unit

#DESC_PRTO_Mother_Ship
^
^
^Designed both as a mass transport and an aircraft carrier, and fitted with plenty of firepower, they are not strong in any one area.

#PRTO_Mother_Ship_II
^
^
^This is a Silentium unit

#DESC_PRTO_Mother_Ship_II
^
^
^Making more economical use of space, this improvement is more effective in all areas.

#PRTO_Mother_Ship_III
^
^
^This is a Silentium unit

#DESC_PRTO_Mother_Ship_III
^
^
^Through better technology, and due to greater access to resources, this model is simply bigger, affording a little more space for ships and soldiers, while focusing on defense and offense.

#PRTO_Silentium_Fighter_I
^
^
^This is a Silentium unit

#DESC_PRTO_Silentium_Fighter_I
^
^
^Itself a sentient being, it is poorly armored and has little firepower.

#PRTO_Silentium_Fighter_II
^
^
^This is a Silentium unit

#DESC_PRTO_Silentium_Fighter_II
^
^
^With better protection and weaponry, the improved model becomes a serious offensive tool.

#PRTO_Thrustship
^
^
^This is a Yevethan unit

#DESC_PRTO_Thrustship
^
^
^with six Aradian pulse-lifters arrayed in an inverted triangle at its stern. It was from these pulse lifters that the ship earned its designation.

#PRTO_D-Type_Fighter
^
^
^This is a Yevethan unit

#DESC_PRTO_D-Type_Fighter
^
^
^With better acceleration and maneuverability than most designs, this was a formidable design.

#PRTO_Yevethan_Foot_Soldier
^
^
^This is a Yevethan unit

#DESC_PRTO_Yevethan_Foot_Soldier
^
^
^Raised to believe that their lives may be ended at any time for the purpose of establishing the dominance of a male from one of the higher classes, they did not fear death.



#BLDG_Wealth
^
^
^This is a universal improvement.  It allows captialization where all production shields in a city it turned into gold.
^
^
#DESC_BLDG_Wealth
^
^
At the core of every enterprise and needed for the production of any desired commodity.

#BLDG_Rakatan_Healing
^
^
^This is a Rakatan wonder only.  It allows all units to heal in enemy territory.
#DESC_BLDG_Rakatan_Healing
^
^
^The Force-Sensitive species was able to rapidly heal its wounded from the first days it ventured into space.

#BLDG_Yuuzhan_Vong_Regeneration
^
^
^This is a Yuuzhan Vong wonder only.  It allows all units to heal in enemy territory.

#DESC_BLDG_Yuuzhan_Vong_Regeneration
^
^
^Adapting a policy of living in communion with nature, the Yuuzhan developed a technology whereby every weapon and spacecraft in their possession was a living entity capable of healing itself.

#BLDG_Anx_War_Factory
^
^
^This is a universal wonder.  It creates one Anx warrior every ten turns and requires a barracks.

#DESC_BLDG_Anx_War_Factory
^
^
^Due to very poor eyesight, Anx have eventually gotten an acute sense of smell. They also possess an incredible knowledge of anatomy, especially nerves, muscles and bone structures that make them formidable unarmed combatants, a skilled warrior capable of stopping the toughest of opponents in his tracks.

#BLDG_Anzati_War_Factory
^
^
^This is a universal wonder.  It creates one Anzati warrior every ten turns and requires a barracks.

#DESC_BLDG_Anzati_War_Factory
^
^
^The Anzati (singular: Anzat) were a dangerous and mysterious Force-sensitive near-Human species with two tentacle-like proboscises that curled out and extended from their cheeks, with which the Anzati were able to feed upon the brains of their prey. With the tentacles retracted into seams along each side of their nose, Anzati were indistinguishable from any other humanoid species in the galaxy. 

They were an extremely long-lived race, also possessing regenerative capabilities beyond those of the average humanoid. The Anzati were also telepathic, growing more adept at the talent as they aged, allowing them to dominate someone's mind to give them a chance to feed. 


#BLDG_Chironian_War_Factory
^
^
^This is a universal wonder.  It creates one Chironian warrior every ten turns and requires a barracks.

#DESC_BLDG_Chironian_War_Factory
^
^
^Much like the centaurs of Greek myth (of which Chiron was a member), they were composed of the body of a horse and the chest and head of a human.  This attribute made them much stronger and more agile than humans.

#BLDG_Equine_War_Factory
^
^
^This is a universal wonder.  It creates one Equine warrior every ten turns and requires a barracks.

#DESC_BLDG_Equine_War_Factory
^
^
^Equines were a sentient humanoid species. Instead of human legs, they had haunches with hooves and fur. A variant of Equine with horns existed.

#BLDG_Falleen_war_Factory
^
^
^This is a universal wonder.  It creates one Falleen warrior every ten turns and requires a barracks.

#DESC_BLDG_Falleen_War_Factory
^
^
^The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation meant that the Falleen were often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, the Falleen naturally exuded pheromones which made them all but irresistible to both sexes, as evidenced when Quinlan Vos fell under the influence of a male Falleen's pheromones. They had small scales all over their bodies, as well as slightly clawed fingers and toes. In addition, the Falleen displayed prominent facial and spinal ridges, though females tended to have slighter, more subtle growths.

#BLDG_Tchuukthai_War_Factory
^
^
^This is a universal wonder.  It creates one Tchuukthai warrior every ten turns and requires a barracks.

#DESC_BLDG_Tchuukthai_War_Factory
^
^
^This was a mysterious race, with skin more resembling armor.  They evolved from a predatory race, so that the instinct to kill was strong, and their reflexes and cunning were far above that of other species.

#BLDG_Neti_War_Factory
^
^
^This is a universal wonder.  It creates one Neti warrior every ten turns and requires a barracks.

#DESC_BLDG_Neti_War_Factory
^
^
^Neti were capable of changing their size and shape, apparently at will. A skilled Neti could morph its shape into a roughly humanoid solid treelike mass anywhere from 2 to 9.5 meters tall. When resting, Neti generally appeared as 5-meter tall treelike objects, but they were capable of maintaining other shapes and sizes, even when asleep or knocked unconscious. As a result of the Neti's infrequent procreation and long lives, their population always remained small and quite close to their homeworld. 

#BLDG_Shard_War_Factory
^
^
^This is a universal wonder.  It creates one Shard warrior every ten turns and requires a barracks.

#DESC_BLDG_Shard_War_Factory
^
^
^Shards were an unusual non-organic sentient species. They were silicon-based life forms native to the planet Orax, who took the form of irregularly faceted cylindrical crystals thirty to forty centimeters in length. Faint pulses of light—thought signals propagating through their "brains"—could be seen inside their bodies. Shards were immobile in their natural state, but could be installed in specially modified droids.

#BLDG_Wookiee_War_Factory
^
^
^This is a universal wonder.  It creates one Wookiee warrior every ten turns and requires a barracks.

#DESC_BLDG_Wookiee_War_Factory
^
^
^Wookiees possessed a fierce style of fighting, typically eschewing standard blasters and grenades in favor of bladed weapons, such as ryyk blades, and powerful bowcasters—weapons physically weaker species could not use effectively. 

Under the Wookiee code of honor, claws were never to be used in combat. A Wookiee who used his or her claws for combat would be labeled a "madclaw" and exiled.

#BLDG_Vodran_War_Factory
^
^
^This is a Hutt improvement only.  It creates one Vodran warrior every ten turns and requires a barracks.

#DESC_BLDG_Vodran_War_Factory
^
^
^They were a culture that focused on hunting. In 25,100, they signed over the human rights to the Hutts in order to tip the balance in the Xim-Hutt War.

#BLDG_Klatooinian_War_Factory
^
^
^This is a Hutt improvement only.  It creates one Klatooinian warrior every ten turns and requires a barracks.

#DESC_BLDG_Klatooinian_War_Factory
^
^
^Klatooinian civilization was notable for its strong belief in tradition and the wisdom of elders. The center of their culture was the Fountain of Ancients, a slowly evolving natural glass sculpture on Klatooine. Long before the formation of the Galactic Republic, primitive Klatooinians discovered the Fountain, and revered it as a symbol of patience, tenacity, and the idea of strength coming from age. In 25,100, they signed over the human rights to the Hutts in order to tip the balance in the Xim-Hutt War.

#BLDG_Nikto_War_Factory
^
^
^This is a Hutt improvement only.  It creates one Nikto warrior every ten turns and requires a barracks.

#DESC_BLDG_Nikto_War_Factory
^
^
^They were a culture that focused on hunting. In 25,100, they signed over the human rights to the Hutts in order to tip the balance in the Xim-Hutt War.

#BLDG_Military_Academy
^
^
^This is a universal wonder that requires a victorious army in order to biuld.  It then gives a barracks in each colony, halves unit upgrade costs, increases Army values, and enables armies to be created without a leader.

#DESC_BLDG_Military_Academy
^
^
^In all cultures throughout time, a military academy with a strong heritage has been necessary to produce solid armies.

#BLDG_Barracks
^
^
^This is a universal improvement.  It creates veteran units.

#DESC_BLDG_Barracks
^
^
^Giving soldiers a common residence allows for a more efficient transfer of knowledge, weaponry, and experience thus improving fighting ability.

#BLDG_Sarlacc_Nursery
^
^
^This is a Hutt improvement only.  It creates one Sarlacc every twenty turns.

#DESC_BLDG_Sarlacc_Nursery
^
^
^This sentient plant, strongly resembling a Venus Flytrap, makes for a deadly gatekeeper and therefore for an excellent defense.

#BLDG_Life-Force_Entechment_Factory
^
^
^This is a Ssi-Ruuk improvement only.  The building increases production by five, has one shield cost, and increases happiness in the colony by one.

#DESC_BLDG_Life-Force_Entechment_Factory
^
^
^Learning to entech the life essence of sentient beings, the Ssi-Ruuk came upon the most lucrative source of energy in the galaxy.  However, in the process those beings become no more than energy and that is trapped in Ssi-Ruuk machines.

#BLDG_Bank
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  The building increases luxury trade, tax output by 50%, and costs one shield per turn.  It requires Planetary Gov't

#DESC_BLDG_Bank
^
^
^This is the first sign of intraplanetary economics.  They help to standardize currency and allow money to become more sophisticated.

#BLDG_Planetwide_Economy
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  The building allows water trade, increases tax output by 50%, and costs one shield per turn.  It requires Alien Tech

#DESC_BLDG_Planetwide_Economy
^
^
^Reducing each planet to one currency allows the civilization to gain a great deal of economic power.

#BLDG_Repulsor_Locomotion
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  The building reduces population by three and costs one shield.  It requires Repulsorlift Tech.

#DESC_BLDG_Repulsor_Locomotion
^
^
^The advancement of cars that can hover and move by generating a polar field to the planet's natural magnetism greatly reduces population-induced pollution.

#BLDG_Civilization_Currency
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  It increases tax output by 50%, allows air trade, and increases treasury earnings by 5%.  The building costs 3 shields, requires the Planetwide Economy building, and Interspecies Economics advance.

#DESC_BLDG_Civilization_Currency
^
^
^Creating a universal currency strengthens the economy by presenting a united economic front to all other civilizations.

#BLDG_Atmospheric_Regenerator
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  It reduces Building pollution by 3 and requires Ion Tech

#DESC_BLDG_Atmospheric_Regenerator
^
^
^By artificially transforming all non-natural gases into oxygen, the planet's ecosystem is rejuvenated.

#BLDG_Organic_Economy
^
^This is a Yuuzhan Vong improvement only.  It increases luxury and tax output by 50%, allows the treasury to earn 5%, requires Philosophy of Life tech, and costs 2 shields.

#DESC_BLDG_Organic_Economy
^
^
^The invention of a money system based on helping the environment not only reduces any population-induced pollution, but enhances the culture's faith in itself.

#BLDG_New_Homeworld
^
^
^This is a Yuuzhan Vong improvement only.  It reduces corruption, serves as a tourist attraction, produces one happy face, and adds two culture.

#DESC_BLDG_New_Homeworld
^
^
^Finding Zonama Sekot was the main goal of the Yuuzhan Vong when they invaded, and its acquisition determined the end of the war.

#BLDG_Vongforming
^
^
^This is a Yuuzhan Vong improvement only.  It increases luxury trade and tax output by 50%, allows city size 3, adds one culture, and two happy faces.  It requires the H'merrig tech.

#DESC_BLDG_Vongforming
^
^
^Altering a planet to suit the Yuuzhan Vong biology allows for true colonization to begin.

#BLDG_Vaporator
^
^
^This is a universal improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  It doubles city rate growth and requires Fusion Tech.

#DESC_BLDG_Vaporator
^
^
^Moisture Vaporators are among the most important technology to colonists in the Galaxy.  Vaporators works by cooling the surrounding air by the use of a low power ion field.  The condensation then collects on the chilling bars and is filtered into a collection chamber inside the Vaporator.  The Vaporator then analyazes the water collected for any impurities and then the water is pumped into an underground storage tank.  Vaporators need to be placed about two hundred and fifty meters apart from each other to ensure maximum water collection.  A vaporator can collect as much as a liter and a half of water each day, making them an important tool for any colonists.  Vaporators are very self sufficient and deploy small solar panels to gather energy to recharge the energy cells.  On Tatooine, farmers are known as moisture famers because of their reliance on moisture vaporators to collect water to grow crops in underground hydroponics labs.  Having a vaporator will ensure that the people have enough water for drinking, growing crops, and growing in population.

#BLDG_Homeworld
^
^
^This is a universal improvement.  It serves as a palace and is the center of your empire.

#DESC_BLDG_Homeworld
^
^As the original home of your species, it serves as the cultural and political home of all things.

#BLDG_Holobooks
^
^
^This is a wonder for all civs but the Infinite Empire and the Yuuzhan Vong.  It increases Reseach Output by 50%, adds three culture, and requires 1 shield of maintenance.

#DESC_BLDG_Holobooks
^
^
^Holographic technology allowed the Galaxy to see with new eyes as three dimensional images could now be viewed at the touch of a button.  This technology led to the creation of holo books.  These books weren't really books with pages, but were flat panels that contained information just as a book would.  The only difference was that holo books projected the information in holograms.  This allowed the reader to have some interaction with the holo book and this greatly facilitated learning.  Although holo books were expensive to have, once a planet obtained these treasure troves of information their intelligence rose.  Holo books are the foundation of any major library in the Galactic Republic.  The Jedi Archives contain the most extensive holo book collection in the Galaxy.  Within the walls of the Archive, information can be obtained about any known thing in the Galaxy.  This allowed the Jedi to literally become scholars as well as peacekeepers.

#BLDG_Judicial Department
^
^
^This is a wonder for all civs but the Infinite Empire and the Yuuzhan Vong.  It reduces Corruption and creates one happy face in the city its produced in.  The building serves as a tourist attraction, and requires the Multilevel Cities tech.

#DESC_BLDG_Judicial Department
^
^
^The Judicial Department of the Galactic Republic was headquartered at the Judicial Arcology in the Judicial Plaza on Coruscant.  The Jedi Order is a subdivision of the Judicial Department and all non-Jedi members are called Judicials.  The primary duties of the Judicial Department are to provide legal advice to the Supreme Chancellor, Galactic Senate, or to individual Senators, provide legal defenders to accused members of the Galactic Republic government, investigate crimes within the borders of Republic territory, patrol Republic Space, defend and police Republic Hyperlanes and trade routes, provide law enforcement within Republic Space, coordinate activities with the Jedi Council, and control and maintain a Judicial Starfleet that can react to any hostile incursion.
^
^The Judicial Department is the closest thing that the Galactic Republic has to an army.  After the Ruusan Reformation, the Republic Army and Navy were downsized significantly and the remaining forces were placed uder the Judicial Department in order to keep law and order within the Republic.

#BLDG_Planetary_Militia
^
^
^This construct halves unit upgrade costs, adds 50 defense, and requires the Planetary Gov't tech.

#DESC_BLDG_Planetary_Militia
^
^
^Since the Galactic Republic did not have a standing army, it had to rely on the Judicial Department and the Jedi Order for defense.  Although the powerful Jedi and the mighty fleet of the Judicial Department were very capable of dealing with any problem that arose, they could not be everywhere at one time.  Sometimes the local defenses against pirates and smugglers was planetary paramilitary groups.  These military organizations were sanctioned by the Republic as it helped allievate the huge finanicial strain that keeping a vast police force would have created.  Instead these planetary militias were owned, operated and most importantly financed by the planets themselves.  For example the Naboo Security Forces policed the Naboo system against pirates and smugglers.  They were financed by the planet of Naboo as was their equipment, training, and base of operations.  Although these planetary militias were more than a match for most pirate groups and criminial organizations, they proved to be outgunned by a professional army.  They did however offer some protection and in times of distress often aided the Judicial Department or the Jedi Order.

#BLDG_Carida_Academy
^
^
^It increases the size and value of the army.  It requires the Military Academy and Planetary Destroyer tech.

#DESC_BLDG_Carida_Academy
^
^
^The Republic of Carida has always had a strong military tradition since 5,000 BBY.  Carida was well known for the Republic Defense Academy or better known as the Carida Academy.  Here at the Academy countless Republic military officers were trained in the various arts of warfare and leadership skills.  At its peak, the Carida Academy was responsible for most of the officer training programs within the Republic.  However this changed when the Republic disbanded the Republic military and began relying more of the Jedi Order for military advise, training, and support.  When the Separatist Crisis struck the Republic, the planetary of Carida was a primary supporter of the Military Creation Act because it want to regain some of its lost glory and play a part in the creation of a Rpeublic Army.  When the Republic unveiled it Clone Army during the Battle of Geonosis, the Carida was not swayed.  They began to train officers and military personnel from planetary militias.  As the Clone Wars went on into years, more non-clones began to join the Grand Army of the Republic, although these non-clones mainly served on ships or in planetary defense groups.  The Carida Academy was the main training academy of non-clone officers for the Republic during the Clone Wars.  When the Galactic Republic was transformed into the Galactic Empire, the Carida Academy was renamed the Imperial Military Academy and was the central training facility for the feared Stormtrooper Corps.  The Imperial Military Academy was greatly expanded to the point where all officers in the Imperial Military had received training at Carida at one point or another during their career.

#BLDG_Planetary_Shields
^
^
^The construct gives 10 naval defense and requires 1 shield maintenence.

#DESC_BLDG_Planetary_Shields
^
^
^The first line of defense for a planet from orbital bombardment was a planetary shield.  Planetary shields were a major investment in money and energy costs.  Few planets in the Galactic Republic saw a need for a planetary shield since war had not came to the Republic for a thousand years.  However when the Separatist Crisis struck in 32 BBY and it became clear that the Republic could no longer offer protection against aggressors, many planets began making the costly investments.  A planetary shield can be big enough to engulf an entire planet with protective energy or be small enough to shield a continent or smaller area.  Planetary shields could withstand a massive orbital bombardment, but was very costly in terms of energy.  Hundreds of Fusion Reactors were required to maintain a shield system under heavy bombardment, but if the energy requirments were there, a planetary shield could hold off a massive fleet for a couple hundred years.

