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


#GAME_CONCEPTS

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



#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages. 
In each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Chieftain					4
^* Cake Walk					3
^* Regent					2
^* Monarch					2
^* Emperor					1
^* Are You Sure?					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%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Town Walls				  +50%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.




#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Rail							Shift-R
^*   Rail to							Ctrl-Shift-R
^Build Road/Rail Net					Ctrl-N
^Build/Join city/colony				B
^*   Road then Colony					Ctrl-B
^Irrigate							I
^*   Irrigate to city					Ctrl-I
^Improve Nearest City					Shift-I
^Improve Nearest City/Without Altering	Ctrl-Shift-I
^Build Mine							M
^Build Fortress						Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle			Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Jungle					Shift-J
^*   Clear all Pollution					Shift-P
^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						J
^*	Stack Go to With Same Units			Ctrl-J
^Disband							D
^Load/unload						L
^Explore							E
^Pillage							P
^Bombard							B
^Airdrop							A
^Airlift								T
^Sentry							Y
^*	Sentry (Until Enemy Contact)			Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						U
^*	Upgrade all Obsolete Units			Shift-U
^Build Army							B
^Hurry City Production					Ctrl-H






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

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


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





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



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

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





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




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




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



#GCON_Strengths
Civilization Strengths
^
^
^There are six areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^The civilization starts the game with a $LINK<scout=PRTO_Scout> and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier.
^
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces
extra $LINK<shields=GCON_Shields> in cities and metros.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^{Religious}													
^Religious civilizations do not experience periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious city improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of every era.





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



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




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



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



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



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



#GCON_Espionage
Espionage
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center>,
it can conduct [espionage missions] to find out classified information about other civilizations, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
^
^{Espionage Screen:}
^
^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city selection, 
and operational cost options.  This screen is available for use once a player has discovered $LINK<Writing=TECH_Writing>.
^
^Your opponents are displayed followed by icons that indicate your Espionage status within that civilization.  If the Embassy Icon 
is displayed, you currently have an embassy within that civilization's capitol city.  If the Spy icon is present, you have a spy planted within 
that civilization.
^
^The mission area displays the various diplomatic and clandestine espionage options which you may currently engage in. 
When an espionage mission button has been selected.  The following is a list of espionage and diplomatic missions that may be performed:
^
^The assets section provides a summary of your current monetary and technological assets, including the amount of gold in your treasury, 
your technological achievements (those that apply to espionage), and your level of spy experience
^
^The operational cost options allow you to set the level of risk you are willing to undertake with regard to the current mission. 
The controls for executing and canceling missions are also located in this area.
^
^
^(continued)
^
#DESC_GCON_Espionage
^
^
^
^The following is a list of espionage missions that may be performed (note that most missions become available after you have 
researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^


#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^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 city for the mission (if appropriate).
^
^{5 -} Select an option in the Operational Costs area.
^
^{6 -} Click Execute to launch the mission.
^
^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.
^
^The following is a list of diplomatic and espionage missions that may be performed (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)
^
#DESC_GCON_Espionage_Missions
^
^
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization (continued)
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^





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


#GCON_Victory
Victory Conditions
^
^ 
^There are six ways to win:
^
^
^{Space Race}
^One of the peaceful methods of victory in [Civilization III] is to be the first to colonize Alpha Centauri, the nearest star 
system. In order to achieve this victory, the player must be the first to launch a completed $LINK<spaceship=GCON_Spaceship> 
to Alpha Centauri.
^
^[Building the Ship]
^Each civilization can build an 'Alpha Centauri-worthy' spacecraft, and construction can begin when
the civilization completes the $LINK<Apollo Program=BLDG_Apollo_Project> (Small Wonder).
The ship is comprised of [ten] components, which must be built prior to launch.
^
^
^{Domination}
^Have 70% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 70% of the world's population
within your cities.
This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^{Cultural Victory}
^Make one of your cities or your whole civilization the envy of all man- and woman-kind.
A city with a Cultural value of 20,000 or if your civilization is worth 100,000 and at least twice
as much as any rival, you win.

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



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




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




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





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




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





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





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





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





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





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





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






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








#GCON_ResourcesN
Natural Resources
^
^
^There are 22 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}





#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.
^
^
^{City Production Bonuses}
^A citizen laborer working a bonus resource square gains extra $LINK<food=GCON_Food>,
$LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>.
^
^{Types		Food	Shields	Commerce}
^$LINK<Cattle=GOOD_Cattle>			+2		+1		+0
^$LINK<Fish=GOOD_Fish>			+2		+0		+1
^$LINK<Game=GOOD_Game>			+2		+0		+0
^$LINK<Gold=GOOD_Gold>			+0		+0		+4
^$LINK<Whales=GOOD_Whales>		+1		+1		+2
^$LINK<Wheat=GOOD_Wheat>		+2		+0		+0





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





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





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






#GCON_Leaders
Leaders
^
^
^Leaders are born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a battle.
^
^
^Leaders can be used to either create an $LINK<army=GCON_Armies> or to $LINK<hurry=GCON_Hurry_Production>
production in a city. When the leader does either of these things it disappears.





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





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





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





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





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





#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^
^
^{Irrigate (I)}
^Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
^Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Railroad (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Jungle (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle>.
^
^{Clear Pollution (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>. 
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%. 
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resource=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.

#DESC_GCON_Worker_Jobs
^
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.

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

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



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



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


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



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



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



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



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



#GCON_Happy_Faces
Happy Faces
^
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
city where they exist. 
^
^{These								Produce this}
^* City improvements						content faces
^* Wonders								content faces
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough people of the appropriate sort in a city, the effects of any extra faces are lost.



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



#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists.
Specialists do not work in the city radius so they don't contribute to city production of food, shields, or commerce.
Instead, they produce extra happy faces, scientific research, or tax revenue.
^
^
^{Side Characters}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Technicians}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer, you're done. 
If you wanted a different specialist, click on the entertainer to cycle through all the specialists.