#BLDG_Asteroid_Mining
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong. It increases shields in the water, adds 1 to production, and requires 1 shield of maintenance.  It requires the 0 Gravity Mining Tech

#DESC_BLDG_Asteroid_Mining
^
^
^Learning to mine without the use of gravity suddenly presents a limitless resource of minerals.

#BLDG_Multilevel_Planning
^
^
^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  It allows city level 2.

#DESC_BLDG_Multilevel_Planning
^
^
^Building outwards on a planet can only go so far.  Sooner or later one would have to build upwards.  This required specialized engineering as buildings had to be constructed carefully if they were to stand atop one another.  Soon multilevel planning became so popular that many buildings across the Galaxy could stretch into the lower atmospheres of many worlds.  Coruscant is a planet whose buildings literally stretch into the skylines.  Many mornings on Coruscant have limited visability as the buildings are literally in the clouds.

#BLDG_Chiss_"Reclamation"_Projec
^
^
^This is a Hutt wonder only.  The building produces 1 Chiss Heavy Fighter every 20 turns.  It requires the Cvilization Currency tech.

#DESC_BLDG_Chiss_"Reclamation"_Projec
^
^
^Finding the dump for old or economically obsolete Chiss ships brings a steady if outdated set of armaments.

#BLDG_Xim_"Reclamation"_Project
^
^
^This is a Hutt only wonder.  The building produces one War-Robot every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Xim_"Reclamation"_Project
^
^
^Finding the dump for old or economically obsolete Xim ships brings a steady if outdated set of armaments.

#BLDG_Sith_"Reclamation"_Project
^
^
^This is a Hutt wonder only.  The building produces one Sith Carrier every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Sith_"Reclamation"_Project
^
^
^Finding the dump for old or economically obsolete Chiss Sith brings a steady if outdated set of armaments.

#BLDG_Republic_"Reclamation"_Pro
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^
^This is a Hutt wonder only.  The building produces one Broadside ship every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Republic_"Reclamation"_Pro
^
^
^Finding the dump for old or economically obsolete Republic ships brings a steady if outdated set of armaments.

#BLDG_Confederacy_"Reclamation"
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^This is a Hutt wonder only.  The building produces one Droideka every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Confederacy_"Reclamation"
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^
^Finding the dump for old or economically obsolete Confederacy ships brings a steady if outdated set of armaments.

#BLDG_Rakatan_"Reclamation"_Proj
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^
^This is a Hutt wonder only.  The building produces one Ancient Droid every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Rakatan_"Reclamation"_Proj
^
^
^Finding the dump for old or economically obsolete Rakatan ships brings a steady if outdated set of armaments.

#BLDG_Yuuzhan_"Reclamation"_Proj
^
^
^This is a Hutt wonder only.  The building produces one Yahna every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Yuuzhan_"Reclamation"_Proj
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^
^Finding the dump for old or economically obsolete Vong ships brings a steady if outdated set of armaments.

#BLDG_Mandalorian_"Reclamation"
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^
^This is a Hutt wonder only.  The building produces one Kandosii every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Mandalorian_"Reclamation"
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^
^Finding the dump for old or economically obsolete Mandalorian ships brings a steady if outdated set of armaments.

#BLDG_Killik_"Reclamation"_Proje
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^
^This is a Hutt wonder only.  The building produces one Nestship every 20 turns.  It requires the Civilization Currency tech.

#DESC_BLDG_Killik_"Reclamation"_Proje
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^
^Finding the dump for old or economically obsolete Killik ships brings a steady if outdated set of armaments.

#BLDG_Adas_Avatar
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^This is a wonder for only the Republic, Sith, and Empire civs.  It produces one avatar of Adas every 100 turns and adds three culture.  It requires the Force Infusion tech.

#DESC_BLDG_Adas_Avatar
^
^
^In order to protect themselves from another incursion of the Rakatans or another conquering species, they long ago learned how to use medichlorians to periodically recreate their greatest warrior, Adas.

#BLDG_Automatic_Sanitation_System
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^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  It allows a city to grow to size 3.  The improvement requires the Advanced Programming tech

#DESC_BLDG_Automatic_Sanitation_System
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^
^The advance of artificial programming allows androids to do the menial work of recycling and waste disposal.

#BLDG_Banking_Guild
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^This is an improvement for all civs but the Infinite Empire and the Yuuzhan Vong.  It increases tax output by 50% and the treasury earns an additional 5%.  The building requires Interstellar Comm, a bank, and access to Duracrete.

#DESC_BLDG_Banking_Guild
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^
^When various independent banks united for mutual protection, the result was a group with political as much stronger economic power.

#BLDG_Colonial_Adaptation
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^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It increases food and shields in space, thus adding 1 happy face.  It requires a Vaporator and Catapult Tech.

#DESC_BLDG_Colonial_Adaptation
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^
^Learning to cope with new planetary peculiarities allows your colonists to increase the yield they can derive from the land.

#BLDG_Colonization_Program
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^
^This wonder is accessible all civs but the Infinite Empire.  It produces one colonist every 10 turns and adds one culture.

#DESC_BLDG_Colonization_Program
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^
^Summoning the resources of your planet, you have managed to develop the technology to go out into the galaxy and attempt settlement.

#BLDG_Corellian_Shipyard
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^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It increases naval bombardment defense by 10, doubles city defenses, adds 2 production and 2 maintenance, and produces one Marauder every 10 turns.  The wonder requires the Planetary Defense tech and Duracrete.

#DESC_BLDG_Corellian_Shipyard
^
^
^The Corellian Shipyard were one of the most famous starship manufacturers in the Galaxy.  Their ships were used by everyone from merchants, to smugglers, to pirates, to The Judicial Department.  Where Kuat Drive Yards relied on government contracts, the CEC relied on civilian purchases.  As such, they manufactured some of the most famous medium and large freighters in the Galaxy.  The reason for the CEC's sucess was its location.  The vast majority of the CEC's operations came from the Corellian System.  Many of the best starship designers, engineers, and pilots came for the Corellian System making the CEC the occupation of choice for most of the humans in the system.  One of CEC's most famous designs was the CR-90 Corvette.  The CR-90 saw action in every walk of life from the Jedi Order to the Hutt Cartel.  They also made troop transports for the Grand Army of the Republic as well as freighters that carried vital war material.

#BLDG_Credit_Mint
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^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building earns 50% tax output and adds 5% to the treasury.  It requires Navicomputer tech and Civilization Currency building.

#DESC_BLDG_Credit_Mint
^
^
^The ability to produce a standard currency greatly strengthens any culture.

#BLDG_Criminal_Organization
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^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building increases the luxury trade, adds one culture, and pays all trade installation fees.  It requires the Mercenaries tech.

#DESC_BLDG_Criminal_Organization
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^
^The development of an underworld is not officially appreciated, but does cater to another crowd of people, and money.

#BLDG_Dejarik_Tournament
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^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building increases luxury output and tax output by 50%, adds four culture, one happy face to the city and three to the civ, and requires Navicomputer tech.

#DESC_BLDG_Dejarik_Tournament
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^
^Making use of the hyperspace highway to bring people and cultures together, the tournament is an endless source of entertainment, goodwill, and enhancement.

#BLDG_Firark_Shark_Bacta_Colony
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^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building allows units to heal in enemy territory, adds one culture, uses one shield for maintenance, and requires the Bacta Tank tech and Bacta.

#DESC_BLDG_Firark_Shark_Bacta_Colony
^
^
^Processing the waste of the Firark Shark and its children produces a healing agent of unequaled power.

#BLDG_Genoharadan_Guild
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^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The guild allows spy missions, doubles city defenses, creates a stealth attack barrier, makes a civ more resistant to propaganda, and produces one assassin every 20 turns.

#DESC_BLDG_Genoharadan_Guild
^
^
^Originally assembled by Xim as his personal bodyguard, after his demise the survivors went into business for themselves.  Eventually, they developed their own agenda about galactic balance.

#BLDG_Great_Library
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^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building doubles reseach output and requires Alien Tech.

#DESC_BLDG_Great_Library
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^
^Collecting all of the cultural and scientific information of a civilization and putting it in one place enhances the stature of the planet and becomes a collecting place for a civ's best and brightest.

#BLDG_Hero_Memorial
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^
^This wonder is a universal wonder.  It requires a victorious army and a Military Academy, grants war weariness, one happy face, and one culture

#DESC_BLDG_Hero_Memorial
^
^
^Honoring the dead and respecting their sacrifices and accomplishments brings a people together and strengthens a civilization's bond.

#BLDG_Holonet
^
^
^It reduces war weariness and adds one happy face in all cities.

#DESC_BLDG_Holonet
^
^
^The one thing that held the Galactic Republic together was the free and near-instantaneous flow of information and communication.  This was made possible by the use of the Senate sponsored Holonet.  The Holonet is an expansive network of relays that allow the worlds of the Republic to stay in constant communications.  If the Senate passes a new law, then every world in the Republic will hear about it the very same day.  The whole system worked on hyperwave transceivers that were buried in hyperspace.  Then s-threads which were coordinated hyperspace matrixes went through the transceivers carrying information.  The Holonet was a very secure system of communication due to the size of the s-threads being so small in dimensions.  This made it impossible for hackers or ease droppers to listen in on Holonet transmittions without having first placed a listening device on the Hyperwave Transceiver.  The Holonet was a very expensive network to maintain, but was a necessary expense as it was the main form of communication throughout the Galaxy.
^
^
^The Holonet was made possible because of the efforts of the Republic Senate years before the Clone Wars broke out.  After the war started, the Holonet became a source of broadcasting propaganda for the Republic.  It was also vital for military communications that were secure.  After the fall of the Republic, Emperor Palpatine strictly controlled the Holonet and restricted use to the Imperial Military only.  Private usage was not restored until the Empire fell. 

#BLDG_Chatos_Academy
^
^
^This a Republic improvement only.  It produces one padawan every 20 turns, gives 2 happy faces to the owning colony.

#DESC_BLDG_Chatos_Academy
^
^
^After the dissolution of the Infinite Empire in 25,100 BBY, Chatos created a school where all of the Force Sensitives of the galaxy could collect and learn about the Force.  There were no lightsabers, and their missions were not given to them by any government, but they had a basic knowledge of the Force and they tried to help the galaxy.

#BLDG_Kuat_Drive_Yards
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^
^This is a Republic Wonder.  It produces an Acclamator Assualt Ship every four turns and provides a 75% increase in production.

#DESC_BLDG_Kuat_Drive_Yards
^
^
^Kuat Drive Yards was one of the top shipbuilding companies in the entire Galaxy.  They supplied the Galaxy with many starships.  KDY was also responsible with supplying the Jedi Order and the Judicial Department with many of its vehicles like the Delta-7 Interceptor Starfighter.  KDY also produced many planetary weapons like the massive W-165 planetary turbolaser and the V-150 Planet Defender ion cannon.  KDY also had a lot of subsidiary companies such as Rothana Heavy Engineering and Kuat Systems Engineering.  KDY and its subsidiary companies supplied the Galactic Republic with much of its military hardware during the Clone Wars and during the reign of the Empire.  KDY's main base of operations was the planet of Kuat.  It was at this planet that massive shipyards and facilities orbited the paradise world.  A large continious ring of shipyard facilities called the Orbital Array circled Kuat.  This Orbital Array held many important offices, habitat facilities for workers, shipyards, and sufficient defenses to fend off minor attacks.  To prevent damage to the environment of Kuat, all weapon and engine testing and developing were performed on the nearby moons of  Bador and Ronay.  Although the Orbital Array held an impressive shipyard facility, the bulk of KDY manufacturing came from extensive shipyards and drydocks that orbited at the outer edges of the Kuat System.
^
^
^In 33 BBY, it seemed that KDY would support the Separatist Movement since several members of the Trade Federation Executive Board were Kauti.  This all changed during the Eriadu Trade Summit when every member of the Executive Board except Nute Gunry was murdered.  KDY blamed the Trade Federation and sided with the Republic during the Separatist Crisis and the following Clone Wars.  The shipyards of Kuat was a fital instillation from the Grand Army of the Republic as it supplied them with thousands of warships like the Venator Class Star Destroyer.  When the Clone Wars came to an end, KDY threw its full support in with the Galactie Empire.  KDY was responsible for building the vast majority of the Imperial Starfleet supplying them with the dreaded Imperial Class Star Destroyer and the massive Executor Super Star Destroyer.  KDY also supplied the Imperial Army with AT-ATs and AT-STs.  Even after the fall of the Empire, KDY continued to supply the Imperial Remenant with warships and military hardware.  

#BLDG_Library
^
^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It increases research output by 50%, increases culture by 3, requires one maintenance and Alien Tech.

#DESC_BLDG_Library
^
^
^Bringing all of the learning of a culture to one place allows for greater academic freedom, and the increase of technology.

#BLDG_Library_of_Ossus
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^
^This wonder is for Republic only.  The building grants 2 free advances, is a tourist attraction, adds five culture, requires a library, one maintenance, and Ossian Convocation tech.

#DESC_BLDG_Library_of_Ossus
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^
^Uniting the collection of Force knowledge with what could be gleaned of the Infinite Empire's technology produced the safehouse of significant knowledge in the known galaxy for hundreds of years.

#BLDG_Life_Extension
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^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building adds one culture, three happy faces, and one in each planet in the civ.  It requires one maintenance and the Cloning tech.

#DESC_BLDG_Life Extension
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^
^Using advanced genetics and medical techniques, the span of useful life is significantly increased.

#BLDG_Search_for_Hyperlanes
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^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  Completing the search allows water trade and adds 2 culture.  It requires the Hyperlanes tech.

#DESC_BLDG_Search_for_Hyperlanes
^
^
^In retrofitting Rakatan hyperspace to non-Force users, the race to find the safest and quickest hyperlanes in the galaxy was on.

#BLDG_Lightsaber_Jedi
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^
^This is a Republic improvement.  It adds one culture and one Jedi Brute every 50 turns.  It requires a Chatos Academy and Plasma Tech.

#DESC_BLDG_Lightsaber_Jedi
^
^
^The invention of a means to harness plasma in a beam causes the creation of the modern Jedi, and makes the protection of the academy paramount.

#BLDG_Museum_of_Extinct_Animals
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^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building serves as a tourist attraction and adds 2 culture.  It requires the Hyperspace Beacons tech.

#DESC_BLDG_Museum_of_Extinct_Animals
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^
^As a cultural exhibit of a galactic problem and as a means of uniting worlds with vastly different philosophies and species, the museum collects specimens of the most amazing and obscure species in the galaxy.

#BLDG_Mutation_Complex
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^
^This improvement is accessible to the Empire and the Sith Empire only.  The building adds one culture and creates a Terentatek every twenty turns.

#DESC_BLDG_Mutation_Complex
^
^
^By using Sith magic, completely new beasts are created from the most everyday of original animals.

#BLDG_Outbound_Flight
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^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building adds 2 ship movement and 3 culture as well as one happy face in the home world and 2 in all cities.  It requires the Navicomputer tech.

#DESC_BLDG_Outbound_Flight
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^
^By building a ship capable of intergalactic flight, it was hoped that the Republic might be able to seed all knew worlds.

#BLDG_Podracing_Circuit
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^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It is a tourist attraction, gaining one extra trade in each tile, two happy faces in the world and one in all worlds, and adds one culture.  It requires the Repulsorlift tech.

#DESC_BLDG_Podracing_Circuit
^
^
^The excitement involved in high-risk racing brings all sorts of people, and all kinds of money to your civilization.

#BLDG_Police_Force
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^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It reduces war weariness and corruption.  The building requires the Planetary Gov't tech.

#DESC_BLDG_Police_Force
^
^
^By bringing law to the people, they give a civilization stability.

#BLDG_Sleeper_Colonization
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^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It creates one colonist every 20 turns, gives 3 culture, and requires one maintenance and Catapult Tech.

#DESC_BLDG_Sleeper_Colonization
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^
^Using sublight ships and overpopulated volunteers, the first colonists in space froze themselves while their technology guided them to far-off worlds.

#BLDG_Galaxies_Opera_House
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^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It creates 2 culture and makes the planet resistant to propaganda.  It requires the Hyperspace Beacons tech.

#DESC_BLDG_Galaxies_Opera_House
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^
^The high culture of ancient plays and fine acting improves the galaxies estimation of and interaction with the civilization capable of building this.

#BLDG_Trade_Federation
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^
^The wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It creates an added 50% luxury output, one extra trade in each tile, and pays the maintenance for trade installations.

#DESC_BLDG_Trade_Federation
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^
^Founded in 350 BBY, the Trade Federation quickly became a power corporate entity.  It was a commerce guild, trade cartel, and megacorporation that was in comand of a very large Merchant Fleet that held a major monopoly along the trade routes in the Outer Rim.  The Trade Federation was so large and powerful that it owned several planetary systems and enjoyed direct representation in the Galactic Republic.  The introduction of the Free Trade Zone allowed the Trade Federation to amass huge amounts of wealth however, this sucess did not last.  In 33BBY the Senate began taxing these trade routes and in response the Trade Federation set up a blockade of Naboo using their converted merchant ships turned battleships in 32BBY.  The Trade Federation then invaded the peaceful planet with their powerful Droid Army.  Although the Trade Federation was defeated at Naboo, they secretly sided with the Confederacy in 22BBY.  When the Clone Wars broke out, the Trade Federation became a ruling member of the Separatists Council and devoted their massive Droid Army and wealth to their cause.  Many foundry worlds controlled by the Trade Federation began churning out millions of Battle Droids for the Separatist while their powerful fleet began attacking Republic spacelanes.

#BLDG_Ion_Cannon
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^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The cannon adds twenty to naval combat and 20 to naval bombardment defense.

#DESC_BLDG_Ion_Cannon
^
^
^Planetary bombardments were always a thing to be feared by a planet's population.  Ships several hundred kilometers in orbit of a planet could rain down fire and destruction without any chance of stopping them.  In the 1000 years of the Galactic Republic's peaceful existance, planetary bombardments were a thing of the past.  That all changed in 22BBY, when the Clone Wars broke out.  Worlds that have been safe from destruction were now in the crosshairs of the most brutal war to come to the Galaxy in thousands of years.  Many planetary governments sought planetary defenses for the first time, many turning to planetary shields.  Although planetary shields would protect a planet from bombardment, an enemy fleet could still blockade and remain safe from reprisials.  That all changed when Kuat Drive Yards unveiled the V-150 Planetary Defender Ion Cannon.  The Defender could fire ion blasts at orbiting ships, disabling them in space.  The Defender could also be tied into a planetary shield system so that it can fire as soo as the shield is let down.  This gave planets the ability to strike back at a blockading fleet.

#BLDG_Holodrama
^
^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  The building gives one happy face and five culture.  It requires one maintenance, the Hypernet tech, and the Galaxies Opera House.
 
#DESC_BLDG_Holodrama
^
^
^Holodramas were the biggest soure of dramatic entertainment for much of the Galaxy.  Holodramas were created using holographic technology.  The actors were recorded on a disk and then transferred to a holo projector.  The vast Holonet was the main place to see a holodrama as anyone with a Holonet Receiver could view the holodrama.

#BLDG_Space_Defense_Station
^
^
^This improvement is accessible to all civs apart from the Infinite Empire and the Yuuzhan Vong.  It adds 20 defense, 15 air, and 15 naval, and requires 2 maintenance and Interplanetary Flight.

#DESC_BLDG_Space_Defense_Station
^
^
^The Golan Space Defense SpaceGun or Golan I was a space defensive platform that could fend off attacks from enemy ships.  It was armed with 28 Turbolasers and 5 Proton Torpedo launching tubes.  A hangar could hold 24 starfighters allowing it to defend against enemy starfighters.  The strong armor and shields of the Golan I allowed it to defend against a moderate assault force while a planet surrounded by these stations could be invulnerable.  The Golan Space Defense SpaceGun was usually the first line of defense for highly strategic locations such as shipyards and factory worlds.  A planet with a couple Golan Is could protect itself far better than one without.

#BLDG_Atmospheric_Scrubbers
^
^
^The improvement is accessible to all civs apart from the Infinite Empire and the Yuuzhan Vong.  It removes population pollution (-2) and requires one maintenance and the Resequencer tech.

#DESC_BLDG_Atmospheric_Scrubbers
^
^
^Pollution has always been a problem with an advanced civilization.  If a civilization did not take measures to control pollution, then disasterious environmental effects could ultimately destroy a planet's abiility to support life.  The Galactic Republic has passed laws requiring that pollution be managed.  In the captiol of Coruscant, the planet's 1 trillion individuals breath fresh air due to Atmosphere Scrubbers.  Atmosphere Scrubbers filter out harmful pollutants from the air and redistribute clean air to the populace.  Without Atmosphere Scrubbers, the entire populace of Coruscant will quickly surcumb to CO2 poisoning.  Other worlds, such as Eriadu, are not so concerned with pollution and have expanded their factories at the expense of the environment and the welfare of its population. 

#BLDG_Corellian_Engineering_Corp
^
^
^The improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It creates one Corellian Dreadnaught every 10 turns.

#DESC_BLDG_Corellian_Engineering_Corp
^
^
^The Corellian Engineering Corporation is one of the most famous starship manufacturers in the Galaxy.  Their ships was used by everyone from merchants, to smugglers, to pirates, to The Judicial Department.  Where Kuat Drive Yards relied on government contracts, the CEC relied on civilian purchases.  As such, they manufactured some of the most famous medium and large freighters in the Galaxy.  The reason for the CEC's sucess was its location.  The vast majority of the CEC's operations came from the Corellian System.  Many of the best starship designers, engineers, and pilots came for the Corellian  System making the CEC the occupation of choice for most of the humans in the system.  One of CEC's most famous designs was the CR-90 Corvette.  The CR-90 say action in every walk of life from the Jedi Order to the Hutt Cartel.  They also made troop transports for the Grand Army of the Republic as well as freighters that carried vital war material.  The CEC was a major supporter of the Republic even though the Corellian System was officially neutral during the conflict.

#BLDG_Sienar_Technologies
^
^
^This wonder is accessible to all civs apart from the Infinite Empire and the Yuuzhan Vong.  It doubles research output and grants 2 free advances. It requires the Hypernet tech and Duracrete.

#DESC_BLDG_Sienar_Technologies
^
^
^Sienar Technologies also known as Republic Sienar Systems was a major ship manufacurer during the time of the Galactic Republic.  They were responsible for many starfighter designs.  Although Republic Sienar Systems was a Republic manufacturer, they supplied the Confederacy with many starships, much to the disdain of the Galactic Senate.  The one thing that made Sienar Technologies stand out above the rest of the starhips manufacturers was its Twin Ion Engine design created by Raith Sienar.  Although ion engines had been around for centuries, Sienar was the first person to downgrade the size of the ion engine to the point where it could be fitted on a starfighter.  This innovated design became one of the most widely used engine systems of Republic starfighters during the Clone Wars.  The twin Ion Engine design allowed Sienar Technologies to become on of the best starfighter engine manufacturers in the Galaxy and it made the company so important that the Galactic Senate was hesitant to impose sactions on them for aiding the Confederacy.  That all changed when emperor Palpatine rose to power at the end of the Clone Wars.  Palpatine nationialized Sienar Technologies and placed the company under the direct control of Raith Sienar and renamed the company from Republic Sienar Systems, to Sienar Fleet Systems.  Sienar Fleet Systems would continue to create starfighters for the Imperial Navy including the numerous TIE Fighter and the sucessful TIE Defender.

#BLDG_Fondor_Shipyards
^
^
^This wonder is accessible to all civs apart from the Infinite Empire and the Yuuzhan Vong.  It halves upgrade cost and adds one ship movement.  It requires the Shipyards tech.

#DESC_BLDG_Fondor_Shipyards
^
^
^In orbit above the planet Fondor deep in the Galactic Core is one of the largest shipyards in the Galaxy.  The Fondor Shipyards are among the largest ship construction facilities in the Galaxy.  The extensive shipyards rival that of Kuat Drive Yards.  The Fondor Shipyards are so huge that they can construct huge ships in a matter of months and can construct dreadnaughts as large as 19 kilometers long.  During the Clone Wars, the Fondor Shipyards were a vital facility for the Galactic Republic.  Since Fondor's location was in the Deep Core, few hyperspace routes could reach the planet, making it an ideal secret location safe from Separatist attack.  The Fondor Shipyards played an even larger part in the Galactic Civil War when in 0 ABY it completed construction on the largest warship ever created the Executor Supe rStar Destroyer for the Galactic Empire.

#BLDG_Geothermal_Powerplant
^
^
^It serves as a Coal Plant and increases production by 2, requiring one maintenance.

#DESC_BLDG_Geothermal_Powerplant
^
^
^Geothermal plants were the primary and most widely used sources of energy within the Galactic Republic.  Geothermal plants were not as advanced as some other modes of energy production facilities, but they were the cheapest and readily available.  They also did not require a lot of maintence and so were popular with the lower economic classes.  The Geothermal Plant mainly uses energy derived from the colony's core.

#BLDG_Conquered_Species_Museum
^
^
^This wonder is an Infinite Empire option only.  It acts as a tourist attraction and provides 3 culture, while requiring one maintenance and the Enslavement Protocols tech.

#DESC_BLDG_Conquered_Species_Museum
^
^
^The Infinite Empire was always proud of its conquests, and used this potentially cultural experience to instill into their young and those not qualified to serve the military that they were in fact near gods to the rest of the galaxy.

#BLDG_Rakatan_Military_Academy
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^
^This is a Rakatan wonder only.  It doubles combat strength vs. barbarians, adds four culture, doubles city defenses, and provides a barracks in each world, and veteran units.  It requires the Bogan Philosophy and one maintenance.

#DESC_BLDG_Rakatan_Military_Academy
^
^
^In a combination of the techniques of the Jedi Temples and the discipline of the Empire's academy, this structure was the foundation of the Infinite Empire's military for millennia.

#BLDG_Dark_Nest
^
^
^This wonder is a Killik option only.  It provides a barracks in each world, reduces war weariness, adds one happy face, and creates one Killik Assassin every ten turns.  It requires the Enhanced Hulls tech.

#DESC_BLDG_Dark_Nest
^
^
^The assimilation of three Jedi, the leader a Dark Jedi, led to the Killiks becoming a militant race.  They expanded into Chiss territory until Luke Skywalker was able to stop them.

#BLDG_Joiner_Philosophy
^
^
^This wonder is a Killik option only.  It increases shields in space, gains any advances owned by 2 civs, adds three production, and a happy face to every world.  It requires the Xenobiology tech.

#DESC_BLDG_Joiner_Philosophy
^
^
^The Killiks work as a hive, and so any foreign species that happens into their territory is immediately bombarded with their psychic pathways.  This often leads to their assimilation into the hive, and in reverse to the Killiks learning of the technologies of other cultures.

#BLDG_Sacrifice_to_Yun'o
^
^
^This wonder is a Yuuzhan Vong option only.  The improvement adds 2 culture and one happy face to the world.

#DESC_BLDG_Sacrifice_to_Yun'o
^
^
^The Yuuzhan Vong gods believe that sacrifice is a means to appeasing the gods they once insulted.

#BLDG_Yun-Yammka_Shrine
^
^
^This wonder is a Yuuzhan Vong option only.  It reduces war weariness in all worlds, adds 2 culture, and requires the Cult of Yun-Yammka tech.

#DESC_BLDG_Yun-Yammka_Shrine
^
^
^Personal alterations are another form of sacrifice for the warrior, and also make him both more lethal in battle and more prestigious socially.

#BLDG_Zonoma_Sekot
^
^
^This wonder is a Yuuzhan Vong option only.  It reduces corruption, gives 2 free advances, gives 2 happy faces in the world and 2 throughout the civ.  It requires the Zonoma Sekot tech.

#DESC_BLDG_Zonoma_Sekot
^
^
^The quest for the Yuuzhan Vong homeworld, which had apparently left without them, was the sole reason for their invasion of the galaxy.

#BLDG_Worldship_Greenhouse
^
^
^This wonder is a Yuuzhan Vong option only.  It increases food, shields, and trade in space, provides 2 culture and 3 production, and one happy face in world and one throughout the civ.  It requires 2 maintenance and the Worldship tech.

#DESC_BLDG_Worldship_Greenhouse
^
^
^Learning to grow everything they would need during their intergalactic flight was imperative to their survival, and led to a thriving population long before they entered the galaxy.

#BLDG_Silentium-Abominor_Final_S
^
^
^This wonder is a Yuuzhan Vong option only.  It removes population and building pollution (-2), provides safe sea travel, gives one happy face in the world and one throughout the civ, and reduces war weariness throughout the civ.  It requires the Directive 1 tech.

#DESC_BLDG_Silentium-Abominor_Final_S
^
^
^Coming to the conclusion that sentient computers inevitably led to destruction, they took the extreme approach that they should go back to a civilization which was entirely organic.

#BLDG_Kamino_Cloning_Facility
^
^
^This wonder is accessible to the Empire only.  It produces a Clone Trooper every Five turns, adds two production, and requires 3 maintenance and the Medium Armor tech.

#DESC_BLDG_Kamino_Cloning_Facility
^
^
^Cloning technology has been around in the Galaxy for centuries.  Hundreds of species were adept at cloning, but the undisputed experts at cloning technology wer the Kaminoans.  The Kaminoans were so advanced at cloning technology that they were asked to create a clone army for the Galactic Republic.  This order was the largest single order the Kaminoans had ever received and to fulfill this order they devoted entire tilt cities across their planet to grow the perfect clone soldier for the Republic.  The first step for the Kaminoans was to manuiplate the DNA of the clone soldiers to ensure accelerated growth and complete obedience to orders.  The embryos were then placed in a glass incubation womb, or cloning chambers and grow in a nutrient-rich liquid until they were old enough to be taken out and trained as soldiers.  The whole process from embryos to fully functional soldier was ten years.  Although faster cloning methods were available, the Kaminoan method was the most dependable method and it produced the best soldier that the Galaxy ever saw.

#BLDG_Rothana_Heavy_Engineering
^
^
^This is an Empire Wonder only.  It produces an All Terrain Tactical Enforcer (AT-TE) every seven turns and adds 2 production.  It requires 2 maintenance and the Adv Tibanna tech.

#DESC_BLDG_Rothana_Heavy_Engineering
^
^
^When the Kaminoans were contracted to grow a clone army for the Republic, they knew that they had to have the best equipment that credits could buy.  For this purpose, they contacted the nearby planet of Rothana.  The corporation of Rothana Heavy Engineering, which was a subsidiary of Kuat Drive Yards, began filling out orders for vehicles for the Grand Army of the Republic.  Everything from Walkers, to self propelled artillery, to gunships, and cruisers were built to order for the Kaminoans.  When the Clone Army took the battlefield at Geonosis, they were the best equiped force in the entire Galaxy.  Their weapons were so awe inspiring that if droids had hearts, they would have been filled with fear.

#BLDG_Dathomiri_Witches
^
^
^This is a Republic Wonder only.  It produces one Rancor every 10 turns.

#DESC_BLDG_Dathomiri_Witches
^
^
^The Witches of Dathomir (also referred to as either Dathomirians or Dathomiri) were human Force-sensitives native to the planet Dathomir. They were also known as the Daughters of Allya in honor of the wayward Jedi Knight Allya, who was banished to the planet around 600 BBY, and who they regarded as their ancestress. By the time of the Galactic Empire, Allya's descendents had divided into female-dominated clans that were named after regional landmarks. Each clan had a unique set of rules regarding Force usage, but all the clans held one rule above all others: "Never concede to evil".

#BLDG_Jedi_Academy
^
^
^This is a Republic-only improvement.  It adds one culture per turn, and one Jedi Knight every 20 turns.  It requires a Chatos Academy and the Ossian Convocation tech.

#DESC_BLDG_Jedi_Academy
^
^
^Dedicated to the basic training of young Force Sensitives, this building is complete with masters, pertinent history, training droids, and a connection to the temple on Coruscant.

#BLDG_Jedi_Temple
^
^
^This is a Republic-only improvement.  It adds one culture per turn, and one Jedi Master every 20 turns.  It requires the Ashla tech and a Jedi Academy.

#DESC_BLDG_Jedi_Temple
^
^
^Located here were the ancient recordings of the founding Jedi of old.  The second spire contained the meeting place of the Jedi High Council.  Here all the decisions of the Jedi Order were made from missions to coordinating with the Republic Senate.  The third spire contained the Council of First Knowledge.  Council members here advised the Jedi Order on practically every matter.  The fourth spire contained the Council of Reconciliation where council members would seek peaceful settlements to political disputes across the Republic.  The last spire contained the Reassignment Council who handled the Jedi Padawans who were not chosen by a Jedi Knight or Master.  Each of the four council spires contained high powered hyperwave transmiters and receivers so that the Jedi Masters can communicate throughout the Galaxy.  Also within the Temple were classrooms for Younglings and Padawans and living quarters for Jedi Knights waiting for assignments.  The Jedi Archives are also located in the Temple.  The Archives is the most extensive collection of information in the entire Galaxy.  The Temple houses the Jedi Temple Hangars which contains starfighters for use by the Jedi Order.
^
^
^During the Clone Wars, the Jedi Temple was the center of military planning throughout the Republic.  Many war planning rooms and briefing rooms were constructed throughout the Temple.  All Jedi Generals in the field were in constant communication with the Jedi Temple.  From the beginning of its construction, the Jedi Temple was designed as a fortress against attack.  This however failed during Operation Knightfall where Darth vader and the 501st Clone Legion attacked the Jedi Temple, slaughtering every Jedi Knight present in the Temple as well as the Younglings.  The loss of the Younglings crippled the Jedi Order as they lost their future.  The Jedi Temple was left standing by Emperor Palpatine as a sign of disgrace against the Order.

#BLDG_Desann's_Reborn
^
^This is an Empire-only wonder.  It creates on Reborn every 10 turns, and requires the Force Infusion tech.

#DESC_BLDG_Desann's_Reborn
^
^
^The Dark Jedi used the Force nexus on the Valley of the Jedi, whose location Desann had tricked Kyle Katarn into revealing, quadrupling their powers with the residue of the ancient Jedi and Sith spirits. Wielding their own lightsabers, and wearing cloaked uniforms, they were a military organization that would support Hethrir's Empire Reborn and posed a serious threat to both the New Republic and Skywalker's newly established Jedi Order. 

Agents of Desann and the Empire Reborn, the Reborn were dispatched on various missions to different locations in the galaxy along with regular Imperial army units.

#BLDG_Hethrir's_Shadowtroopers
^
^
^This is an Empire-only wonder.  It creates one Shadowtrooper every 10 turns, and requires the Shadow Trooper tech and a Desann's Reborn building.

#DESC_BLDG_Hethrir's_Shadowtroopers
^
^
^In the Empire Reborn campaign, Lord Hethrir, Desann, and Admiral Galak Fyyar created an unusual hybrid of Dark Jedi and stormtroopers by giving them cortosis-weave armor and crystals from Artus Prime. These soldiers were called the shadowtroopers.

#BLDG_Sith_Academy
^
^
^This is an Empire and Sith Empire improvement.  It adds one culture per turn, and creates one Sith Warrior every 20 turns.  It requires a Bank.

#DESC_BLDG_Sith_Academy
^
^
^On the rare occasion when the Sith have dominated the galaxy, Sith training centers have emerged where sensitives can gain a basic knowledge of the Bogan.  Emperor Palpatine had many of his stormtroopers trained to be his personal bodyguard, or a part of an elite squadron on a planet.  Independent operatives were trained as his 'Hands' personally.  Still others were sent to look to the future.

#BLDG_Sith_Temple
^
^
^This is a Sith Empire-only improvement.  It adds one culture and creates one Sith Lord every 20 turns, and requires the Bogan tech and a Sith Academy.

#DESC_BLDG_Sith_Temple
^
^
^This building is at the core of the Sith military machine.  It creates the leaders of their armies, and the most powerful units.

#BLDG_Massassi_Center
^
^
^This is a Sith Empire wonder only.  It creates one Massassi every 5 turns.  It requires the Bogan tech.

#DESC_BLDG_Massassi_Center
^
^
^Making use of Bogan Alchemy, the Dark Jedi of the Second Great Schism (7000 BBY) forged this species of warriors to be their bulk soldiers.

#BLDG_Warbot_Factory
^
^
^This is a Xim improvement only.  It creates one War-Robot every ten turns.  It requires the Droid Army tech and a barracks.

#DESC_BLDG_Warbot_Factory
^
^
^The core of Xim's war machine was the warbot, a tremendously powerful and durable creation.

#BLDG_Geonosis_Factories
^
^
^This is a Confederacy wonder only.  It creates one Assassin Droid every 20 turns and adds 2 production and one pollution.  The building requires a barracks and the Droid Army tech.  It is also one maintenance.

#DESC_BLDG_Geonosis_Factories
^
^
^Geonosis was the home of one of the largest mass producing droid factories in the galaxy, and for that reason at the center of the Separatists' war effort

#BLDG_Black_Market
^
^
^This Small Wonder adds one trade in each tile and pays for maintenance of trade installations.  It requires Hyperlanes tech.

#DESC_BLDG_Black_Market
^
^
^An underworld means of buying and selling rare and often illegal goods stimulates trade, trade routes, and the good will of the people

#BLDG_Adult_Entertainment_Service
^
^
^This improvement adds one happy face and increases luxury output by 50%.  It requires the Resequencer tech.

#DESC_BLDG_Adult_Entertainment_Service
^
^
^Prostitution may be illegal and immoral, but it keeps the people happy and offers an alternative to promiscuity within one's social circle and therefore a measure of stability.

#BLDG_Gladiator_Arena
^
^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It adds one trade to each tile, increases trade in space, and adds two happy faces.  It requires the Bacta Tank tech.

#DESC_BLDG_Gladiator_arena
^
^
^A forum for watching people fight satisfies the bloodlust instinct and allows people to bet on the outcome.