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

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

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

#GCON_Short_Game_Modes
Short Game Modes
^
^{Regicide}
^Regicide is a new victory condition; in which, each player has a 'King' unit.  This unit represents the 
civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln).  When the Regicide victory 
condition is enabled, if the 'King' unit is killed, the controlling player is eliminated from the game.  Once 
the 'King' has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it.  The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a new victory condition; in which, each player has several 'King' units.  These units represent 
the civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln).  When the Mass Regicide 
victory condition is enabled, if all of a player's 'King' units are killed, the controlling player is eliminated 
from the game.  Once the 'Kings' have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location.  The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a new victory condition.  When this victory condition is enabled, any civilization that loses a 
city to an enemy is eliminated from the game.  Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.

#DESC_GCON_Short_Game_Modes
Short Game Modes
^
^{Capture the Princess}
^Capture the Princess is a new method of scoring victory points. Each player starts with a 'Princess' unit.  This 
unit has no unit actions and can be captured.  The 'Princess' unit is immobile until it is captured, at which 
point it moves with its owning unit at its speed.  The 'Princess' unit starts in the players starting location. 
The goal for each player is to capture this unit and return it to their own capital, bestowing them with 10,000 
victory points.  You may capture the 'Princess' when any unit is in the tile with the 'Princess' and executes the 
'Capture' unit action.  Once captured, the 'Princess' unit is spawned again at the original owners Capital City.  
If there is no suitable city for the 'Princess' to re-spawn in, it remains in the captor's Capital and bestows 
another 1,000 points upon that player.
^
^{Victory Location}
^Victory Location is a new method of scoring victory points.  There are Victory Location Cities on the map, 
indicated by the Victory Location icons on their title bars.  Players score points by capturing and holding 
Victory Locations.  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.  They are represented on the map with Victory Location art.  Each turn a 
Victory Location is controlled, the controlling player gets 25 victory points.  In single player mode, the starting
location of each player is designated a Victory Location.  Any terrain improvement, including cities, can be 
built on a Victory Location tile.

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


; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units

#PRTO_DeathGlider
^
^
^Two-man attack vessel designed for combat in both space and an atmosphere. Death gliders are outfitted with broadcast speakers to allow the pilots to terrorize the populations beneath verbally, as well as with their weapons. They are outfitted with removable staff cannons, two to three times larger than standard staff weapons.
^
^Gliders are capable of landing on smooth terrains, but are primarily designed to facilitate terror and obedience from those beneath.
^
^
A city must have $LINK<Naquadah=GOOD_Naquadah> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build a Death Glider.

#DESC_PRTO_DeathGlider
^
^The Death Glider is a Goa'uld multi-role fighter craft capable of operating in the Space Superiority, Air Superiority and Ground Attack roles with a reasonable degree of proficiency. Used by more or less every Goa'uld in existence, it is one of the truly ubiquitous symbols of Goa'uld power. It has a standard crew of two, however it can be flown by a single person (though its combat ability without a second crewman is apparently compromised to some degree). It serves as the both the main fire support element to Jaffa ground forces as well as a limited space superiority craft against ships up to Al'Kesh in size. It is the only known fighter class of the Goa'uld that has been put into full scale production, though at least two variants exist which will be expanded upon.
^
^Glider hull structure appears to be rather robust in same ways, weak in others. In "Descent", two Gliders were launched from under Northern Pacific Ocean. Stress on the hulls of the Gliders would be considerable at deep depths underwater. However we quantify an upper limit. The maximum effective operating Depth of a USN Deep Submergence Rescue Vehicle (which docked with the same Mothership they were on) is around 1.5 kilometres. Assuming that was the gliders depth, the Gliders and their transparent cockpit canopy's would have needed to withstand a pressure of ~137KG/CM^2. Which is highly impressive, especially with the large multi segment window and the fact that they were pushing THROUGH the water, incurring even more stress. The cockpit window is also segmented and retractable into the Death Glider space frame, at least in the case of Anubis's Gliders. Originally, the cockpit module was sperate and raised into the Death Glider body prior to launch. This may still be the case, however Anubis appears to have done away with such theatrics in his Gliders, a more conventional gantry to cockpit system is used on his Motherships.
^
^Clearly either some kind of force field technology is being used to maintain structural integrity or advanced materials are used in the Gliders construction (or both). In crash landings, gliders have performed quite reasnoably. Landings in 'Serpents Song' and 'Pretence', show the hulls of the gliders have taken damage but remained structurally intact. In the above episodes, both wings of the gliders were snapped off on landing. However their wings snapped off clean. Given the fact that Gliders fold their wings for storage, it is quite probable the joints holding the wings are designed to break away over a certain stress threshold, rather then be pulled beyond their endurance and tear away, or pull the ship into a fatal pinwheel.
^The wings shape does not appear to be useful aerodynamically but it does appear to house key components of the drive systems, given damage to them appears to cripple the flight capabilities.

#PRTO_AsgardMothership
^
^
^Production Run:
^Unknown. At least eight seperate ships of this class exist/existed.
^
^Operational Area:
^Atmospheric - Local Space - Deep Space - Hyperspace
^
^Powerplant:
^Sublight drive: 4 Neutrino Ion Generators. Main power, unknown.
^
^Crew complement:
^Unknown. Though Asgard ships are often run by a single person
^
^Weapons Array:
^1 X Energy pulse weapon, unknown number of Transporter beams
^
^Defensive Technology:
^Asgard shields. Asgard internal dampening fields. Asgard Cloaking technology 
^A city must have $LINK<Naquadah=GOOD_Naquadah> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Asgard mothership.