#BLDG_Extortion
^
^
^This is a Hutts-only improvement.  It increases tax output by 50% and adds one unhappy face.

#DESC_BLDG_Extortion
^
^
^Like all mafia, the Hutts offer to protect the people under their jurisdiction.  They protect their citizens from the Hutts.

#BLDG_Blastech_Industries
^
^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It adds 6 production, gains any advances owned by two civs, doubles research output, costs one maintenance, and requires the Cybernetics tech.

#DESC_BLDG_Blastech_Industries
^
^
^BlasTech Industries was one of the top three arms producers in the Galaxy along with Merr-Sonn and SoroSuub.  BkasTech Industries is the top producer of personnal blasters and light artillery.  They also produce starship weaponry such as ion cannons and laser cannons.  During the Clone Wars, BlasTech Industries supplied the Grand Army of the Republic with much of their blasters including the versitile DC-15A blaster rifle, the DC-15S blaster carbine, and the deadly E-Web Heavy Repeating Blaster.  When the Clone Wars ended, the Galactic Empire pressured BlasTech Industries into signing an exclusive agreement with the Imperial Military.  BlasTech Industries refused to enter into the agreement and instead began selling their weapons to anyone with credits.  The Rebel Alliance and the feared Stormtroopers both used weapons produced by BlasTech Industries.

BLDG_Shadow_Academy
^
^
^This improvement is Empire and Confederacy-only.  It creates on Dark Side Adept every 20 turns, adds one culture, and requires one maintenance and the Potentium tech.

#DESC_BLDG_Shadow_Academy
^
^
^A Dark Jedi Training ground founded by Brakiss, it was designed to introduce unsuspecting Force Sensitives to the Dark side.

#BLDG_Dark_Jedi_Temple
^
^
^This wonder is Empire and Confederacy-only.  It gives 2 culture and one happy face, is a tourist attraction, and one Dark Jedi every 20 turns.  It requires the Cloning tech, a Shadow Academy, and one maintenance.

#DESC_BLDG_Dark_Jedi_Temple
^
^
^Dark Jedi, also known as "Fallen" Jedi were Force-sensitives, frequently Jedi, who chose to deny the light side of the Force and follow the dark side. 

^Although "Dark Jedi" originally referred to "a Jedi who fell to the dark side", it could also refer to uninitiated Force-sensitives who received no Jedi training but began their careers under another Dark Jedi. In some cases, Dark Jedi also included "artificial" Force-sensitives who served the dark side, such as the Reborn and the Shadowtroopers. 


#BLDG_Entechment_Industries
^
^
^This improvement is Ssi-Ruuvi-only.  It gives three production and requires one maintenance.

#DESC_BLDG_Entechment_Industries
^
^
^Entechment was the process of taking a sentient being's life force and placing it in a machine, where it acted like a battery.  The process was extremely painful, and unreversible.

#BLDG_Enslavement_Camp
^
^
^This improvement is Empire-only.  It gives five production and requires 2 maintenance.  It makes one unhappy face.

#DESC_BLDG_Enslavement_Camp
^
^
^The Galactic Empire was renowned for using slave labor for its more difficult or dangerous works, such as the Death Stars.  The Wookiees made for the best laborers because of their size and strength.

#BLDG_Code_of_Mandalore
^
^
^This wonder is Mandalorian-only.  It gives a military academy and reduces war weariness in all cities, increases army value, adds two culture, and gives two happy faces in all cities.  It requires the Gas Guns tech.

#DESC_BLDG_Code_of_Mandalore
^
^
^It consisted of: wearing armor, speaking Mando'a, defending themselves and families, raising children as Mandalorians, helping the clan succeed and sustain itself, and when called to arms by the Mandalore, rally to his cause. 

#BLDG_Jedi_Fighter_Academy
^
^
^This wonder is Republic-only.  It creates one veteran Jedi Starfighter every 10 turns.

#DESC_BLDG_Jedi_Fighter_Academy
^
^
^As the Clone Wars progressed, the Jedi Order knew that it had to adapt its starfighter corp to the requirements of the intense conflict.  The Jedi Starfighter, although formidible and deadly in the hands of a Jedi pilot, was not created solely for war.  The starfighter facilities at the Jedi Temple were designed before the Clone Wars to facilitate the Jedi as they embarked on diplomatic missions throughout the Galaxy.  In both the design of the Jedi Starfighter and the Jedi Temple Hangars, emphasis was placed on diplomacy and not a prolonged conflict.  The Jedi Council opted to change this as the Clone Wars progressed.  They knew that emphasis had to be placed on conbat.  The Jedi Order remodeled the Temple Hangars and placed more combat simulators and ready rooms within the complex.  They also created hangar bays that could facilitate the landings of LAATs and the newer Actis Starfighter or the Jedi Inteceptor.  Soon the Jedi Temple Hangars resembled an aerial staging area than a departure point for diplomats.

#BLDG_Thrawn's_Academy
^
^
^This wonder is Chiss only.  It creates one Chiss Commando every ten turns.  It requires the Cloaking tech.

#DESC_BLDG_Thrawn's_Academy
^
^
^During his tenure as the Emperor's admiral, the Chiss became aware of many growing threats to his precious people.  He also knew that his culture was firmly against ever initiating conflict, so he took it upon himself to organize his own political body and fight the wars he knew would have to be fought.  To do this, he organized his own fighting body.

#BLDG_General_Grievous_Training
^
^
^This wonder is Confederacy-only.  It creates one Magnaguard every 10 turns.  It requires the Cybernetics tech and a Geonosis Factory.

#DESC_BLDG_General_Grievous_Training
^
^
^While learning all of the Force Forms from Count Dooku, he trained his Magnaguards in them as well.  He trained them so well that even Jedi masters often had a hard time defeating them.

#BLDG_Mercenary's_Guild
^
^
^This wonder is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It increases the size of armies and creates one mercenary every 20 turns.  It requires the Mercenaries tech.

#DESC_BLDG_Mercenary_Guild
^
^
^During the Clone Wars, many mercenaries flocked to the Confederate Droid Army with the promise of fame and fortune.  These mercenaries increased the overall size of the Confederate Army as well as add a more variety in tactics on the battlefield.  Mercenaries were deployed to protect valuable locations as well as enforce populations of conquered planets that required a more sentient touch than what Battle Droids could provide.

#BLDG_Darth_Sion's_Revenge
^
^
^This Wonder is Sith-only.  It creates one Sith Assassin every 10 turns and adds two culture, and requires the Holocrons tech and a Sith Temple.

#DESC_BLDG_Darth_Sion's_Revenge
^
^
^After the death of Malak and the disappearance of Revan, Darth Traya reconstituted the Sith with the help of Darth Nihilius and Darth Sion.  Sion kept himself together by sheer angry will, and made use of Sith Assassins to accomplish his goal of destroying all Jedi in the galaxy.

#BLDG_Alpha_Red_Project
^
^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It allows for the construction of Alpha Red weapons, and requires the Alpha Red Project.

#DESC_BLDG_Alpha_Red_Project
^
^
^Originally designed solely for the purpose of ending the Yuuzhan Vong threat, these long range weapons were broadly destructive to all life forms, and nearly impossible to detect.

#BLDG_Belia_Darzu's_Training_Cen
^
^
^This wonder is Sith-only.  It creates a Sith Marauder every ten turns.  It requires the Enhance Physical tech and a Sith Temple.

#DESC_BLDG_Belia_Darzu's_Training_Cen
^
^
^This ancient Sith, a changeling, is the only known marauder ever to become the leader of the Sith.  As such, she had her own sense of what was necessary in a warrior.

#BLDG_Fusion_Plant
^
^
^This improvement is accessible to all civs but the Infinite Empire and the Yuuzhan Vong.  It adds three production and requires one maintenance and Fusion Tech.

#DESC_BLDG_Fusion_Plant
^
^
^Cold Fusion, though difficult to create, makes for the most consistent and longlasting energy source in the galaxy.

#BLDG_Spreading_Directive_1
^
^
^This improvement is Yuuzhan Vong-only.  It creates one Colonist every 10 turns and veteran units.  It requires the Space Flight tech.

#DESC_BLDG_Spreading_Directive_1
^
^
^Once the Yuuzhan Vong had ended the galactic threat posed by the two artificial civilizations, they found it necessary to purify the rest of their galaxy of any future difficulties by enslaving all races using computers.

#BLDG_Living_Homes
^
^
^This improvement is Yuuzhan Vong-only.  It allows city size 2 and creates one happy citizen.  It requires the [Harmony with Nature] tech.

#DESC_BLDG_Living_Homes
^
^
^Homes were not built, they like everything else were grown.  This had the benefit of not hurting the environment, but they were also capable of regenerating themselves.

#BLDG_Silentium_Humanoid_Factory
^
^
^This improvement is Silentium-only.  It creates one [Silentium Ground 3] every 5 turns and requires the [Droid Orbital Factories] tech and [Technocracy] government.

#DESC_BLDG_Silentium_Humanoid_Factory
^
^
^Once the surviving members of the Silentium race had found their way to the known galaxy into the Unknown Regions, they found they were curious and so built a factory to create humanoid-looking lifeforms to explore for them.

#TECH_Fusion_Tech

#DESC_TECH_Fusion_Tech
Cold Fusion is a basic necessity in the hyperspace driven planets of the galaxy. It provides for an extra growing ability as well.

#TECH_Durasteel

#DESC_TECH_Durasteel
Durasteel was an incredibly strong and versatile metal alloy, created from carvanium, lommite, carbon, meleenium, neutronium, and zersium. It was capable of withstanding blistering heat, frigid cold, and monumental physical stress, even when very thin. Because of these properties, durasteel was used for almost everything, from smelting pots for other less hearty metals, to spacecraft hulls. Despite that, however, it could still oxidize. Durasteel containers were commonly seen throughout the galaxy.

#TECH_Tibanna_Tech

#DESC_TECH_Tibanna_Tech
Learning how to refine the gas allows for a tighter bond of lasers.

#TECH_Gas_Guns

#DESC_TECH_Gas_Guns
Using the [Tibanna Gas], guns become light based and much powerful and accurate than ever before.

#TECH_Force_Awareness

#DESC_TECH_Force_Awareness
Through the Force, the first of your people become aware of the role of medichlorians in the universe.

#TECH_Interplanetary_Flight

#DESC_TECH_Interplanetary_Flight
Combining various space age technologies leads to the ability to travel at a speed close enough to light to make settlement on other planets a serious possibility.

#TECH_Resequencer

#DESC_TECH_Resequencer
Learning to reuse items by taking their matter and reforming it benefits the population in many ways.

#TECH_Genetics

#DESC_TECH_Genetics
Fully unlocking the human genome allows for experimentation about improving the species and extending life.

#TECH_Laser_Guns

#DESC_TECH_Laser_Guns
Focusing light into ever tighter beams allows for a basic weapon.

#TECH_Mercenaries

#DESC_TECH_Mercenaries
The ability to travel to other planets loosens up the galaxy to moons and other impractical locations for hideouts.  This in turn leads to a greater need for hired guns.

#TECH_Light_Armor

#DESC_TECH_Light_Armor
[Laser Guns] leads to a better means of protection.

#TECH_Force_Training

#DESC_TECH_Force_Training
Knowledge of the Force leads philosophers, athletes, and scientists to begin mapping out what it is to be Force Sensitive.

#TECH_Catapult_Tech

#DESC_TECH_Catapult_Tech
Once the first sleeper ships had colonized planets, they were able to construct mechanisms to slow down vessels, allowing for the home planet to catapult ships through hyperspace to them and helping with trade.  The process was fraught with danger, but was the only means of practical transportation.

#TECH_Planetary_Gov't

#DESC_TECH_Planetary_Gov't
Awareness that the sentient species on one planet is not the sole intelligent life form in the galaxy forces a people to let go of cultural differences and unite.

#TECH_Blasters

#DESC_TECH_Blasters
Improved refining techniques and better metals leads to an improvement in the power behind the laser beam and a new weapon.

#TECH_Cloning

#DESC_TECH_Cloning
Improving genetics allows for the human body to be duplicated infinitely.

#TECH_Healing

#DESC_TECH_Healing
One of the first and most important Force abilities was the knowledge of curing wounds and diseases.

#TECH_Swordsmanship

#DESC_TECH_Swordsmanship
The sword symbolized the integrity and honor behind the Jedi code.  It was also more precise and personal than the blaster.

#TECH_Espionage

#DESC_TECH_Espionage
The additional technology afforded by space technology allows a civilization to keep tabs on other civilizations like never before.

#TECH_Planetary_Defense

#DESC_TECH_Planetary_Defense
Uniting a species' nations under one flag enables a civilization to strategically place defensive satellites and surface guns for maximum effect.

#TECH_Ion_Tech

#DESC_TECH_Ion_Tech
Ion technology is a simple power source that is effective and mobile in space.

#TECH_Reverse_Engineering

#DESC_TECH_Reverse_Engineering
Along with learning of the Force from the Rakatans, those worlds who revolted from them also managed to steal or come upon their technology.  After that, it was only a matter of bridging the gap of [Force Sensitivity].

#TECH_Spatial_Tech

#DESC_TECH_Spatial_Tech
A good deal of research allows for a better understanding of the nature of space-time.

#TECH_Alien_Tech

#DESC_TECH_Alien_Tech
Learning about other cultures gives a civilization a better understanding of its own development and opens the way up not only for interaction with other species but for economic and political connections to occur.

#TECH_Hypermatter

#DESC_TECH_Hypermatter
Discovery and development of hypermatter is perhaps the most essential aspect of intergalactic development.

#TECH_Subspace

#DESC_TECH_Subspace
Accessing and studying the additional dimensions of space-time adds to the knowledge of the galaxy in general and travel in particular.

#TECH_Phobium

#DESC_TECH_Phobium
This was a dense, metallic alloy based on the ore chanlon, indigenous to the planet Gargon as well as Dor.

#TECH_0_Gravity_Mining

#DESC_TECH_0_Gravity_Mining
Learning how to accomodate the difficulties of mining on asteroids and moons grants almost unlimited access to natural resources.

#TECH_Turbolasers

#DESC_TECH_Turbolasers
Careful study of the nature of lasers leads to better focusing implements and alloys that can take more heat.

#TECH_Intercultural_Trading

#DESC_TECH_Intercultural_Trading
Learning to trade with cultures that have no common history and no common priorities leads to profitable enterprises.

#TECH_Interspecies_Economics

#DESC_TECH_Interspecies_Economics
Finding a common basis for currency leads to exchange rates, normalcy of relations, and personal stability in dealing with new species.

#TECH_Xenobiology

#DESC_TECH_Xenobiology
The study of life on other planets leads to an understanding that they all develop into sentience for the same reasons, and that they have much more in common than not.

#TECH_Precognition

#DESC_TECH_Precognition
Being aware of the Force and the anticipation developed from martial exercises eventually leads to an ability to see future events.

#TECH_Hyperspace

#DESC_TECH_Hyperspace
The ability to enter into a faster-than-light state suddenly makes distant solar systems mere hours away.

#TECH_Astrometrics

#DESC_TECH_Astrometrics
Learning the precise location and movements of all significant bodies in the galaxy allows for the prediction of their movements.

#TECH_Interstellar_Comm

#DESC_TECH_Interstellar_Comm
The colonization of new planets leads to the development of newer and better forms of communication which relay information more quickly than ever before, even over great distances.

#TECH_Repulsorlift

#DESC_TECH_Repulsorlift
Using a planet's magnetism to set up a field which allows an object to hover allows for faster, safer, and less pollution-oriented means of short-range transportation.

#TECH_Enhanced_Hulls

#DESC_TECH_Enhanced_Hulls
Learning to scatter the incoming beams of fire reduces impact and allows for stronger defense.

#TECH_Medium_Armor

#DESC_TECH_Medium_Armor
On a smaller scale, the technology of the newest hulls is used in making personal armor, thus balancing out a temporary offensive advantage.

#TECH_Enhanced_Physical

#DESC_TECH_Enhanced_Physical
Tapping into one's internal energy gives an individual access to much greater strength, speed, and agility then is humanly possible.

#TECH_Holocrons

#DESC_TECH_Holocrons
These pieces of information and technology were perhaps the most important aspect of the training of Force Sensitives as it allowed not only for information, but interaction and a three-dimensional view of the subject at hand.

#TECH_Capital_Ships

#DESC_TECH_Capital_Ships
Better armor and the ability to travel to other star systems made clear the threat posed by other civilizations.

#TECH_Multilevel_Cities

#DESC_TECH_Multilevel_Cities
Developing enhanced engineering skills gives a civilization the chance to create buildings that extend vertically, allowing for an almost unlimited number of people to exist on a planet.

#TECH_Medichlorian_Research

#DESC_TECH_Medichlorian_Research
Learning about the nature of the Force led to more efficient methods of determination.

#TECH_Adv_Programming

#DESC_TECH_Adv_Programming
Learning how to create artificial life with articulate limbs and programming enables them to deal with waste disposal and reinforce or improve the structure of buildings and transportation systems.

#TECH_Hyperlanes

#DESC_TECH_Hyperlanes
Learning how to travel faster than light didn't lead to the immediate exploration of space.  A ship could easily fly into a black hole or a star without taking the time to calculate proper coordinates.  In time, it was learned that there were certain wide paths that could be traveled safely, the four major highways of the Star Wars universe.

#TECH_Adv_Tibanna_Tech

#DESC_TECH_Adv_Tibanna_Tech
This mysterious gas allowed engineers and scientists to focus basic lasers into powerful weapons.

#TECH_Ossian_Convocation

#DESC_TECH_Ossian_Convocation
When the great Force sensitives of their age met on Ossus, they discussed the nature of the Force.  Some believed it was in existence to be used to help the people living in it, others believed that the Force itself was neutral and was left to the individual to interpret, while others saw it as a means to power.

#TECH_Mechanical_Warfare

#DESC_TECH_Mechanical_Warfare
By learning to program machines with basic tactics and arms use, the first artificial armies were created.  They allowed for wars to be fought without lives being lost.

#TECH_Hyperspace_Beacons

#DESC_TECH_Hyperspace_Beacons
By placing buoys along safe and constant hyperspace routes, travel became safer and faster.

#TECH_Disruptor_Tech

#DESC_TECH_Disruptor_Tech
Learning how to refine the [tibanna gas] ever more tightly, it becomes possible to create beams that literally disturb the fabric of a person's body.  The disruptor is one of the most efficient and most painful means of death in the galaxy.

#TECH_Plasma_Tech

#DESC_TECH_Plasma_Tech
Controlling plasma so that one can keep it within a beam allows for the introduction of the lightsaber.

#TECH_Heavy_Armor

#DESC_TECH_Heavy_Armor
Turbolasers create the need for stronger armor.  Though heavier and less mobile, troops wearing it are more able to deflect shots that would not have directly hit them.

#TECH_Ashla

#DESC_TECH_Ashla
The good side of the Force, the one followed by the Jedi in their service to the Republic.

#TECH_Potentium

#DESC_TECH_Potentium
The neutral side of the Force, the philosophy of Leor Hal, Darth Millennial, and the Prophets of the Dark Side among many others.