#DESC_PRTO_AsgardMothership
^
^
^  Feared by Goa'uld across the galaxy, the Asgard mothership is the main arsenal of defense for the Asgard fleet. Incorporating the general shape of Thor's Hammer at its bow, the Asgard mothership is a relatively flat vessel with two vertical hyperdrive engines at the stern, giving the ship a sleek, streamlined look. Within the vessel are many labyrinth-like, curved corridors in exotic, violet tones. The ship is equipped with a deceleration drive to facilitate the return to normal velocities after exiting hyperspace. The ship is also equipped with advanced weapons, and multiple transporter arrays.The most well-known of all Asgard motherships is the Asgard ship Beliskner, commanded by Supreme Commander Thor and nicknamed "Thor's Chariot." It was the flagship of the fleet before being destroyed in Earth's atmosphere.
^
^Unit:Asgard Mothership
^Creator:TheMorpheus
^Contact Info:aschwermer@web.de





;   ____________________________________________Jaffa UNITS_____________________________________________


#PRTO_Jaffa
^
^Slaves of the Goa'uld, the Jaffa are humans from many different worlds, most of whom have been implanted with larval Goa'uld symbiotes. Jaffa have a great sense of honor and nobility backing their oppressed history. Due to their oppression by the Goa'uld, many have become strong and self-sufficient on the battlefield.

#DESC_PRTO_Jaffa
^
^At the time of implantation (typically around 10 years of age), the Jaffa who are "honored" enough and possess a sufficient community status are granted the ceremony of the prim'tah, when the Goa'uld symbiote is implanted within a young warrior, granting him great strength and long life. Because of their genetic manipulation by the Goa'uld, Jaffa are forced to receive a symbiote upon reaching the Age of Prata (puberty), or die from a failing immune system. Without a symbiote, an adult Jaffa cannot survive more than a few hours.
^In recent years, since the Jaffa Teal'c betrayed his master Apophis and became shol'vah, many Jaffa have begun to question their beliefs that the Goa'uld are gods. Many have been severely punished for going against the Goa'uld, but many have survived to continue to bring others to the rebel cause -- the Jaffa Resistance, and the Hak'tyl resistance. But the vast majority of Jaffa societies, scattered on different planets throughout the galaxy and in the service of different Goa'uld masters, refuse to question their Goa'uld-imposed religious beliefs.
^Though they are not especially superstitious, Jaffa are governed by strong religious beliefs. All believe in some form of afterlife. Goa'uld-serving Jaffa believe they will be greatly honored for their deeds in the afterlife. Rebel Jaffa believe their souls will be sent to Kheb, far beyond Goa'uld oppression, where their kalach (souls) will live without the prim'tah.
^But, unfortunately, the Jaffa cannot yet survive without Goa'uld symbiotes. It is a cruel and enslaving link that has yet to be broken. If the Jaffa will ever be free, they must first find a way to free themselves from the need of the larval symbiote.

#PRTO_African_Pikeman
^
^Often silent, Teal'c's presence is often stronger without words. A single raise of an eyebrow can make many crumble to their knees. Though it may not always be apparent, Teal'c is frequently amused, and is a passionate man.


#DESC_PRTO_African_Pikeman
^
^He grew up in a society of warriors, strong in the knowledge that if one were weak, one may as well be dead. His father was named Ro'nak, and was First Prime to the System Lord Cronus. Cronus sent Ro'nak into a battle where victory was impossible, and as punishment for losing, Ro'nak's prim'tah was crushed within the symbiote pouch, poisoning Teal'c's father to death. Teal'c and his mother fled to Chulak. Teal'c now bowed to the order of Apophis, and vowed to become the strongest warrior he could so that one day he could ascend to the rank of First Prime of Cronus' sworn enemy.
^While serving Apophis as First Prime, Teal'c was forced to do many despicable things. He murdered many innocent, and selected individuals for Goa'uld implantation. He stood aside, a spectator in a mass murder of culture after culture, forced to bear witness as many a beautiful civilization was raped of its rich life and ideals and initiated into Goa'uld oppression, powerless in helping any of them, for he knew that any aid would do more harm than good. Like Bra'tac before him, he used what little influence he had to make Apophis's will bend from evil
^After Jack O'Neill, Daniel Jackson and Samantha Carter were captured on Chulak, Teal'c saw their presence as an opportunity to spring forth his deep urges to fight actively against the Goa'uld. He accepted Colonel O'Neill's plea for help and turned on his fellow Jaffa, firing on his own men with his staff weapon. He returned to Earth with them, and joined the Tau'ri in their fight against the Goa'uld. Teal'c was branded a shol'vah (traitor) by the Goa'uld, and has since been marked with a high price and hunted by those who would turn him in for profit or other reward. While a few Jaffa follow his and Bra'tac's cause, most shun him for betraying his god.
^As the efforts of Bra'tac and Teal'c helped the Jaffa resistance movement to grow throughout the galaxy, Teal'c found himself in a key leadership role. He challenged the manipulative Jaffa Kytano for the rite of leadership, and upon killing him, learned that he was actually a Goa'uld. Teal'c became the group's leader.

#PRTO_Egyptian_Pikeman
^
^Teal'c's former Jaffa master, teacher and friend, and former First Prime of Apophis and of Klorel. When Teal'c was a younger man serving in the Jaffa army of the Goa'uld System Lord Apophis, Bra'tac was his and father figure. He was then First Prime of Apophis, a position Teal'c would later assume in his place.

#DESC_PRTO_Egyptian_Pikeman
^
^Bra'tac lives on Chulak, the homeworld of Apophis's Jaffa recruits. Like his student Teal'c, he believes that the Goa'uld are false gods, and actively assists SG-1 on matters related to Apophis and Teal'c's family. He is also a leader of the Jaffa Resistance, a movement bent on freeing all Jaffa from Goa'uld enslavement.
^
^Since barely surviving a Goa'uld attack on the Resistance and losing his larval Goa'uld symbiote, Bra'tac relies on regular doses of the symbiote-derived drug tretonin to live.
^
^

;   ____________________________________________Anubis UNITS_____________________________________________
#PRTO_Hatak
^
^A Goa'uld mothership, tetrahedral in shape. Ha'taks facilitate the transport of Goa'uld and their Jaffa armies. They are also significant forces in attacking worlds from space, but are capable of atmospheric flight and landing on a planet's surface. (Typically, pyramids are utilized as landing platforms.)

#DESC_PRTO_Hatak
^
^The Ha'tak is armed with powerful energy weapons, shields, ring transporters, and are capable of launching entire squadrons of death gliders. It utilizes crystal-based technology for ship's functions, and is built around a centralized engine room and a command bridge -- called the Pel'tak.