#TECH_Bogan

#DESC_TECH_Bogan
The dark side of the Force in which power and control are the goal of every practitioner.

#TECH_Interdiction_Fields

#DESC_TECH_Interdiction_Fields
The ability to create areas of space where it is impossible to travel in hyperspace make for an excellent tactical advantage in battle, and will later be used by pirates to waylay unsuspecting merchants.

#TECH_Navicomputer

#DESC_TECH_Navicomputer
A computer designed to compute hyperspace routes from anywhere in the galaxy soon became integral to any ship.

#TECH_Planetary_Destroyer

#DESC_TECH_Planetary_Destroyer
The ability to destroy a planet with one superpowerful weapon has often been used in the galaxy's history as a means of inspiring fear and controlling subject populations.

#TECH_Droid_Orbital_Factories

#DESC_TECH_Droid_Orbital_Factories
Building platforms in space reduces space difficulties on the planet and gives unlimited room for growth and development of new technologies in space.

#TECH_Force_Domestication

#DESC_TECH_Force_Domestication
Through the Force, users can learn to speak with natural animals, teaching them to live peacefully and to mutual benefit.

#TECH_Force_Mutation

#DESC_TECH_Force_Mutation
Through the Force, it is possible to take animals with the right qualities and infuse them through the Force with more strength, aggressiveness, and size.

#TECH_Bacta_Tank

#DESC_TECH_Bacta_Tank
Deriving from the planet Ithor, it is quickly learned that the substance has healing abilities on all organic life.

#TECH_Droid_Army

#DESC_TECH_Droid_Army
The benefits of mechanical soldiers are numerous, including perfect coordination, no fear of death, and no natural disgust with killing.

#TECH_Shipyards

#DESC_TECH_Shipyards
Orbital stations are a means of better supplementing space travel while allowing the citizens of a world to live out their lives quietly on the surface.

#TECH_Hypernet

#DESC_TECH_Hypernet
Once it was possible to travel from one end of the galaxy to the other in a matter of days, it was only a matter of time before it was possible to transfer data with the same or greater speed.

#TECH_Adv_Cloning

#DESC_TECH_Adv_Cloning
Mastering the genetic sequence gives the scientific community the ability not only to create duplicates, but to improve on the original, or alter personal traits.

#TECH_Droid_Sentience

#DESC_TECH_Droid_Sentience
Creating complex matrices, it becomes possible to give a droid an awareness of self and the potential to learn from situations.

#TECH_Tractor_Beam

#DESC_TECH_Tractor_Beam
The ability to hold and pull an object toward a bay or other landing zone not only protects pilots from potential mishaps, but can serve to neutralize the enemy during attacks.

#TECH_Mutations

#DESC_TECH_Mutations
Beginning to experiment on less subtle means of creating better soldiers or battle animals leads to a wide variety of large, angry, and dangerous beasts.

#TECH_Mass_Cloning

#DESC_TECH_Mass_Cloning
Perfecting the technique of manipulating gene sequences, the Kaminoans were the most famous species to create large numbers of modified clones for the Republic Army.

#TECH_Adv_Biology

#DESC_TECH_Adv_Biology
Advances in [Cloning] and the innovation of [Droid Sentience] lead to a better knowledge and understanding of the human mind and the chemical processes that go on within it.

#TECH_Cybernetics

#DESC_TECH_Cybernetics
Combining the enhanced knowledge of biology with the technological improvements afforded by programming, it becomes possible to fully integrate the mechanical with the natural body.

#TECH_Planetary_Shield

#DESC_TECH_Planetary_Shield
Learning to reinforce a planet's natural defensive atmosphere helps a civilization to nullify the attacks of enemies.

#TECH_Gravity_Well_Generator

#DESC_TECH_Gravity_Well_Generator
The ability to generate interdiction fields by artificially enhancing local gravity impedes any travel in the area.

#TECH_Force_Infusion

#DESC_TECH_Force_Infusion
Through purely scientific means and using the clones of past dark lords as subjects or a basis, it becomes possible to give sentient beings a limited medichlorian count, making them Force Sensitive.  This in turn allows a dark side civilization to mass produce duplicates and then brainwash them into nearly mindless soldiers.

#TECH_Androids

#DESC_TECH_Androids
The first fully sentient artificial life forms, they are superior to humans physically, while being able to think on a basic cognitive level and therefore blend into any general societal role or situation.

#TECH_Life_Extension

#DESC_TECH_Life_Extension
Modifying human genes as people age allows them to slow down the aging process.  A longer lifespan pleases people.

#TECH_Alpha_Red

#DESC_TECH_Alpha_Red
Developed by the Chiss and the New Republic, this biotoxin was intended to destroy the Yuuzhan Vong by eating through their weapons, ships, and bodies alike.

#TECH_Havod

#DESC_TECH_Havod
Havod was a deep red alloy composed of chanlon and hfredium. Havod was used in the formation of custom starship hulls, however the alloy was too difficult to mass-produce, and was rarely used unless specifically ordered by the buyer.

#TECH_Personal_Energy_Shield

#DESC_TECH_Personal_Energy_Shield
Learning to shrink the power and size of a ship shield into a suit, a wealthy individual can provide his or her body with a defense nearly impenetrable to small arms fire.

#TECH_Cloaking

#DESC_TECH_Cloaking
Learning to bend light around an object affords a ship near invisibility, aiding greatly in stealth techniques.

#TECH_Shadow_Trooper

#DESC_TECH_Shadow_Trooper
In the Empire Reborn campaign, Lord Hethrir, Desann, and Admiral Galak Fyyar created an unusual hybrid of Dark Jedi and stormtroopers by giving them cortosis-weave armor and crystals from Artus Prime.

#TECH_Cortosis

#DESC_TECH_Cortosis
Developed to minimize the effectiveness of the lightsaber, cortosis was weaved of special materials.

#TECH_Impervium

#DESC_TECH_Impervium
Impervium was an almost impenetrable alloy known to have been used to coat the hulls of starships.

#TECH_Masers

#DESC_TECH_Masers
Using the technology of microwaves to create weapons, it is immune to traditional electric shielding.

#TECH_AG_Fields

#DESC_TECH_AG_Fields
Those civilizations not fortunate enough to have direct contact with Rakatan artifacts were forced to develop hyperspace travel by pure research.  Experiments in antigravity fields were the first step towards that goal.

#TECH_Tachyon_Research

#DESC_TECH_Tachyon_Research
Understanding the nature of the Tachyon provides additional knowledge about the nature of the physical galaxy as well as helping researchers to more accurately predict the locations and movements of heavenly bodies.

#TECH_Gravometry

#DESC_TECH_Gravometry
Developing a new science to accurately predict the movements of heavenly bodies brings hyperspace travel one step closer to being a safe means of locomotion.

#TECH_Dallorian_Tech

#DESC_TECH_Dallorian_Tech
Developed by the [Mandalorians] to better protect their warriors and ships, the metal gave this fighting species a singular advantage.

#TECH_Hyperspace_Trackers

#DESC_TECH_Hyperspace_Trackers
The [Chiss] may be a peaceful and defensive race, but they are crafty.  By targeting attacking ships, their command centers and supply areas can easily be located.  It is also possible to locate them during hyperspace.

#TECH_Radiation_Tech

#DESC_TECH_Radiation_Tech
The science of radiation leads to a better understanding of the basic cosmic forces of the universe.

#TECH_Radiation_Bomb

#DESC_TECH_Radiation_Bomb
Properly adjusted, these weapons can kill all targeted races, leave the buildings intact, and dissolve in a relatively short period of time leaving a planet perfectly hospitable for the conquerors.

#TECH_Parasite_Biobomb

#DESC_TECH_Parasite_Biobomb
By engineering a parasite to attack a population, the sentient species alone can be targeted, while the buildings can be radiation free.

#TECH_Hyperspace_Microjumps

#DESC_TECH_Hyperspace_Microjumps
Learning to make tactical jumps can give ships a huge advantage in battles.

#TECH_Adaptive_Uniforms

#DESC_TECH_Adaptive_Uniforms
Advanced hyperspace research into the nature of tachyons leads to the development of uniforms that automatically alter to suit their surroundings.

#TECH_Conner_Net

#DESC_TECH_Conner_Net
In learning of the technologies of other cultures, the [Chiss] eventually come upon a means of trapping enemy vessels.

#TECH_Chameleon

#DESC_TECH_Chameleon
Through careful study of animals native to their native planet, they develop uniforms capable of instantaneously duplicating their surroundings.

#TECH_Awareness_of_the_Force

#DESC_TECH_Awareness_of_the_Force
Long ago, when the Rakatans were a peaceful society that lived in harmony with nature, they became aware of a connection to a supernatural and extremely powerful force in the universe which seemed to control all things.

#TECH_Mental_Enhancement

#DESC_TECH_Mental_Enhancement
As the ancient Jedi, or protectors of the Great mother, began to evolve their powers, they learned to improve their own intellectual abilities through the Force by listening to what it was telling them.

#TECH_Mechu_Deru

#DESC_TECH_Mechu_Deru
Learning to manipulate mechanical devices through the Force gives a more effective mechanic, more proficient pilot, and a more dangerous enemy.

#TECH_Manifest_Energy

#DESC_TECH_Manifest_Energy
Focusing one's inner strength into one point of energy creates a lethal weapon.

#TECH_Meditation

#DESC_TECH_Meditation
The ability to focus on just one thing improves a being's connection to the Force and thereby increases their abilities.

#TECH_Force_Repair

#DESC_TECH_Force_Repair
Once the Rakatans had learned to repair through the Force, it enabled them to fix all vehicles much more quickly.

#TECH_Enslavement_Protocols

#DESC_TECH_Enslavement_Protocols
Conquering planets inevitably led to the submission of sentient species.  In turn, a standardized means of indoctrinating them into their growing empire was necessary.  They had to be taught that the Rakatans were gods, that they existed only to serve them, etc.

#TECH_Revitalize

#DESC_TECH_Revitalize
It is possible to reinvigorate a Force drained individual with the proper technique.

#TECH_Suppression

#DESC_TECH_Suppression
Through the Force, it becomes possible to slow an opponents movements and mental reactions

#TECH_Morichro

#DESC_TECH_Morichro
Through mastery of [Suppression], a practitioner can slow a person's organs to the point of death.

#TECH_Battlemind

#DESC_TECH_Battlemind
By focusing all aspects of a person's mental and physical attributes into a fighting aspect, his fighting prowess is greatly enhanced.

#TECH_Seeing

#DESC_TECH_Seeing
The ability to see through the Force allows an individual to see all potential threats.

#TECH_Far-Seeing

#DESC_TECH_Far-Seeing
Through this ability, a person is able to witness in real time events happening across the galaxy.

#TECH_Comprehension

#DESC_TECH_Comprehension
Learning to understand the language of a foreign species instantaneously by getting into his mind affords the Rakatan masters a great many advantages.

#TECH_Force_Create

#DESC_TECH_Force_Create
Building on the ability to reinvigorate a person's Force powers, it becomes possible to generate items in the Force.

#TECH_Bogan_Philosophy

#DESC_TECH_Bogan_Philosophy
Over the course a several years, the planet of Lehon suffered through a drought, flood, or other natural disaster that caused a shortage of food.  This in turn led to competition over what there was, and infighting.  In the end, the philosophy of survival of the fittest won out over all others.

#TECH_Psychometry

#DESC_TECH_Psychometry
By simply touching an object, an individual is given the psychic resonances of those instances of which it was a part.

#TECH_Force_Precognition

#DESC_TECH_Force_Precognition
By adding together an ability to see through the Force and their combat-derived skills, it becomes possible to see possible futures.

#TECH_Force_Holograms

#DESC_TECH_Force_Holograms
Through the Force, it becomes possible to record not only a speech, but an interactive part of a person to learn from for millennia.

#TECH_Telepathy

#DESC_TECH_Telepathy
Learning to read and hear other people's thoughts gives the typical soldier a distinct advantage over other species.

#TECH_Force_Enhance_Physical

#DESC_TECH_Force_Enhance_Physical
By focusing one's energies, reflexes, speed, and strength are enhanced.

#TECH_Hyperdrive

#DESC_TECH_Hyperdrive
Through the Force, a Rakatan is able to enhance his engine's abilities to go beyond the speed of light.

#TECH_Confusion

#DESC_TECH_Confusion
By getting into the mind of an enemy, it is possible to show them images or plant thoughts in their mind that render them nearly helpless to the enemy.

#TECH_Strength

#DESC_TECH_Strength
Building off of [Force Enhance Physical], a student of the Force develops many times their normal physical strength.

#TECH_Speed

#DESC_TECH_Speed
Building off of [Force Enhance Physical], a student of the Force develops many times their normal physical speed.

#TECH_Push/Pull

#DESC_TECH_Push/Pull
By learning to focus one's chi, it is possible to use it to force items away from or toward the user.

#TECH_Force_Healing

#DESC_TECH_Force_Healing
In making contact with one's own medichlorians, they can be instructed to repair any personal damages done to a user that do not kill them outright.

#TECH_Force_Lasers

#DESC_TECH_Force_Lasers
Through the Force, engineers and battery members are able to magnify simple light beams into powerful lasers.

#TECH_Force_Shields

#DESC_TECH_Force_Shields
In a combination of [Mechu Deru] and a personal protection that reduces the effect of weapons on them, it becomes possible to encompass an entire vessel.

#TECH_Force_Interplanetary_Travel

#DESC_TECH_Force_Interplanetary_Travel
By enhancing primitive fusion drives, they are able to bring ships into faster-than-light travel.

#TECH_Horror

#DESC_TECH_Horror
Continuing to build on the telepathic line of thought, it is possible to plant images in a person's mind to make them fearful of anything or anyone.

#TECH_Insanity

#DESC_TECH_Insanity
Prolonged or intense exposure to [Horror] eventually causes a person to lose their mind.

#TECH_Jump

#DESC_TECH_Jump
In enhancing one's personal ability, the practitioner is able to jump two, three, even ten times their own height.

#TECH_Wave

#DESC_TECH_Wave
Mastery of the [Push/Pull] technique gives the ability to create a wave of Force energy around an individual which can severely injure or kill an individual at one go.

#TECH_Deflection

#DESC_TECH_Deflection
In mastering precognition and sword technique, the Rakatan warriors learn to catch bullets midflight and guide them away harmlessly.

#TECH_Group_Heal

#DESC_TECH_Group_Heal
In learning to repair one's own body, it eventually becomes possible to heal one or more others.

#TECH_Level_3

#DESC_TECH_Level_3
Learning [Flight] and the technique of storing philosophy and experience in holograms brings warriors to a new level of Force abilities.

#TECH_Flight

#DESC_TECH_Flight
Another aspect of mastering [Push/Pull] is the ability to manipulate the ground enough to manage prolonged levitation.

#TECH_Absorb

#DESC_TECH_Absorb
In dealing with the occasional clan infighting, it is learned that it is possible to absorb Force energy being directed at them.

#TECH_Destroyer

#DESC_TECH_Destroyer
Combining the knowledge of [Force Shields] and [Interplanetary Travel] with the new need to conquer directs technology to the creation of the first extrasolar combat ships.

#TECH_Level_4

#DESC_TECH_Level_4
Sudden exposure to hundreds of new weapons and fighting styles as well as the learning of [Push/Pull] variants leads to the development of a new type of warrior

#TECH_Labor_Camps

#DESC_TECH_Labor_Camps
Conquest inevitably leads to slavery, and their use to create various monuments throughout the galaxy.

#TECH_Adv_Telepathy

#DESC_TECH_Adv_Telepathy
Learning how to communicate or manipulate the mind or minds of enemy soldiers gives an [Infinite Warrior] the chance to create an alternative reality.

#TECH_Plasma_Bursts

#DESC_TECH_Plasma_Bursts
Learning to enhance simple torpedoes gives birth to small explosions of energy.

#TECH_Comprehend_Speech

#DESC_TECH_Comprehend_Speech
Through [Adv Telepathy], an individual can learn an entire new language by plucking it from a native's mind.

#TECH_Cloak

#DESC_TECH_Cloak
By entering into the mind of a person or persons, it is possible to block their view of oneself.

#TECH_Stealth

#DESC_TECH_Stealth
Enhancing their own physical abilities as well as clouding an enemy's mind, it becomes possible to pass by biological and technological beings unnoticed.

#TECH_Wound

#DESC_TECH_Wound
Learning to use the Force as an enhancement of one's own body, it becomes possible to damage various organs of the body.

#TECH_Grip

#DESC_TECH_Grip
Learning to put pressure on specific organs of the body greatly enhances the martial ability of the soldier of the Infinite Empire.

#TECH_Breath_Control

#DESC_TECH_Breath_Control
By learning to control one's body, an individual is able to limit the amount of oxygen it needs.

#TECH_Mind_Trick

#DESC_TECH_Mind_Trick
Using one's connection to the natural galaxy to create a false sense of reality for a chosen individual provides many advantages to the individual.

#TECH_Slow

#DESC_TECH_Slow
In inhibiting an opponent's neural activity, he or she moves with a noticeable slothlike pace.

#TECH_Plague

#DESC_TECH_Plague
By using the Force, it is possible to infect an enemy body with a debilitating disease.

#TECH_Malasia

#DESC_TECH_Malasia
By enhancing [Slow], a person's body can be made to stop moving altogether.

#TECH_Mind_Control

#DESC_TECH_Mind_Control
Mastering [Mind Trick], a practitioner is able to turn an enemy into a personal drone.

#TECH_Drain_Knowledge

#DESC_TECH_Drain_Knowledge
In mastering [Telepathy], one can learn everything a person knows.  Unfortunately, the process leaves the victim a vegetable.

#TECH_Lightsaber

#DESC_TECH_Lightsaber
By using a specially calibrated crystal, and beam of plasma is bent into a weapon.

#TECH_Force_Bursts

#DESC_TECH_Force_Bursts
Using a manifestation of the Force as a series of bullets, the practitioner is able to engage multiple targets at a distance.

#TECH_Force_Agility

#DESC_TECH_Force_Agility
Through the Force, an individual is able to be more flexible, more balanced, and more responsive than any normal individual could possibly be.

#TECH_Alien_Conquest

#DESC_TECH_Alien_Conquest
Once the Rakatans had united their planet under the leadership of one man, he soon realized that the one thing truly keeping his people together was their ability to test themselves.  To keep that going and to continue proving his own superiority, he instituted the conquest of many systems with sentient life.

#TECH_Battleship

#DESC_TECH_Battleship
As the Rakatans continued to expand into the galaxy, they eventually came upon species that had developed space travel without the aid of the Force.  They were no longer able to defeat the ruler in single combat and then pound a world into submission.  To counter the new threat, more powerful ships were necessary, and in time an entire fleet would develop.

#TECH_Snares

#DESC_TECH_Snares
The ability to build traps for objects beyond the physical allows for new arenas of thought and boundless possibilities.

#TECH_Adv_Manifest_Energy

#DESC_TECH_Adv_Manifest_Energy
Learning to fully control energy gives the user abilities limited only by the amount of medichlorians one has in the blood.