#PRTO_KULL_WARRIOR
^
^
^A creature genetically engineered by Anubis, likely intended to eventually replace the Jaffa as foot soldiers in the Goa'uld's army.

#DESC_PRTO_KULL_WARRIOR
^
^
^ These nearly unstoppable soldiers are given life and enhanced by Ancient technology, and kept alive by Goa'uld symbiotes -- "blank slates" created deliberately by the Goa'uld queen without their species' genetic knowledge, in order to make them subservient. The creatures are fused into their black armored suits, and are aided by a breathing filtration apparatus. The super-soldiers are enhanced with plasma-absorption armor, so that nearly all energy weapons directed against them have no effect.
^The Kull warriors' planet of origin is Tartarus, where Anubis has been growing thousands of the creatures and implanting them with symbiotes taken from a Goa'uld queen. Though Carter, Teal'c and Jacob destroyed the queen, it will likely not take the Goa'uld long to find a replacement and continue to build this army.

#PRTO_Anubis_Guard
^
^
^ Jaffa in the service of Anubis. The Horus guards, represented by Jackle heads , could be identified with elaborate headpieces, rotating necks and side armor and lighting of the eyes meant to instill a fear in the slaves of Anubis. They were armed with staff weapons.

;   ____________________________________________Baal UNITS_____________________________________________

#PRTO_Horus_Guard
^
^
^Jaffa in the service of Ra's family. The Horus guards, represented by bird heads with sharp beaks, could be identified with elaborate headpieces, rotating necks and side armor and lighting of the eyes meant to instill a fear in the slaves of Ra. They were armed with staff weapons.


;   ____________________________________________Replicator  UNITS_____________________________________________

 #PRTO_REPLICATOR
^
^
^Replicators are composed of hundreds of individual blocks, which are comprised of whatever substance the original Replicator has consumed. It is unclear how many blocks make up a standard Replicator, but two Replicators are required to make a third, and thus exponential growth. It takes only a few blocks to replicate new blocks, and in a few hours Replicators can breed from a handful into hundreds.

#DESC_PRTO_REPLICATOR
^
^
^

#PRTO_Rep_Cruise
^
^Large, powerful craft constructed entirely of Replicator blocks. Cylindrical in shape, the inner-most portion of the body continuously rotates counter-clockwise. At the bow of this section is a launching mechanism where projectiles can be fired. These projectiles contain the necessary means of invading other non-Replicator bodies to convert their technology.

#DESC_PRTO_Rep_Cruise
^
^

;   ____________________________________________SG-1 Units _____________________________________________

#PRTO_f302
^
^
^The F302, formerly the X302, was built to be accompany the Prometheus (BC303).
^
^Engines: 2 X Jet Engines, 2X Modified Aerospike engines, 1 X Rocket booster, 1 X Hyperspace window generator.  An ion drive has been captured and is being studied to eventually replace the conventional sub-light engines.
^Weapons: 2 banks of missles (2 missles per bank), there are also two non-operational weapons clusters on the wing tips.  It is believed that these will shortly recieve beam weapons.  There are also preliminary tests underway to replace the conventional missles with Photon missles.
^
A city must have $LINK<Naquadah=GOOD_Naquadah> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an f302.


#PRTO_X303
^
^
^Earth's first capital ship, the x303 Prometheus (experimental 303), later dubbed a BC303 (Battle Cruiser).
^It incorporates Asagard beam weapons, missle bays, Rail guns, space mines and carries 8 f302 fighter craft.
^It uses Asgard based sheilds.  It has both sublight and hyper-space drives.
^
^A city must have $LINK<Naquadah=GOOD_Naquadah> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an X303.

#PRTO_SG_Elite
^
^
^One of the many S.G.C. units deployed out of Cheyenne Mountain.

#DESC_PRTO_SG_Elite
^
^
^

#PRTO_SG_Infantry
^
^
^One of the many S.G.C. units deployed out of Cheyenne Mountain.

#DESC_PRTO_SG_INFANTRY
^
^
^

#PRTO_SG_Team
^
^
^One of the many S.G.C. units deployed out of Cheyenne Mountain.

#DESC_PRTO_SG_Team
^
^
^

#PRTO_MALP
^
^"Mobile Analytic Laboratory Probe." The M.A.L.P. is the first device to emerge on new worlds the S.G.C. access. It is capable of detecting temperature, analyze oxygen and transmit video feeds, as well as determine whether or not a D.H.D. is present.

#DESC_PRTO_MALP
^
^

#PRTO_Engineer
^
^
^One of the many S.G.C. units deployed out of Cheyenne Mountain.

#DESC_PRTO_Engineer
^
^
^

#PRTO_Jack
^
^Colonel Jonathan "Jack" O'Neill is the commanding officer of SG-1, the flagship unit assigned to the Stargate Command facility. An officer in the United States Air Force, O'Neill was pulled out of retirement and assigned to lead the first Stargate mission to Abydos. He was selected because of his state of depression and self-hatred following the accidental death of his young son, Charlie.