#TECH_Alchemy

#DESC_TECH_Alchemy
Through the Force, pseudoscience may be enhanced into reality.

#TECH_Soul

#DESC_TECH_Soul
Capturing the life energy of an individual renders the body harmless while retaining all of the knowledge, wisdom, and experience remains intact.

#TECH_Energy

#DESC_TECH_Energy
In draining a person of consciousness, one taps a reusable source and leaves a potential captive unharmed.

#TECH_Force

#DESC_TECH_Force
Taking away a person's abilities becomes more debilitating to a Force-user than stripping a common soldier of his guns.

#TECH_Extend_Life

#DESC_TECH_Extend_Life
In using the Force, one strengthens one's connection to the Force.  The more powerful that connection becomes, the better able to limit the aging process it is.

#TECH_Mutation

#DESC_TECH_Mutation
Through [Alchemy], it is possible to alter the genetic structure of a potential beast into something larger and more aggressive, giving it better weapons as well.

#TECH_Medichlorian_Manipulation

#DESC_TECH_Medichlorian_Manipulation
^Learning how to maneuver the very essence of the Force so that beings may be created with unnatural counts of medichlorians helped the Rakatans to breed themselves into an ever stronger race.

#TECH_Wormhole

#DESC_TECH_Wormhole
By manipulating the fabric of the galaxy, it is possible to warp time/space so that two disparate points in the galaxy can be side by side.

#TECH_Force_Forge

#DESC_TECH_Force_Forge
The process of imbuing a weapon with the Force power of its user causes the weapon to be strengthened and creates a bond between it and its owner.

#TECH_Infusion

#DESC_TECH_Infusion
Once it is possible to trap the Force essence of an individual, it is inevitable that it will eventually be possible to transfer that essence to another being.  The [Shadowtrooper] of the Empire Reborn was a product of this advance.

#TECH_Lightning

#DESC_TECH_Lightning
The mainstay of the the [Bogan] practitioners, the energy of the individual is focused into electric bolts.

#TECH_Droid_Disable

#DESC_TECH_Droid_Disable
By manipulating circuitry, a droid or droids may be temporarily shut down.

#TECH_Sever_Force

#DESC_TECH_Sever_Force
If one is careful, it is possible to drain and then render inert all connection to the Force of an individual.

#TECH_Drain

#DESC_TECH_Drain
This ability allows the user to temporarily take away part or all of a Force user's connection.

#TECH_Create_Life

#DESC_TECH_Create_Life
Without the use of the male aspect, a powerful Force user can make a woman impregnated using only her own genetic structure.

#TECH_Storm

#DESC_TECH_Storm
By connecting with the environment, the proper elements may be used to form an electrical storm.

#TECH_Droid_Destroy

#DESC_TECH_Droid_Destroy
By carefully placing bursts of energy, a droid can be shut down permanently.

#TECH_Alter_Environment

#DESC_TECH_Alter_Environment
With a strong command of various elements, a massive storm, tornado, or even hurricane may be created.

#TECH_Thought_Bomb

#DESC_TECH_Thought_Bomb
^Through the Force, the Rakatans eventually learned how to generate a massive electromagnetic pulse capable of destroying all life within a large radius.  This technique was used most effectively by Lord Kaan, near extinguishing the Sith and severely handicapping the Jedi.

#TECH_EM_Torpedo

#DESC_TECH_EM_Torpedo
An electromagnetic pulse that renders all electrical equipment powerless while allowing any biological life-forms to remain alive.

#TECH_Division_of_Labor

#DESC_TECH_Division_of_Labor
As the culture became more focused on rooting out all mechanical technology in the galaxy, they began to assimilate other species and breed and assign them to different tasks in order to allow the warriors to focus their daily routines on the art of war.

#TECH_Philosophy_of_Life

#DESC_TECH_Philosophy_of_Life
Deciding on a new role in their home galaxy, the form a corresponding philosophy of their place in it.  They are the enforcer of the will of the Yun'o, gods.  It is their sacred task to root out all technologically-based civilizations.

#TECH_Directive_1

#DESC_TECH_Directive_1
The first and only concern of the [Yuuzhan Vong] is to destroy all mechanical technology.  In their philosophy, this inevitably leads to sentience and from there to aggressive life bent on irradicating all biological life.

#TECH_Harmony_with_Nature

#DESC_TECH_Harmony_with_Nature
As the [Yuuzhan Vong] come to believe that all technology is wrong, they revert to the old thinking that that which is of the natural world is the only right way.

#TECH_Shaper

#DESC_TECH_Shaper
This class in Yuuzhan Vong society were considered the equivalent of bioengineers and scientists. Ranging from the mighty Worldships to simple clothing, the Shapers made everything, and techniques were written in instructions known as Cortexes, of which there were eight.

#TECH_Mandate_of_God

#DESC_TECH_Mandate_of_God
Comfortable in their new philosophies but concerned about the state of the rest of the galaxy, the species decides to go out and decimate all technology that is not derived from nature.

#TECH_Warrior

#DESC_TECH_Warrior
A necessary development of this new change in their core philosophies is the development of the full-time warrior whose job, religious beliefs, and recreational activities revolve around this one function.

#TECH_Crab_Harp

#DESC_TECH_Crab_Harp
Used as a form of musical instrument, the crab-harp was designed to provide music during ceremonies. Crab-harps would be commanded to "lock" their legs together, which were connected to the body of an enormous drum-shaped creature by tendons which musicians plucked to make harmonious sounds. Other times, crab-harps would be set loose to simply walk around to provide background music.

#TECH_Rainbow_quana

#DESC_TECH_Rainbow_quana
Rainbow qaana were a species of insects that were bred and used by the Yuuzhan Vong. They were kept for the ethereal music that they produced when clicking their mandibles together and were only used in special ceremonies, or in the presence of the Supreme Overlord.

#TECH_Maw_luur

#DESC_TECH_Maw_luur
Maw luurs would absorb the waste the Yuuzhan Vong generated, and convert it to vital materials such as metal, nutrients, and air. Maw luurs were often grown into the exoskeletons of the Worldships to provide the vessel vital nutrients and oxygen to the Yuuzhan Vong on board. It was theorized that maw luurs could provide atmospheres for entire planets.

#TECH_Qahsa

#DESC_TECH_Qahsa
These creatures were capable of storing the knowledge of the Yuuzhan Vong Empire's [Shaper]s thus serving as living memory banks. They came in a variety of sizes from personal devices to databases for Worldships. It was accessed through the use of a cognition hood. They were capable of being grown quickly on demand.

#TECH_Amphistaff

#DESC_TECH_Amphistaff
Full-grown adults were durable and cunning predators. Power glands in the serpent's body could emit electrical impulses that reorganized the creature's semicrystalline cell structure. This field extended a millimeter from the amphistaff's body and created razor-thin edges capable of slashing through prey. Only vonduun crabs rivaled the amphistaff in rigidity. After feeding voraciously, they morphed into polyps to continue their species' reproduction. 

#TECH_Vonduun_Crab_Armor

#DESC_TECH_Vonduun_Crab_Armor
This was bioengineered crab-shell-plated armor used by the Warrior caste of the Yuuzhan Vong. The armor was made from the living shell of the Vonduun crab.

#TECH_Tutakan

#DESC_TECH_Tutakan
This weapon was an eight-legged lizard bioengineered by the Yuuzhan Vong. Its huge tusks curled up past its eyes and curled in to its head, appearing as if they were eyebrows.

#TECH_Nang_hul

#DESC_TECH_Nang_hul
This was a beetle with sharp, jagged legs and wings. Its wings were very powerful, emitting a loud buzzing sound when active, and causing a distinctive "thud" when striking an object. Nang hul shaped from sparkbees were the baseline for all such "bug" weapons. Nang hul could be killed with a lightsaber, but their sturdy exoskeletons usually could not be broken in normal combat. If a thud bug became lodged in the ground, it could free itself using its wings and legs. 

#TECH_Razor_Bug

#DESC_TECH_Razor_Bug
Shaped from the sparkbee, the razor bug was a relative of the nang hul, but served a different purpose. Essentially living knives, razor bugs had carapaces that were capable of shredding flesh and piercing certain types of armor. They also had the homing capabilities of the thud bug, as well as a vapid tenaciousness to continue attacking a target until either it or the razor bug was subdued.

#TECH_Blast_Bug

#DESC_TECH_Blast_Bug
These were projectile biots used by the Yuuzhan Vong. A relative of the thud bug, the blast bug was also shaped from a sparkbee. But unlike the thud and razor bugs, the blast bug was the Yuuzhan Vong analog of a guided missile. Upon reaching contact with the target, the blast bug would explode, either sending the victim hurling through the air, causing severe burns, and even breaching armor. A Human caught in the explosion without armor had very little chance of survival.

#TECH_Yuuzhan_Vong_Warrior

#DESC_TECH_Yuuzhan_Vong_Warrior
Adding various biological weapons gives them a unique flavor as military units.

#TECH_Warrior_Philosophy

#DESC_TECH_Warrior_Philosophy
The warriors of any civilization cannot have the high-minded ideals of rulers or religious leaders.  Theirs is simple.  They fight for their gods' pleasure, and to maintain their species status as the chosen of the Yun'o.  They show their individual superiority through genetic modifications, painful surgeries, and the grafting of new weapons into their body.

#TECH_Adv_Weaponry

#DESC_TECH_Adv_Weaponry
Learning to alter their body to add weapons makes the [warrior] more deadly than ever before, especially in close quarters.

#TECH_Space_Flight

#DESC_TECH_Space_Flight
Gaining a full mastery of their own planet and the new way of approaching their own development, it becomes necessary to leave their homeworld to expose other species to their 'enlightened' views.

#TECH_Manifest_Destiny

#DESC_TECH_Manifest_Destiny
The entire species comes to the realization that all nonbiological civilizations must be eradicated, and that it is their mission to be the instruments of that destruction.

#TECH_Warrior_Gods

#DESC_TECH_Warrior_Gods
The change of philosophy and the development of a militaristic society and weapons gives rise to new gods which complement their new way of thinking.

#TECH_Fire_Jelly

#DESC_TECH_Fire_Jelly
Firejelly was a gelatinous, flammable substance that would catch fire very quickly. They were usually given to the Chazrach slave troops. The substance was also used to torture victims to get answers, or when they want to meld and/or weld substances together.

#TECH_Vua'sa

#DESC_TECH_Vua'sa
The vua'sa were dangerous predators from Yuuzhan'tar, rare due to their high reproduction rate and tendency to depopulate their ecosystem. According to legend, the first warmaster created by Yun-Yuuzhan was not a Yuuzhan Vong, but a weapons beast he named Vua'sa. A Yuuzhan Vong warrior challenged the monstrous creature, slaying it and claiming its place as warmaster.

#TECH_Irksh_Poison

#DESC_TECH_Irksh_Poison
Irksh poison was an instantly fatal Yuuzhan Vong poison. Nom Anor provided his spy At'raoth with irksh poison secreted in a false tooth in the back of her mouth in case of capture.

#TECH_Fire_Spitter

#DESC_TECH_Fire_Spitter
This was a form of improvement used by many [Yuuzhan Vong] warriors.  To use them, the bones in the warrior's forearm was removed and then replaced by the Fire Spitter's spine. The outer parts then wrapped around the warrior until it was called. When activated, the implant ejected a ball of biomatter that was created by chemicals within the Spitter. Because of the danger of such weapons, they saw limited use.

#TECH_N'amiqs

#DESC_TECH_N'amiqs
They were avian reptiles used by the Warrior caste to teach young Warriors how to fight.

#TECH_Tsik_vai

#DESC_TECH_Tsik_vai
This was an organic atmospheric vehicle used by the Yuuzhan Vong as a search craft. It resembled a manta ray with a neck sac for signalling to other craft in the area. This neck-sac inflated and turned bright red as a signal to other tsik-vai. The vessel was piloted by a gravity-sensitive dovin basal and had a transparent cockpit for one pilot only. It also had flexible wings and gill analogs that made it whine in flight. They also had several long tentacles for grabbing prisoners.

#TECH_Yorik_coral

#DESC_TECH_Yorik_coral
Yorik coral was the primary shipbuilding material of the Yuuzhan Vong. It was grown on-planet in the form of a ship, and later symbiotic creatures were implanted or grown within it to perform the ship's functions. It would absorb the material it was grown on (rock, unrefined ores, or occasionally wreckage of enemy bunkers or buildings) but also required organic material. In a completed ship, the yorik coral was run through with the nervous system that controlled and coordinated the various biots, as well as a circulatory system that sustained them. Thus, if the yorik coral of a ship sustained enough damage, it would cut off control and sustenance to all of the various subsystems, resulting in loss of efficiency and then total failure.

#TECH_Yaret-kor

#DESC_TECH_Yaret-kor
This instrument worked on a basic principle wherein the cannon took in stone or other massive materials, and then heated the materials up and expelled them towards an opposing ship as a flaming projectile.

#TECH_Lambent

#DESC_TECH_Lambent
These were the fruits of a certain [Yuuzhan Vong] plant. Lambent fields gave fruit when they were located on the surface of a planet or in a gravitational field created by a [Dovin Basal].

#TECH_H'merrig

#DESC_TECH_H'merrig
They were used to dispense food from a few raw materials, and were vital parts of technology for any Yuuzhan Vong distanced from the rest of their society (whether by choice or by necessity).

#TECH_Implanter

#DESC_TECH_Implanter
The biological tool used to reward successful warriors by helping to implant improvements.

#TECH_Yuuzhan_Vong_Warrior_2

#DESC_TECH_Yuuzhan_Vong_Warrior_2
With live training partners and the first unique basic weapons, these fighters advance to a new level.

#TECH_Tsik_seru

#DESC_TECH_Tsik_seru
They were organic vehicles used by the [Yuuzhan Vong] as atmospheric fighters. They were a military variant of the [Tsik-Vai] and was heavily armored and equipped with [yaret-kor]s. They could survive on planets with no oxygen or water. They were slower and less maneuverable than the [Tsik-Vai] since they were heavily armored.

#TECH_Molleung_Worms

#DESC_TECH_Molleung_Worms
These worms served as disembarking tubes for the soldiers, who poured onto the battlefield. They were also living creatures that could lash out at enemy troops to clear a landing zone.

#TECH_Warships

#DESC_TECH_Warships
Using the [Dovin Basal] to create faster-than-light capabilities, a series of new and larger ships became necessary.

#TECH_Vangaak

#DESC_TECH_Vangaak
This was an aquatic trawler used by the Yuuzhan Vong for traveling underwater. The living craft's skeletal frame was composed from tough [Yorik Coral]. Once the frame matured, it was seeded with a living organism called kera-boa, which reproduced rapidly, creating a semi-sentient protoplasmic colony which sprouted millions of long, microscopic tendrils that dangled below the craft. These tendrils were made to move together and could propel the craft in any direction. After the kera-boa system had taken root, the Vangaak was enveloped by hundreds of long, tough dull green scales supplied by the [Dora-mu], which was an aquatic creature imported from the Yuuzhan Vong galaxy. 

#TECH_Dora-mu

#DESC_TECH_Dora-mu
This was a giant, marine creature from the [Yuuzhan Vong]'s home galaxy. It was covered by hundreds of long, chitinous green scales which were able to withstand blaster shots and could heal over time. Its scales were used by [Shaper]s for the armor of an aquatic vehicle called the [Vangaak]. However, these scales did not die upon removal since they could mold themselves onto the [Vangaak]'s skeleton and receive nourishment from the living craft. 


#TECH_Force_Insensitivity

#DESC_TECH_Force_Insensitivity
In becoming a conquering species, the medichlorians did made the [Yuuzhan Vong] unable to touch the Force.  Probably because of their contact with nature in their daily lives and the fact that they didn't discover a military use for the Force, they never suffered the same plague.

#TECH_Pazhkic al'tirrna

#DESC_TECH_Pazhkic al'tirrna
The World Brain was an adult dhuryam, capable of overseeing the entire ecosystem of a Vongformed planet. Only one mature World Brain was known to have been active during the Yuuzhan Vong War, installed on Coruscant following the capture of the galactic capital.

#TECH_Cult_of_Yun-Yammka

#DESC_TECH_Cult_of_Yun-Yammka
^As Yuuzhan Vong culture developed its militaristic attitudes about freeing the galaxy from any mechanical devices, they decided that their gods had to punish them for their own past discretions and so used personal disfigurement to appease them.

#TECH_Cult_of_Yun-Yuuzhan

#DESC_TECH_Cult_of_Yun-Yuuzhan
Yun-Yuuzhan, the creator, was the most powerful deity of the Yuuzhan Vong religion. He sacrificed most of his body parts to create the lesser deities and the Yuuzhan Vong galaxy. Only the Supreme Overlord had direct contact with him.

#TECH_Artillery_Beast

#DESC_TECH_Artillery_Beast
This was the main artillery weapon of the Yuuzhan Vong. Used as an anti-aircraft weapon during the Yuuzhan Vong War, this creature was about the size of a Republic SPHA walker. It resembled a large beetle with a gigantic abdomen where the weapon built up plasma to fire a giant globule. The bigger creatures were used as anti-air cannons while the smaller ones were used for mortar fire.

#TECH_Sensislugs

#DESC_TECH_Sensislugs
These were sluglike insects used by the [Yuuzhan Vong] for spying. They released a chemical composition that was able to render most humanoids unconscious for a short period of time. This made them useful defensive measures, and the [Yuuzhan Vong] would also use a milder form of the compound on prisoners that were less than grateful to be granted the "honor" of being sacrificed to the Yun'o. The effects of were quite unpleasant for the victim: nausea, disorientation, serious headaches, and an irritated nose. 

#TECH_Snapbug

#DESC_TECH_Snapbug
A variant of the blast bug, this was the Yuuzhan Vong analog of a flash grenade. When thrown, the it would explode with a bright flash and a sonic boom. It would temporarily blind or deafen enemies.

#TECH_Enslavement

#DESC_TECH_Enslavement
In eliminating the disease of artificial intelligence, they found they had no real wish to kill the remaining pathetic species.  They felt sorry for their stupidity, and on the other hand had no interest in leaving them to mess things up again.  As cheap labor, they could be kept from extinction and would pose no further threat.

#TECH_Fighting_Claw

#DESC_TECH_Fighting_Claw
Fighting claws were actually parasites embbeded into the bone of a Warrior, usually in their knuckles. A mere contraction of muscles would send the claws out. It was quite painful to extend the claws, but the warriors did so in the name of Yun-Yammka. When released, they could cut through steel. Fighting claws could also stretch up to four times their resting length, giving them a whip-like appearance.

#TECH_Mqaaq'its

#DESC_TECH_Mqaaq'its
Mqaaq'its were a biological creature used by the Yuuzhan Vong as ocular replacements. Many Yuuzhan Vong removed their eyes and replaced them with mqaaq'it implants. Mqaaq'its would then shift color depending on the mood of the individual Yuuzhan Vong.