#DESC_PRTO_Jack
^
^The impact of Charlie's death sent O'Neill into deep depression. He was deactivated from duty until two of General West's officers arrived at his house, informing him that he had been brought back into active service at the Creek Mountain facility. The top-secret Stargate project was approaching a critical juncture. O'Neill accepted the mission that, if Dr. Daniel Jackson succeeded in opening this "door to heaven," he would go through to the other side to assess the situation and, if he found any hostile threats to Earth, would give his life to destroy the Stargate with a nuclear weapon.
^Arriving home from the mission, O'Neill found Sarah wished him gone from their home. Soon divorced, he was alone for the first time in over a decade. With the Stargate program shut down and transplanted to Cheyenne Mountain, Jack retired from service. He quit smoking and spent much of his time in solitude, some on his roof staring at the stars through a telescope. It was there on his roof, one year later, that he learned that the Stargate had been reopened and a new threat had emerged.
^With the inception of Stargate Command under Major General George Hammond, O'Neill agreed to come out of retirement to command the flagship field unit, SG-1. Along with Samantha Carter, his new second-in-command, he returned to Abydos to retrieve Dr. Jackson and uncover the source of the new Goa'uld threat. But his good friend Skaara, an Abydonian boy, was soon kidnapped by the Goa'uld System Lord Apophis, giving O'Neill a very personal reason to seek out and fight this new enemy.
^ The SG-1 team and the worlds they have explored have forced O'Neill to reassess his future and his relationships. His initial dislike for Jackson changed to a fondness over the course of many years. Frequently disagreeing with the scientist, he found common ground nonetheless, realizing that both complemented each other's strengths, both in diplomacy and in battle. When Jackson died and ascended to a higher plane of existence, O'Neill struggled with how to deal with his grief -- but was eventually reunited with his lost friend. Jack also became a good friend and brother of Teal'c, a warrior as much as he, whom he convinced to turn against the Goa'uld and join them.
^ He has also directly contributed to the defeat of such powerful Goa'uld as Ra, Apophis, Cronus, Seth, Hathor, Sokar, Nirrti, Heru'ur and Marduk, among others.
^Many of Jack's dearest friends have not necessarily been human. Thor, the supreme commander of the Asgard fleet (whom Jack knows as his "buddy"), has been a friend from the beginning. The Asgard saw the potential of the human race in Jack and chose to ally themselves with Earth. Thor has even revealed that the Asgard have found the colonel to be quite unique -- the next stage in human evolution.
^Having spent seven years in command of the SG-1 team, O'Neill's life has certainly been changed for the better. He was promoted to Brigadier General and replaced Hammond as the commander of the S.G.C. He was never quite comfortable with the desk job, and left the position after one year. He was again promoted, to Major General, and now serves in the higher levels of the program. Fortunately for Jack, his kind heart and courageous spirit only serve to better relations with his teammates, allies, and the rest of the species he encounters throughout the galaxy.

#PRTO_Femalemarine
^
^SG-1's science expert and theoretical astrophysicist, Samantha Carter was responsible for deciphering the Stargate address system and designing the dialing computer, allowing Earth to use the Stargate without its companion D.H.D. Brave, devoted and extremely intelligent, she is Earth's leading authority on the Stargate and wormhole theory, as well as a member of the Air Force.

#DESC_PRTO_Femalemarine
^
^Carter graduated at the top of her class from the U.S. Air Force Academy. As a pilot, she logged over 100 hours in enemy air space during the Persian Gulf War. She spent two years at the Pentagon trying to make the Stargate program a reality from about 1994 to 1996, before Dr. Daniel Jackson ever deciphered the Stargate and allowed the gate to be activated.
^During a Goa'uld raid on the planet Nassya, Carter, giving mouth-to-mouth recussitation to a native man, unintentionally became host to a Tok'ra symbiote: Jolinar of Malkshur. The Tok'ra was fleeing from a Goa'uld Ashrak (hunter-killer), who followed the team back to Earth and eventually caught up with Jolinar. The symbiote gave her life for Sam, dying in her body. Sam was changed forever: the symbiote left behind a protein marker, as well as traces of naquadah in her bloodstream. Because of this, Carter is now capable of operating Goa'uld technology, including the hand devices and healing devices. She also retained many of Jolinar's memories, which have become a strategic asset on several occasions.
^Sam has been possessed by an alien entity, brought back from the dead by the Nox, sold into slavery, met herself from an alternate reality, saved Earth from an alien incursion, thwarted a Replicator attack on the Asgard, blown up a sun to destroy Apophis's fleet, nearly destroyed the peaceful planet K'Tau, been kidnapped and nearly dissected, commanded SG-1 in O'Neill's absence, and flown in an interstellar race.
^Carter has grown into a key leadership role at the S.G.C., just as well as she executes the orders of her superiors. She has single-handedly conceived of plans that saved the planet, vanquished enemies and defeated Goa'uld powers. But during her off-hours, Carter prefers working on her motorcycle more than taking up O'Neill's offers to go fishing and, every other weekend, will spend the day with Cassandra over a game of chess.
^

#PRTO_AlKesh
^
^A Goa'uld mid-range bomber. The mid-sized Al'kesh is maneuverable, heavily-armed, and capable of firing enormous blasts of plasma energy.

#DESC_PRTO_AlKesh
^
^Operational Area:
^Atmospheric - Local Space - Deep Space - Hyperspace
^
^Powerplant:
^Reaction Drives (unknown type), Hyperspace Window Generator, Antigravity Wave Generators
^
^Weapons Array:
^2 Light Capital Staff Cannons, turreted (Ventral).
^2 Energy bomb / projectile launchers (Ventral).
^
^Dimensions
^Length: 67 Meters.
^Width: 31 Meters.
^Height: 14 Meters.
^
^The Al'Kesh class bomber fills the gap between the small fast Death Glider and the larger, more expensive Motherships used by the Goa'uld. They carry significantly more firepower then the gliders in a more flexible arrangement, incorporating the features of an assault ship, cargo ship, attack craft and mobile ring platform. The primary function appears to be an assault craft with a moderate troop deployment capacity and secondary roles flowing on from them.
^
^Almost a mini Mothership, it is often used in a stand alone capacity to send troops and firepower to a planet to make an impression on the locals, if the Gate network is either unavailable or simply not "inspiring" enough on primitive civilisations (as an aerial attack may be). It also can carry quite a reasonable assault force, much more then the smaller Cargo ship is capable of. A possible design for the ship might have been to give the Goa'uld a fast response ability against rebel worlds, to rapidly deploy elite troops with enough firepower to seize the local Stargate and allow a rapid pacification of the world, rather then have to either pull a Mothership off the line, or, write off the planet and allow enough time for the uprisers to dig in.


; End Units______________________________________________________________________________End Units













; building Improvements______________________________________________________________________________building Improvements
#BLDG_Stargate
^
^Produces Veteran Ground units_Allows city size level 3_Reduce Corruption, and War Weariness_Allows Air and Water trade
^

#DESC_BLDG_Stargate
^
^A massive, circular ring with an inner track of 39 symbols representing star constellations, capable of sending people and objects hundreds of thousands of lightyears via an interstellar conduit called a "wormhole." The Stargate, constructed millenia ago by the Ancients, is made of the alien mineral naquadah and weighs about 64,000 pounds.
^
^One side of the gate holds nine equally-spaced, V-shaped locking mechanisms, or "chevrons," capable of locking at least seven constellations in place via a freely-spinning inner track. The first six glyphs lock down a point in space, while the seventh represents the point of origin. When the seventh chevron locks, an unstable energy vortex emerges from the gate, incinerating everything in its wake. Once the vortex is gone and the event horizon is established, outbound travel may commence. Once objects have exited the other side, the Stargate has the capability of shutting itself off.
^

#BLDG_Area_51
^
^
^Produces a X-303 every 45 turns...Produces Veteran Sea(Space) units

#DESC_BLDG_Area_51
^
^
^A top-secret U.S. government facility at Nellis Air Force Base in the Nevada desert. Area 51 serves as a repository for many of Stargate Command's acquisitions, where alien technologies can be studied, reverse-engineered, and stored.

#BLDG_Barracks
^
^
^Produces a SGC soldier every 3 turns

#DESC_BLDG_Barracks
^
^
^

#BLDG_Death_Glider_Hanger
^
^
^Produces a Death Glider every 4 turns...Reduces Corruption and War weariness

#DESC_BLDG_Death_Glider_Hanger
^
^
^

#BLDG_F302_Hanger
^
^
^Produces a F302 every 4 turns...Reduces Corruption and War weariness

#DESC_BLDG_F302_Hanger
^
^
^

#BLDG_Jaffa_Death_Glider_Hanger
^
^
^Produces a Death Glider every 4 turns...Reduces Corruption and War weariness


#DESC_BLDG_Jaffa_Death_Glider_Hanger
^
^
^

#BLDG_Naquadah_Mines
^
^
^Produces a Elite Jaffa every 3 rounds

#DESC_BLDG_Naquadah_Mines
^
^
^

#BLDG_Prim'Tah_Altar
^
^
^Produces a Jaffa Soldier every 3 turns

#DESC_BLDG_Prim'Tah_Altar
^
^
^

#BLDG_Replicator_1
^
^
^Produces a Small Replicator every 3 turns

#DESC_BLDG_Replicator_1
^
^
^

#BLDG_Replicator_2
^
^
^Produces a Large Replicator every 10 turns

#DESC_BLDG_Replicator_2
^
^
^

#BLDG_Sarcophagus
^
^
^Produces Anubis/Horus Guards every 6 turns

#DESC_BLDG_Sarcophagus
^
^
^Device used by the Goa'uld, capable of completely restoring the physical form of an individual placed inside -- even potentially bringing them back from the dead. However, while restoring the flesh, the mind is manipulated, often with dire consequences. The Tok'ra refuse to use the sarcophagus, believing that it drains the good from one's soul.
^The first sarcophagus was developed by the Goa'uld Telchak thousands of years ago, after he found the powerful Ancients' healing device. The sarcophagus uses a similar, but less powerful form of the energy emitted by this technology. Anubis went to war with Telchak over the original Ancient device, but it was hidden away on Earth, in Central America, where it was later discovered by Daniel Jackson and Bill Lee.

#BLDG_Spec_Ops_Barracks
^
^
^Produces Elite SCG every 3 turns

#DESC_BLDG_Spec_Ops_Barracks
^
^
^

#BLDG_Transport_Rings
^
^
^Produces a Jaffa Warrior every 3 turns

#DESC_BLDG_Transport_Rings
^
^
^

#BLDG_Tretonin_Refinery
^
^
^Produces a Elite Jaffa every 4 turns

#DESC_BLDG_Tretonin_Refinery
^
^
^


#BLDG_Wealth
^
^
^

#DESC_BLDG_Wealth
^
^
^
^





; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS
#BLDG_Ring_of_Shen-Marak
^
^The name for a cargo ship power coil in a monastery of Grannus.
^+50% luxury in city, reduce War Weariness, Doubles City Growth(as a grainary), Can become a Tourist attraction

#DESC_BLDG_Ring_of_Shen-Marak
^
^
^
^

#BLDG_Ancient_Chair
^
^
^Allows Healing in Enemy Territory

#DESC_BLDG_Ancient_Chair
^
^
^
^

#BLDG_Thors_Hammer
^
^
^Halves unit upgrade cost, Reduces War weariness, Doubles City defences

#DESC_BLDG_Thors_Hammer
^
^
^Asgard energy field of high intensity, preventing an Ettin (enemy of the gods, in this case the Goa'uld) from escaping a Cimmerian subterranean prison. Shaped in the general T-formation of Thor's fabled hammer, the device stands more than a dozen feet tall. The hammer, integrated into the doorway of the only exit of the caves, permits passage for Humans, but not Humans or Jaffa with Goa'uld symbiotes.If in the energy field long enough, the Hammer will kill the symbiote and set the host free.
^

#BLDG_Daniels_research
^
^
^Doubles Scientific research, gives and advance owned by 2 other civilizations.

#DESC_BLDG_Daniels_research
^
^
^
^







; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 



; SMALL WONDERS______________________________________________________________________________SMALL WONDERS


; END WONDERS ____________________________________________________________________________________ END WONDERS






; ADVANCES_______________________________________________________________________________________ ADVANCES

#TECH_Here_Boy
#DESC_TECH_Here_Boy
^
^

#TECH_FreedomToTheJaffa
#DESC_TECH_FreedomToTheJaffa
^
^BA’AL’S MOTHERSHIP.
^ On the pel’tak, the Jaffa at the control console reports to Ba’al sitting on the ^throne behind him.
^JAFFA: All Replicator-controlled ships are dormant.
^BA’AL: Prepare enough squads to board them and reclaim them in the name of ^their god.
^JAFFA: Yes, my lord. (His console beeps.) We are being hailed.
^BA’AL: Onscreen.
^(Teal’c appears on the viewscreen.)
^TEAL’C: Surrender now, and you will be granted mercy.
^(Ba’al smiles.)
^BA’AL: You are hardly in any position to be making such ridiculous demands. You ^are surrounded.
^TEAL’C: You are incorrect. It is, in fact, you that is surrounded by free Jaffa.
^(From the side of the pel’tak, a Telchak beam takes down one of the super-^soldiers flanking Ba’al. As the other super-soldier turns towards the source, a ^second beam takes it down as well. Bra’tac runs onto the pel’tak, a Telchak rifle ^in his hands. He is followed by other Jaffa who quickly disarm Ba’al’s crew.)
^BRA’TAC: Behold – your false god.
^(Ba’al looks at Bra’tac for a moment. He grins, then starts to laugh. He reaches ^for the device on his wrist. Bra’tac and the free Jaffa open fire but Ba’al is ^beamed away. Bra’tac turns to the viewscreen and shakes his head at Teal’c in ^disappointment.)