#TECH_Steng's_Talons

#DESC_TECH_Steng's_Talons
A melee weapon used by the Yuuzhan Vong. Made from [sgauru] bones and covered with [Yorik Coral], the talons were inserted into the body of a warrior who had proved himself in battle. They could be extended or contracted by a muscle movement. The placing of the talons was very dangerous, and few warriors actually survived the escalation. Those that did received even greater honor. The talons were included as part of the arsenal of the elite Slayers.

#TECH_Finger_Spear

#DESC_TECH_Finger_Spear
Also known as whip-stings, they were small, whip-like weapons used by members of the Shaper caste of the Yuuzhan Vong. Barely thicker than a straw, finger-spears were often implanted in shaper hands and quickly dispatched enemies when wielded as a weapon of choice.

#TECH_Yanskac

#DESC_TECH_Yanskac
The eight-centimeter-long spines ran along the dorsal ridge of the creatures, along with a tail barb that contained a painful, but not necessarily lethal, neuropoison.

#TECH_Capture_Beast

#DESC_TECH_Capture_Beast
The capture beast was a Yuuzhan Vong bio-engineered war beast deployed on battlefields to capture refugees and enemy forces during the Yuuzhan Vong War. They resembled gigantic cylindrical, bristled worms and sported a pair of bioluminescent eyespots and antennae. They scuttled forth on a hundred pairs of legs covered with organic suction cups used also to capture prisoners. When grouped together, these huge worm-like creatures formed a living perimeter around the target and moved inward slowly 
enough to cause fear in the huddled masses. Capture beasts were often transported to battlefields via tent-like pods.

#TECH_Blorash_Jelly

#DESC_TECH_Blorash_Jelly
The amorphous jelly was carried by a Yuuzhan Vong warrior in a specially-designed pouch, in which it took a compact form. In battle, blorash jelly was hurled at an enemy—usually in the direction of a foe's feet—at which point, the blob expanded.

#TECH_Thrall_Herder

#DESC_TECH_Thrall_Herder
^They were a [Yuuzhan Vong] ground vehicle used for controlling [Chazrach] slave soldiers. It resembled a giant beetle-like creature with thousands of little feet. The vehicle was equipped with dovin basals which intercepted missiles and laser blasts.

#TECH_Yuuzhan_Vong_Warrior_3

#DESC_TECH_Yuuzhan_Vong_Warrior_3
Complemented now with grafting technology, the person himself becomes a more powerful warrior.

#TECH_Dovin_Basal

#DESC_TECH_Dovin_Basal
Used properly, the [Dovin Basal] is able to create a gravity field inhibiting hyperspace travel.

#TECH_Coufee

#DESC_TECH_Coufee
This life-form was a slightly curved double-edged dagger used by the [Yuuzhan Vong] in close-quarters combat. The weaponized form was the coufee eel.

#TECH_Rakamat

#DESC_TECH_Rakamat
^Over twenty meters in length, they advanced on enemy positions on six massive legs, projecting microsingularities via onboard dovin basals and firing its protruding [Yaret-Kor]s at a range of two kilometers. The use of their singularity elongated its mass, leading to early reports that they were large slug-like creatures.

#TECH_Oggzil

#DESC_TECH_Oggzil
A biot used by the Yuuzhan Vong, they were developed to communicate with technology found in the known galaxy.  They would be attached to villip, so that the Yuuzhan Vong would not need to use "dead" machines. They ate a metal-rich diet, resulting in metallic substances depositing along its vertebrae, creating the antenna effect.

#TECH_Cloaking_Shadow

#DESC_TECH_Cloaking_Shadow
A type of tracking beacon attached to a ship's transponder, allowing other vessels to follow it. 

#TECH_Villip

#DESC_TECH_Villip
Bioengineered organic communication devices, they may be used to communicate across vast distances.

#TECH_Zonama_Sekot

#DESC_TECH_Zonama_Sekot
Finding the disappeared homeworld was the main goal of the Yuuzhan Vong when they invaded, and its acquisition determined the end of the war.

#TECH_Worldship

#DESC_TECH_Worldship
Aan immense organically created vessel that housed entire communities of [Yuuzhan Vong], providing them with food and shelter. It also served as a staging ground for long battles.

#TECH_Genetic_Grafting

#DESC_TECH_Genetic_Grafting
[Yuuzhan Vong] technological innovations were genetically engineered and purely organic. Additionally, the [Yuuzhan Vong] deeply respected pain to the point of masochism, and strove to improve their physical capabilities through organ grafting. Such grafting was a status symbol within Yuuzhan Vong society.

#TECH_Qang_Qahsa

#DESC_TECH_Qang_Qahsa
Similar to the qahsas, the qang qahsas were designed to hold all the information as the protocols of the [Shaper]s. They normally contained five primary cortexes of knowledge that were accessible to all [Shaper]s with the two additional inner cortexes only being accessed by Master [Shaper]s. The very core of the qang qahsa contained the eighth cortex which contained the most sacred protocols said to have been bestowed on their race by the Yun'o. 
The knowledge within them was maintained through use of massive [Rikyam] brains. 

#TECH_Outer_Ganglia

#DESC_TECH_Outer_Ganglia
This was used as an engine in areas where the gravitational pull was weak, including the region between galaxies.  To engage it, a ship would extend this creatures extended membranous tendrils . Each tendril was anchored by hundreds of Coralskippers, which helped unfold the membrane. Once unfurled, the ganglia served as cosmic sails.

#TECH_Rikyam

#DESC_TECH_Rikyam
Rikyams were the central brains of the worldships of the Yuuzhan Vong. Relatives of the yammosk and dhuryam (but with less religious significance), they controlled everything onboard the worldship, monitoring the environmental controls, controlling the breeding of creatures, and monitoring ship functions. If a muscle spasm occurred, the rikyam would be able to moderate the spasm so that it would not threaten the worldship.

#TECH_Dread_Weapon

#DESC_TECH_Dread_Weapon
The creature was a biologically engineered worm-like organism that extended from the bow of a Yuuzhan Vong warship or worldship. The creature then punctured the surface of an enemy ship or space station and sucked out all beings aboard. Alternatively, the dread weapon could be used to puncture a planetary surface, as on Helska 4 when the first Yuuzhan Vong worldship landed. 

#TECH_Fire_Breather

#DESC_TECH_Fire_Breather
The weapon was a huge leviathan with tough hide and natural chemicals that were manipulated by the Yuuzhan Vong for use as a heavy support organism. 

#TECH_Ychna

#DESC_TECH_Ychna
It was a [Yuuzhan Vong] bio-engineered monster used during the Battle of Duro during the [Yuuzhan Vong] invasion. It took the form of a gargantuan space-faring serpent with a voracious appetite. This space slug-like creature had a wedge-shaped head and a mouth eighty meters wide - large enough for an entire squadron of X-wings to fly through. A fleshy pouch covered its dorsal blowhole, allowing them to survive the cold depths of space.

#TECH_Sgauru

#DESC_TECH_Sgauru
This was a bio-engineered beast created by the extragalactic Yuuzhan Vong during their invasion of the galaxy.

#TECH_Grutchin

#DESC_TECH_Grutchin
It was designed to tear through starships, disabling them and killing their crews. They had acid-secreting mandibles and a pair of grasping legs that extended from their upper bodies. These creatures also had armored shells which enabled them to survive in both realspace and hyperspace. They were mindless and did not need to be trained like the majority of the Yuuzhan Vong's war biots. Upon being launched into combat, they could not be recalled. The Yuuzhan Vong had to destroy them once a battle was completed, because, once released, they destroyed anything in their path.

#TECH_Radank

#DESC_TECH_Radank
These creatures were vicious, sharp clawed predators native to Yuuzhan'tar. The [Yuuzhan Vong] brought a large number of them from their Galaxy, to use as beasts of war. They had a set of front and hind legs (each with sharp claws), a front proboscis, and were covered in knobby scales.

#TECH_Vagh_Rodiek

#DESC_TECH_Vagh_Rodiek
These mindless warbeasts scuttled forth on four crab-like legs and had sharp half-meter long scythes of bone in place of arms. Their natural head-spines had also been mutated into razor-sharp quills. These drones retained enough sentience to receive commands from their [Yuuzhan Vong] masters, but nearly all sense of their former species was erased. The armored beasts devastated many battlefields.

#TECH_Yuuzhan_Vong_Lore

#DESC_TECH_Yuuzhan_Vong_Lore
In the transformation of their entire way of life and the subsequent evacuation from their home galaxy, much of the history of their culture was lost.  Only with a great deal of research into the oral legends of their people can any of it be retrieved.

#TECH_Yammosk

#DESC_TECH_Yammosk
Also known as war coordinators, they were Yuuzhan Vong creatures mainly used as coordinators during battles to send orders to other spacecraft, such as the many coralskippers, to optimize their actions.

#TECH_Voxyn

#DESC_TECH_Voxyn
These animals were genetically engineered creatures created by the [Yuuzhan Vong] to hunt Force users, particularly [Jedi]. They were developed from [vornskr] stock from the planet Myrkr and that of the fero xyn which was native to the Yuuzhan Vong galaxy. They were multi-legged, dragon-like creatures that fought by spitting acid, screeching powerful sonic blasts, or stabbing enemies with a venomous tail barb.

#TECH_Turbomasers

#DESC_TECH_Turbomasers
By properly angling and calibrating individual maser beams, it becomes possible to create much more powerful bursts.

#TECH_General Force Tech

#DESC_TECH General Force Tech
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#TECH_Rakatan Tech

#DESC_TECH Rakatan Tech
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#TECH_Yuuzhan Vong Tech

#DESC_TECH Yuuzhan Vong Tech
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#TECH_Empire Tech

#DESC_TECH Empire Tech
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#TECH_Sith Tech

#DESC_TECH Sith Tech
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#TECH_Killik Tech

#DESC_TECH Killik Tech

#TECH_Republic Tech

#DESC_TECH_Republic Tech
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#TECH_Mandalorian Tech

#DESC_TECH_Mandalorian Tech
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#TECH_Ssi-Ruuvi Tech

#DESC_TECH Ssi-Ruuvi Tech
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#TECH_Hutt Empire Tech

#DESC_TECH Hutt Empire Tech
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#TECH_Xim Empire Tech

#DESC_TECH Xim Empire Tech
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#TECH_Confederacy Tech

#DESC_TECH Confederacy Tech
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#TECH_Chiss Tech

#DESC_TECH Chiss Tech
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#TECH_General Tech

#DESC_TECH_General Tech
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#TECH_General non-Force Tech

#DESC_TECH General non-Force Tech
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#TECH_Spitcrete

#DESC_TECH_Spitcrete
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#TECH_Entechment_Tech

#DESC_TECH_Entechment_Tech
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#TECH_Hypermatter_Tech

#DESC_TECH_Hypermatter_Tech
Discovery and development of hypermatter is perhaps the most essential aspect of intergalactic development.

#TECH_Hyperspace_Tech

#DESC_TECH_Hyperspace_Tech
The ability to enter into a faster-than-light state suddenly makes distant solar systems mere hours away.

#TECH_Capital_Ship_Tech

#DESC_TECH_Capital_Ship_Tech
Better armor and the ability to travel to other star systems made clear the threat posed by other civilizations.

#TECH_Astrometric_Tech

#DESC_TECH_Astrometric_Tech
Learning the precise location and movements of all significant bodies in the galaxy allows for the prediction of their movements.

#TECH_General_Dark_Force_Tech

#DESC_TECH_General_Dark_Force_Tech
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#TECH_Sith_Dark_Force_Tech

#DESC_TECH_Sith_Dark_Force_Tech
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#TECH_Heavy_Armor_Tech

#DESC_TECH_Heavy_Armor_Tech
Turbolasers create the need for stronger armor.  Though heavier and less mobile, troops wearing it are more able to deflect shots that would not have directly hit them.

#TECH_Droid_Factories_Tech

#DESC_TECH_Droid_Factories_Tech
Building platforms in space reduces space difficulties on the planet and gives unlimited room for growth and development of new technologies in space.

#TECH_Shipyards_Tech

#DESC_TECH_Shipyards_Tech
Orbital stations are a means of better supplementing space travel while allowing the citizens of a world to live out their lives quietly on the surface.

#TECH_Droid_Army_Tech

#DESC_TECH_Droid_Army_Tech
The benefits of mechanical soldiers are numerous, including perfect coordination, no fear of death, and no natural disgust with killing.

#TECH_Interstellar_Comm_Tech

#DESC_TECH_Interstellar_Comm_Tech
The colonization of new planets leads to the development of newer and better forms of communication which relay information more quickly than ever before, even over great distances.

#GOOD_Hypermatter
^
^
^Hypermatter is also a fuel source that is used to provide power for enormous starships such as the Venator Star Destroyer.  Hypermatter is an exotic fuel that exists in hyperspace, however when it is constrained by realspace, the taychons present in the hypermatter become exicited and accelerate to infinite speeds giving off massive amounts of energy.  Although hypermatter reactors produce great amounts of energy, they require large amounts of fuel to be powered.  the main reactor of a Venator Star Destroyer can annihilated 40,000 tons of matter each second when fully powered.  this makes hypermatter fuel production a top priority for any spacefarring civilization.

#GOOD_Havod
^
^
^Havod was a deep red alloy composed of chanlon and hfredium. Havod was used in the formation of custom starship hulls, however the alloy was too difficult to mass-produce, and was rarely used unless specifically ordered by the buyer.

#GOOD_Phobium
^
^
^This was a dense, metallic alloy based on the ore chanlon, indigenous to the planet Gargon as well as Dor.

#GOOD_Durasteel
^
^
^Durasteel was an incredibly strong and versatile metal alloy, created from carvanium, lommite, carbon, meleenium, neutronium, and zersium. It was capable of withstanding blistering heat, frigid cold, and monumental physical stress, even when very thin. Because of these properties, durasteel was used for almost everything, from smelting pots for other less hearty metals, to spacecraft hulls. Despite that, however, it could still oxidize. Durasteel containers were commonly seen throughout the galaxy.

#GOOD_Tibanna_Gas
^
^
^This was a gas excreted by beldons, huge gas-filled creatures. It was a by-product of the vapors consumed by beldons. To be used commercially, it was extracted from Bespin's atmosphere as atmospheric gases rose on updrafts through Cloud City's unipod. The gas was then processed and packed in carbonite for transport off-planet.

#GOOD_Rodian
^
^
^These were a humanoid species native to Rodia in the Tyrius system. They were infamous for their violent culture, which sprang from the difficulties of life in the jungles on their homeworld. Though they were often relegated to the fringes of galactic society as bounty hunters or criminal henchmen, they were not merely simple-minded thugs.

#GOOD_Death_Sticks
^
^
^Death sticks were a mild hallucinogen primarily sold on Outer Rim worlds, but could be found—in abundance—on Coruscant. Originally developed in the illegal pharmaceutical labs of Coco Town, they were relatively cheap and were smuggled into the clubs of cities by slythmongers. The cilona extract offered euphoria in exchange for a horrific outcome, producing a twisted version of reality enhanced by bright colors. With each dose the user's life was shortened, and the successive dosages took away larger chunks from a lifespan. With each successive dose, the desire for a harder reaction increased. It was thus very difficult for a youth to shake it off without medical assistance.

#GOOD_Twi'lek_Slave_Girls
^
^
^Perhaps the most beautiful creatures in the galaxy, the women of Ryloth often want to be sold into slavery so that they can escape the harsh conditions of their planet and explore the galaxy.

#GOOD_Rancor
^
^
^They walked on two relatively stubby legs, with longer forelimbs utilized for catching prey. They also walked on all fours at times. Its flat face was dominated by a large mouth full of razor sharp teeth. The skin of a rancor was tough enough to deflect blaster bolts, making it an efficient killing machine—and an excellent source of leather for expensive vests and boots.

#GOOD_Gold
^
^
^Gold is one of the most valuable elements in the Galaxy due to its rarity.  The value of Gold is 10-15 Republic Credits per gram.  Gold is used as currency on many Outer Rim planets.  The Hutt Cartell smelts Gold into a Peggat worth about 40 Republic Credits.  Many planets with Gold deposits were highly prized.

#GOOD_Wookiee
^
^
^Wookiees possessed a fierce style of fighting, typically eschewing standard blasters and grenades in favor of bladed weapons, such as ryyk blades, and powerful bowcasters—weapons physically weaker species could not use effectively.

#GOOD_Falleen
^
^
^The sleek symmetry of their features, calculating and cold demeanors, their exotic looks, and their ability to alter their skin pigmentation meant that they were often considered to be among the most aesthetically pleasing beings in the galaxy. In addition to their strikingly beautiful appearance, they naturally exuded pheromones which made them all but irresistible to both sexes, as evidenced when Quinlan Vos fell under the influence of a male's pheromones. They had small scales all over their bodies, as well as slightly clawed fingers and toes. In addition, they displayed prominent facial and spinal ridges, though females tended to have slighter, more subtle growths.

#GOOD_Neti
^
^
^Neti were capable of changing their size and shape, apparently at will. A skilled member could morph its shape into a roughly humanoid solid treelike mass anywhere from 2 to 9.5 meters tall. When resting, they generally appeared as 5-meter tall treelike objects, but they were capable of maintaining other shapes and sizes, even when asleep or knocked unconscious. As a result of their infrequent procreation and long lives, their population always remained small and quite close to their homeworld.

#GOOD_Tchuukthai
^
^
^They were a mysterious race of predatory history, skin that resembled armor, and a grim disposition.  Their force-users had a deeper command of many techniques than either the Sith or the Jedi.

#GOOD_Chironian
^
^
^These were centauriforms native to the planet Chiron.

#GOOD_Equine
^
^
^Instead of human legs, they had haunches with hooves and fur. A variant with horns existed. 

#GOOD_Anx
^
^
^Due to very poor eyesight, they have eventually gotten an acute sense of smell. They also possess an incredible knowledge of anatomy, especially nerves, muscles and bone structures that make them formidable unarmed combatants, a skilled warrior capable of stopping the toughest of opponents in his tracks.

#GOOD_Anzati
^
^
^A near-Human species with two tentacle-like proboscises that curled out and extended from their cheeks, with which the Anzati were able to feed upon the brains of their prey. With the tentacles retracted into seams along each side of their nose, Anzati were indistinguishable from any other humanoid species in the galaxy. 
^They were an extremely long-lived race, also possessing regenerative capabilities beyond those of the average humanoid. The Anzati were also telepathic, growing more adept at the talent as they aged, allowing them to dominate someone's mind to give them a chance to feed.

#GOOD_Shard_Warrior
^
^
^They were an unusual non-organic sentient species. They were silicon-based life forms native to the planet Orax, who took the form of irregularly faceted cylindrical crystals thirty to forty centimeters in length. Faint pulses of light—thought signals propagating through their "brains"—could be seen inside their bodies. They were immobile in their natural state, but could be installed in specially modified droids.

#GOOD_Vodran
^
^
^They were a culture that focused on hunting. In 25,100, they signed over the human rights to the Hutts in order to tip the balance in the Xim-Hutt War.