#TECH_FinalAssault
#DESC_TECH_FinalAssault
^
^TA’KARA ORBIT. The three remaining rebel motherships come under attack ^from Ba’al’s arriving fleet. On Bra’tac’s ship, he, Teal’c and Aron are tossed ^around as the ship jolts under the impacts.
^TEAL’C: Shields are down fifty percent.
^ARON: We cannot take much more!
^BRA’TAC: Signal the other ha’tak. Begin retreating, sublight engines only, full ^power.

#TECH_Ascend
#DESC_TECH_Ascend
^
^SPACE. REPLICATOR SHIP. Daniel, disarmed, is wandering around a room lined ^with Replicator blocks. After a while, the RepliCarter appears.
^REPLICARTER: Hello, Daniel.
^DANIEL: What the hell do you want?
^REPLICARTER: You have information that I need. (She starts to walk towards ^him.)
^DANIEL: OK, what do you want to know?
^REPLICARTER: I’m afraid it’s not that simple.
^(She continues to walk towards him. He starts to back away from her.)
^DANIEL: No, no, it is that simple ... (He reaches the wall and flattens himself ^against it as the RepliCarter gets closer) ... although, if it’s all the same with you, ^I’d rather not do the hand in the head thing, so, uh ... (She looks at him.) Honestly, ^I’ll tell you whatever you wanna know.
^REPLICARTER: Honesty is not the problem.
^(Some of the Replicator blocks in the wall reach out and clamp around Daniel’s ^wrists. More blocks imprison his ankles.)
^REPLICARTER: Unfortunately, to get what I need, we’re going to have to dig a ^little deeper.
^(More blocks come out of the wall around Daniel’s head, holding it fixed in one ^position.)
^REPLICARTER: Shall we begin?
^VIS UBAN 
^Daniel is in the tent that he lived in after he descended. Candles are lit all around ^the tent. He is wearing the same blue robe he wore while on the planet. He looks ^around, puzzled. A woman’s voice speaks.
^WOMAN: They called you Arom, did they not ... (Daniel turns to see Oma Desala, ^wearing a light blue hooded robe, standing behind him) ... after you returned to ^your plane of existence?
^(Daniel smiles.)
^DANIEL: Oma!
^(Oma removes her hood.)
^OMA: Daniel, it is good to see you again.
^DANIEL: I don’t understand. Last thing I remember ...
^OMA: You are still on the ship. The human form Replicator is attempting to ^probe your mind as we speak.
^DANIEL: So why are you here?
#DESC_TECH_Ascend
^
^OMA: Because when she is done, she will destroy you, and when that time comes, ^you will be faced with a choice.
^DANIEL: So you’re here to offer me the opportunity to ascend again.
^OMA: If that is what you wish.
^DANIEL: What I wish? What are my options?
^OMA: Personally, I would choose eternal enlightenment rather than the ^alternative.
^DANIEL: If it were only that simple.
^OMA: I admit, the decision is not as easy as it appears. The last time, for you, ^the experience was challenging at the best of times.
^DANIEL: Unfortunately I don’t have any memories of the last time I was ^ascended. How can I make an informed decision if I don’t remember what it was ^like?
^OMA: Daniel, I did not take your memories from you.
^DANIEL: You think I haven’t tried to remember? Tell me how.
^OMA: I can’t.
^DANIEL: Then tell me what I need to know.
^OMA: If you are seeking an absolute truth, you will not find it. Only truth that ^applies to you.
^DANIEL: That is so extremely unhelpful.
^OMA: When the time comes, you will know.
^DANIEL: What if Replicator Carter finds what it is she’s looking for?
^OMA: There is that possibility.
^DANIEL: You have to stop her.
^OMA: I can’t.
^DANIEL: Why not? Offer me ascension now!
^OMA: You’re not dead yet. All I can do is prepare you – help you to find your ^path to enlightenment, when that time comes, if that is what you decide you want.
^DANIEL: There’s a way to defeat the Replicators hidden somewhere within my ^memories, isn’t there?
^OMA: You need only to open your mind to it.(Daniel frowns.)
#DESC_TECH_Ascend
^
^FLASHBACK TO “FULL CIRCLE”. Daniel, his hands glowing with power, stands in ^front of Anubis and tries to hurl the power at him but the blast is deflected ^away.
^DANIEL: No! Don’t do this!
^(He is whisked away.)