#GOOD_Plastoid
^
^
^This was the material used in the armor of clone troopers, and later in the Imperial Stormtrooper Corps. Some of the structures in Mos Eisley on Tatooine were made from this material.

#GOOD_Duracrete
^
^
^Also known permacrete, it was a very strong and heat resistant material. It was used mostly in the construction of landing pads and pits for spaceports. It was usually not used in spacecraft because of its weight; when it was, it was usually hydrofoamed to reduce its density. Instead, the slightly weaker but lighter [durasteel] was the wiser choice. Untreated [duracrete] came in liquid or sludge form. A cheaper, weaker, but quicker-forming alternative was stresscrete.

#GOOD_Bacta
^
^
^Bacta is considered the miracle drug of the Galaxy.  It was a liquid that served as a healing agent to a host of species across the Galaxy.  Bacta was created from red alazhi and kavam bacterial particles within a fluid known as ambori.  Whenever Bacta came in contact with a wound, it would automatically go to the wounded area and the bacterial particles within the fluid would rapidly speed up the healing process.  Even life threatening wounds could be healed in a matter of days.  Bacta was administered in a variety of ways through bacta patches that could be applied directly to the wound, bacta injections that were used to fight off sickness and diseases, and full immersion in a Bacta Tank.  Bacta Tanks were expensive to build and maintain, but were necessary to treat the most severe wounds from a blaster wound to the stomach to frostbite.

#GOOD_Klatooinian
^
^
^Klatooinian civilization was notable for its strong belief in tradition and the wisdom of elders. The center of their culture was the Fountain of Ancients, a slowly evolving natural glass sculpture on Klatooine. Long before the formation of the Galactic Republic, primitive Klatooinians discovered the Fountain, and revered it as a symbol of patience, tenacity, and the idea of strength coming from age. In 25,100, they signed over the human rights to the Hutts in order to tip the balance in the Xim-Hutt War.

#GOOD_Nikto
^
^
^They were a culture that focused on hunting. In 25,100, they signed over the human rights to the Hutts in order to tip the balance in the Xim-Hutt War.

#GOOD_Nova_Crystals
^
^
^Force Crystals, also known as Ilum crystals, are crystals that are vital in the construction of lightsabers for the Jedi Order.  Adegan Crystals are from the Adega System from the planet of Ilum and when constructed in a lightsaber, produce either a green or a blue blade.  Adegan Crystals are also known to be Force-reactive meaning that the Jedi using the Adegan Crystals in their lightasber can manipulate the Crystal through the Force to produce a stronger lightersaber blade.  Since the rise of the Galactic Empire, the Adegan Crystals on Ilum have been destroyed and the New Jedi Order since then has had to rely on synthetic crystals for lightsaber construction.

#GOOD_Asteroids
^
^
^Asteroids are planetoids in space that has little to no atmosphere and cannot support life without technological aid.  Although an asteroid is lifeless, they are valuable if they have the right minerals.  Asteroid mining is very popular throughout the Galaxy.  Mining asteroids has many benefits such as the lack of pollution interferring with a planetary population, the lack of planetary regulations and controls, and the vast abundance of minerals on some asteroids.  If a planetary systems has an asteroid belt, chances are the planet has a sizable export of raw ore.

#GOOD_Bantha
^
^
^This was one of the most adaptable herbivorous creatures in the galaxy and could be found on several worlds. They were able to survive in almost any extremes of environment and could go without food or water for several weeks. Although bantha subspecies have diverged from their baseline ancestors, most shared similar characteristics.

#GOOD_Bota
^
^
^This was a plant native to the planet Drongar. It was highly valued during the Clone Wars, as it had certain medicinal effects for each species and supposedly gave Jedi a stronger connection to the Force.

#GOOD_Ale
^
^
^A stiff beverage brings happiness to the faces of citizens in any galaxy.

^Worlds can be found in: 
$LINK<deep space=TERR_Deep_Space>.


#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain:

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

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

#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain:

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

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

#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^Hills may contain:
$LINK<Bantha=GOOD_Bantha>;
$LINK<Durasteel=GOOD_Durasteel>;
$LINK<Force Crystals=GOOD_Force_Crystals>;
$LINK<Gold=GOOD_Gold>.

#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain:
$LINK<Durasteel=GOOD_Durasteel>;
$LINK<Force Crystals=GOOD_Force_Crystals>;
$LINK<Hypermatter=GOOD_Hypermatter>;
$LINK<Gold=GOOD_Gold>.

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

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

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

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

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

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

#TERR_River
^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if
worked by citizen laborers within a $LINK<colony radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.

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

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

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

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

#TERR_Borders
^A region which contains the zones of control of two or more civs.

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

#GOVT_Technocracy
^
^
^This is the default government type.
^
^Technocracy is the inevitable melding of a world government with the enhanced closeness of technological communications.  It allows for little to no privacy for
public servants.
^
^Worker efficiency				100%
^Hurry Method					Paid
Corruption/Waste				Problematic
^War Weariness					None
^Draft Rate						1
^Military Police Limit				2
^Units Support
^   per town					1
^   per colony						2
^   per metropolis				8

#GOVT_Despotism
^
^
^This is a Xim Empire government only.
^
^Despotism is absolute rule by one individual with relatives and friends governing distant worlds.  Often the concerns of individuals or even worlds are lost to
interests of the person or the rulers inner circle.  As a result, labor is reduced and the chance of assimilation improved.
^
^Worker efficiency				50%
^Hurry Method					Forced
^Corruption / Waste				Rampant
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Units Support:
^    per town					4
^    per colony						6
^    per metropolis				8

#GOVT_Absolute_Monarchy
^
^
^This is a Galactic Empire government only.
^
^Absolute Monarchy is also the rule by one individual, though here the corruption at the top is not as great, and for that 
reason it is not as great overall.  However, the people still have no say in the government, and for that reason the worker
rate is reduced and the assimilation chance is still high.
^
^Worker efficiency				50%
^Hurry Method					Forced
^Corruption / Waste				Problematic
^War Weariness					None
^Draft Rate						2
^Military Police Limit				3
^Units Support:
^    per town					3
^    per colony						6
^    per metropolis				9

#GOVT_Corporatism
^
^
^This is a Hutt Empire government only.
^
^Corporatism is a system akin to Oligarchy.  The leaders of the Hutt Clans, in this case, gather to make decisions regarding
their affairs.  In this system, however, affairs involve politics and occasionally military action, but are focused on the
making of underworld money through any means conceivable.  For this reason, uninvolved people are often left to live as they
would choose, and work better.  They also are less likely to be assimilated, and are uninterested in propaganda.  Corruption 
is only an issue with independent racketeers, and war is something to be used only to further their economic goals.
^
^Worker efficiency				100%
^Hurry Method					Paid
^Corruption / Waste				Nuisance
^War Weariness					None
^Draft Rate						2
^Military Police Limit				2
^Units Support:
^    per town					0
^    per colony						0
^    per metropolis				0

#GOVT_Rule_of_the_Strong
^
^
^This is a Sith Empire government only.
^
^Sith rule works on the philosophy that the strong survive and lead, while the weak should be discarded.  This provides for an
environment of healthy competition and increases production.  The Sith "religion" and its manifestations also allow people under
this government a sense of personal unity.  These combine to reduce corruption and the chance of assimilation.  Because of the
Force Sensitivity of every person in key positions, it is impossible to plant a spy on a Sith world.
^
^Worker efficiency				150%
^Hurry Method					Paid
^Corruption / Waste				Nuisance
^War Weariness					Low
^Draft Rate						4
^Military Police Limit				2
^Units Support:
^    per town					0
^    per colony						0
^    per metropolis				0

#GOVT_Republic
^
^
^This is a Republic government only.
^
^Under a Republic, you rule over autonomous colony states by consent of the people through representatives. This allows the
people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>.
However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant
$LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.  Maintenance cost per unit 
per turn is 2 gold instead of just 1.  It is impossible to initiate progaganda against the Republic.
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^War Weariness					High
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					1
^    per colony						2
^    per metropolis				3

#GOVT_Theocracy
^
^
^This is a Yuuzhan Vong government only.
^
^The Yuuzhan Vong government, consisting as it does of intrenchable classes of citizens, all serving a leader chosen by the 
gods for the sole purpose of finding a new homeland.  For this reason, worker rate is exceptionally high and assimilation 
odds are nearly nonexistant.  Their racial purpose makes corruption almost unheard-of, and makes the theft of their plans
impossible.
^
^Worker efficiency				200%
^Hurry Method					Paid
^Corruption / Waste				Minimal
^War Weariness					None
^Draft Rate						2
^Military Police Limit				4
^Units Support:
^    per town					4
^    per colony						7
^    per metropolis				10

#GOVT_Ascendancy
^
^
^This is a Chiss Ascendancy government only.
^
^Not much is known about the Ascendancy government.  It is clan-oriented, inviting some corruption.  However, in all cases
they seem to have remained unified, in part because of the distinctive Chiss skin color.  Enemy spies are easy to find, and 
assimilation odds are low.
^
^Worker efficiency				100%
^Hurry Method					Paid
^Corruption / Waste				Problematic
^War Weariness					Low
^Draft Rate						3
^Military Police Limit				3
^Units Support:
^    per town					0
^    per colony						0
^    per metropolis				0

#GOVT_Confederacy
^
^
^This is a Confederacy government only.
^
^The Confederacy, or Separatists among the Republic, were a loosely organized group of economically stifled worlds working 
under the leadership of Count Dooku.  They were happy to join him and add their resources to his cause.  Because of Dooku's
Force operatives, his spies were of Veteran status and it was impossible to initiate propaganda among them.
^
^Worker efficiency				150%
^Hurry Method					Paid
^Corruption / Waste				Minimal
^War Weariness					High
^Draft Rate						2
^Military Police Limit				1
^Unit Support
^    per town					1
^    per colony						2
^    per metropolis				3

#GOVT_Imperium
^
^
^This is a Ssi-Ruuk government only.
^
^The Imperium was the government system of the Ssi-Ruuk, a private race with no outstanding characteristics apart from their 
Xenophobia.
^
^Worker efficiency				100%
^Hurry Method					Paid
^Corruption / Waste				Problematic
^War Weariness					Low
^Draft Rate						1
^Military Police Limit				1
^Unit Support
^    per town					1
^    per colony						2
^    per metropolis				4

#GOVT_Feudalism
^
^
^This is an Infinite Empire government only.
^
^The Infinite Empire was formed when the Force Sensitive people of Lehon turned their abilities to the conquest of each other
to maximize the use of their resources.  Continuing, they would seek out and conquer much of the galaxy.  One side effect
of the sudden assimilation of so many different clans into one unified world was that they retained their identity.  In time, 
the clans would be seen as possessing their own strength and would be supported.  Clan warriors were seen as raw recruits for
the Infinite Empire's armies.
^Worker efficiency				100%
^Hurry Method					Forced
^Corruption / Waste				Problematic
^War Weariness					none
^Draft Rate						0
^Military Police Limit				1
^Unit Support
^    per town					3
^    per colony						6
^    per metropolis				9

#GOVT_Mando'a
^
^
^Mando'a is a Mandalorian government only.
^
^The Mandalorians believed that the best soldier should lead them.  Mandalorians were made up of any species that cared to
join, and were only united by a common culture and need to prove themselves.  This went with any aspect of life, so that
they were exceptional workers, were easily drafted, enjoyed war, and would not accept propaganda.  The downside was that
they were poor on subtlety, and so made for poor spies.
^
^Worker efficiency				150%
^Hurry Method					Paid
^Corruption / Waste				Off
^War Weariness					None
^Draft Rate						8
^Military Police Limit				3
^Units Support:
^    per town					0
^    per colony						0
^    per metropolis				0

#GOVT_Hive
^
^
^Hive is a Killik government only.
^
^The Killiks lived in massive hives, with each individual's thoughts heard by everyone else.  For this reason, there was no
sense of individuality, only of the survival of the hive.  Members could be pushed as hard as was necessary without complaint.
It was also impossible for them to be spied on.
^
^Worker efficiency				200%
^Hurry Method					Forced
^Corruption / Waste				Off
^War Weariness					Low
^Draft Rate						10
^Military Police Limit				3
^Units Support:
^    per town					0
^    per colony						0
^    per metropolis				0

#GOVT_Technocracy
^
^
^Technocracy is a universally accessible government.
^
^Technocracy is a natural evolution of a Republic.  It makes use of advancements to allow all citizens in a political unit to take part in governing.  The enhanced technology makes diplomats of veteran status, and makes them immune to the theft of plans.
^
^Worker efficiency				100%
^Hurry Method					Paid
^Corruption / Waste				Problematic
^War Weariness					High
^Draft Rate						1
^Military Police Limit				2
^Units Support:
^    per town					1
^    per colony						2
^    per metropolis				4

#GOVT_Monarchy
^
^
^Monarchy is a universally accessible government.
^
^
^Derived from the age-old philosophy that might makes right, the monarchy has one person at the top and all others have to follow him.  However, such a restrictive model weakens all other levels of government.
^
^Worker efficiency				100%
^Hurry Method					Paid
^Corruption / Waste				Nuisance
^War Weariness					Low
^Draft Rate						1
^Military Police Limit				0
^Units Support:
^    per town					1
^    per colony						1
^    per metropolis				1

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

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

#TFRM_Grav-Rail
^Grav-Rail increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along Grav-Rails expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Floodplains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build Grav-Rails by pressing [R] or the "Build Grav-Rail" button.

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

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

#TFRM_Hyper_Rail
^
^
^Units moving along a Hyper-Rail expend zero movement points. Hyper-Rails also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.
^
^Workers are ordered to build Hyper-Rails by pressing [Shift-R] or the "Build Hyper-Rail" button.

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

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

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

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

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

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

#RACE_CHISS_ASCENDANCY
^The Chiss are $LINK<militaristic and scientific=GCON_Strengths>.
^
#DESC_RACE_CHISS_ASCENDANCY
^The Chiss are an isolationist race more concerned with the protection of their own territories than any expansion.  They are conservative, though capable of great scientific discovery.

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

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

#RACE_GALACTIC_EMPIRE
^The Empire is $LINK<militaristic and religious=GCON_Strengths>.

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

#DESC_HUTT_Empire
^The Hutts are $LINK<industrious and commercial=GCON_Strengths>.

#DESC_RACE_HUTTS
^The Hutt Empire arose with the dissolution of the Infinite Empire, and the intelligent use of the technology left behind.  The Hutts had no real interest in conquests, however.  They took over worlds that made no real effort to fend them off and likely were welcomed to some planets.  They were more interested in money, and the smooth running of business.  For this reason, the Hutts were highly regarded among many of the people under their rule.

#DESC_KILLIKS
^The Killiks are $LINK<industrious and scientific=GCON_Strengths>.

#DESC_RACE_KILLIKS
^The Killiks are an ancient race, easily predating the Rakatans.  In fact they were driven off of Alderaan millennia by that race and hid in another part of the galaxy.  Each group is composed of individuals always working for the survival of the Hive.  They are hard-working, and easily incorporate foreign technologies into their own daily lives, but they have little other interests.  They have no strong friendships, or hatreds, of other races.

#DESC_MANDALORIANS
^The Mandalorians are $LINK<militaristic and expansionist=GCON_Strengths>.

#DESC_RACE_MANDALORIANS
^The Mandalorians are a militaristic race.  They long ago developed they philosophy of accepting any individual into their ranks who would accept their philosophy, and so no longer are a race per se.  However, they have been anything from a significant threat to the Republic, to the models for the Empire's clone army, to hired guns and assassins.  For most of galactic history, the Mandalorians have been the most feared group known.

#DESC_INFINITE_EMPIRE
^The Rakatans are $LINK<militaristic and expansionist=GCON_Strengths>.

#DESC_RACE_INFINITE_EMPIRE

^The Rakatans were a Force-Sensitive race who used their abilities to enhance their knowledge of science by making their technologies function better.  With that ability, they spread out from their homeworld of Lehon and conquered most of the galaxy.  They called their domain the Infinite Empire.  This was for good reason, as they ruled for over a hundred centuries.  25,200 years before Yavin, the Rakatans were attacked by a mysterious disease that stripped them of their Force powers.  
The weakened survivors of the plague were then all but killed off by a mutated version of the disease.  Those who remained, stripped of their Force powers and without the structure their society had enjoyed for millennia, they fell to bickering war-band on their homeworld.

#DESC_REPUBLIC
^The Republic is $LINK<scientific and commercial=GCON_Strengths>.

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

#DESC_SITH_EMPIRE
^The Sith are $LINK<industrious and religious=GCON_Strengths>.

#DESC_RACE_SITH_EMPIRE
^The Sith Empire began after the Battle of Corbos in 7003 BBY, they were made up of Dark Jedi banished from the Jedi Order.  This conflict gave them the one consistent theme that would continue throughout their existence -- the utter annihilation of the Jedi Order.  To that end, they would repeatedly attempt to destroy the Republic.

#DESC_SSI-RUUK
^The Ssi-Ruuk are $LINK<expansionist and scientific=GCON_Strengths>.

#DESC_RACE_SSI-RUUK
^The Ssi-Ruuk are an isolationist species whose only reason for interacting with the rest of the galaxy is to find new sources of power for their entechment technology.

#DESC_XIM_EMPIRE
^The Xim Empire is $LINK<militaristic and industrious>.

#DESC_RACE_XIM_EMPIRE
^Xim's empire was created and destroyed within the career of one man, Xim.  During that time, he established himself as the overlord of dozens of planets, and threatened not only the then powerful Hutts, but halted the creation of the Republic.  When he was finally defeated at the Third Battle of Vontor, the political vacuum he created 
would change the nature of the galaxy forever.  In that respect, his was one of the most powerful political establishments in history.

#DESC_YUUZHAN_VONG
^The Yuuzhan Vong are $LINK<militaristic and industrious=GCON_Strengths>.

#DESC_RACE_YUUZHAN_VONG
^The Yuuzhan Vong came to the galaxy after their world was left them.  They came in search of a replacement world, and were prepared to conquer the galaxy to get it.  The fervor was religious in its zeal, and it was only the single combat death of their leaders and the rediscovery of Zonama Sekot.
#EOF

#DESC_DUINUOGWUIN
^The Duinuogwuin are $LINK<religious and seafaring=GCON_Strengths>.

#DESC_RACE_DUINUOGWUIN
^The Duinuogwuin are a mysterious, secretive, wise, and kindly race.

#DESC_SILENTIUM
^The Silentium are $LINK<industrious and seafaring=GCON_Strengths>.

#DESC_RACE_SILENTIUM
^After their near-annihilation by the [Yuuzhan Vong] in their home galaxy, they found the known galaxy and settled in the Unknown regions.  From that point on, they seem to have focused on their own culture, only caring to explore the rest of the galaxy.

#DESC_YEVETHAN
^The Yevethans are $LINK<militaristic and expansionist=GCON_Strengths>.

#DESC_RACE_YEVETHAN
^Isolated in the Koornacht cluster, these late bloomers to the cosmic scene were able to match with the technology of the Empire and provided the strongest threat to the New Republic until the coming of the extragalactic Vong.