#TECH_Naquadria_Refining
#DESC_TECH_Naquadria_Refining
^
^
#TECH_Hot_Wiring
#DESC_TECH_Hot_Wiring
^
^
#TECH_StargateDefence
#DESC_TECH_StargateDefence
^
^
#TECH_StargateManipulation
#DESC_TECH_StargateManipulation
^
^
#TECH_NaquadriaMining
#DESC_TECH_NaquadriaMining
^
^
#TECH_StrangeAlliance
#DESC_TECH_StrangeAlliance
^
^BA’AL’S MOTHERSHIP. Ba’al sits on a throne in the pel’tak, flanked by two ^super-soldiers. A Jaffa at the control console reports.
^JAFFA: The rebels are fleeing, my lord. The planet is ours.
^BA’AL: They expect us to follow so that they may draw the fleet into battle on ^two fronts. (The Jaffa looks puzzled.) Signal the fleet to pursue the shol’va.
^JAFFA: My lord?
^BA’AL: Ta’kara can wait. No battle strategy can save them now. (The Jaffa still ^looks confused. He obviously doesn’t know that Ba’al is playing for time.) We will ^crush them, and then take the temple.
^JAFFA: Yes, my lord.
^TA’KARA CHAMBER. 
^Sam and Jacob are looking at a readout on the laptop.
^JACOB: I’m pretty sure this output is giving us the frequency spectrum of the ^wave the weapon uses to disintegrate matter.
^CARTER: That’s nothing like the spectrum analysis of the Replicator disrupter ^wave. Here, look. (She calls up another screen. The image on that is very ^different to the first one.).
^JACOB: Yeah, I-I-I know, but all we have to do is alter the settings on the ^weapon console so that the output wave matches that of the disrupter technology.
^CARTER: All we have to do?!
^JACOB: Yeah. The device can be set by varying the height of these panels. (He ^pushes down one of the stone panels on the console. The readout on the laptop ^screen changes.)
^CARTER: Oh. Well, I can run a programme to compare the difference between ^the two waves. It should let us know if we’re even going in the right direction.
^JACOB: That’s good.
^CARTER: Y’know, even if we can make this work, the Replicators were quickly ^able to adapt themselves to the frequency modulation Thor made to the original ^disrupter wave.
^JACOB: What are you saying?
^CARTER: We realised the only way to eliminate the Replicators and not allow ^them time to develop immunity was to somehow hit them all at the same time.
^JACOB: Everywhere in the galaxy?! How are we supposed to do that?
^CARTER: The weapon translates through the Stargate. D’you think Anubis was ^planning to use the weapon to attack one planet at a time?
#DESC_TECH_StrangeAlliance
^
^JACOB: So dial multiple Gates simultaneously.
^CARTER: Not multiple Gates – all of them.
^JACOB: Every Stargate in the galaxy at one time?! Do you know how many Gates ^there are in the whole galaxy?!
^CARTER: A lot.
^(Jacob bows his head and lets Selmak speak.)
^SELMAK: I have no idea how to alter a Stargate to perform such a function. I ^don’t know of anyone who can.
^(Sam looks uncomfortable.)
^CARTER: I think I know someone.
^REBEL MOTHERSHIP. 
^Sam has just explained her thinking to Teal’c and Bra’tac.
^TEAL’C: Are you certain, Colonel Carter?
^CARTER (over comms): I don’t think we have a choice, Teal’c. I mean, this could ^be the best chance we’ll ever get.
^(Teal’c and Bra’tac look at each other.)
^TEAL’C (to Sam): Understood. (To Bra’tac) Open a channel.
^(Ba’al appears on the viewscreen. He smiles.)
^BA’AL: No doubt you have decided to surrender. A wise decision, given that you ^face imminent defeat.
^TEAL’C: We have no intention of surrendering. I merely wish to inform you that ^we have found the Ancient weapon on Ta’kara.
^BA’AL: Do you intend to destroy it?
^TEAL’C: That would be foolish. We have learned that the Ancient weapon may be ^the means to destroy the Replicators once and for all.
^TA’KARA CHAMBER. 
^Ba’al’s holoimage appears in the chamber. He looks around at the console and at ^the screen on the wall.
^BA’AL: This chamber must be well shielded. I could not find it using my ship’s ^sensors.
^CARTER: Look, I assume Teal’c told you the plan.
^BA’AL: What makes you think you can modify this weapon to defeat the ^Replicators?
#DESC_TECH_StrangeAlliance
^
^CARTER: We’re already on our way to doing that. (She turns the laptop to face ^Ba’al. It shows the two frequency spectrums, which still look very different, and ^a smaller window with the number 38.0 in it.) We need to get this weapon’s wave ^output to match our modified Replicator disrupter wave to within a margin of ^point seven six percent.
^BA’AL: How did you develop this Replicator disrupter technology in the first ^place?
^CARTER: General O’Neill built it using Ancient knowledge and an Asgard ^computer. (She pulls up an image of the disrupter on the laptop.)
^BA’AL: O’Neill. The mere thought of that makes me sick.
^(Sam rolls her eyes.)
^CARTER: Look – if we can do this and somehow hit the Replicators all at the same ^time, we think it will work, but we need your help.
^BA’AL: You want me to reprogramme the Stargate to dial every Gate in the ^galaxy simultaneously.
^CARTER: I know you used the Gates’ automatic update programme to disseminate ^a dialling programme virus to the entire Gate network.
^BA’AL: With a virus you initially planted in my Stargate.
^CARTER: No-one’s trying to deny that we’re mortal enemies here. Can you do it ^or not?
^BA’AL: I cannot believe I’m even considering co-operating with a female of the ^Tau’ri ... (he looks at Jacob) and a Tok’Ra.
^SELMAK: This was not my idea, believe me.
^BA’AL: I’ll instruct my troops to land.
^CARTER: No way. You send one Jaffa down here and the deal’s off.
^BA’AL: I cannot do what you ask by means of a hologram transmission.
^CARTER: Sure you can. Just tell me what to do.


#TECH_FireTheWeopon
#DESC_TECH_FireTheWeopon
^
^TA’KARA CHAMBER. The readout on the laptop goes down from 38.0 to 8.00. ^Jacob is working the console. Sam runs in from outside.
^CARTER: We’ve rigged the DHD to dial automatically on signal when the weapon’s ^ready. I think it should work.
^(Ba’al’s hologram, which hadn’t been there a moment ago, reappears.)
^BA’AL: Of course it will work. How dare you doubt me?
^(Jacob rolls his eyes and turns to Sam.)
^JACOB: What’s he still doing here?
^CARTER: I can’t exactly ask him to leave. How’s it going on your end?
^JACOB: I’m getting closer.
^(Ba’al points to one of the stone panels on the console.)
^BA’AL: This one.
^JACOB: How do you know?
^(Ba’al smiles.)
^BA’AL: I’m a god. Gods are all-knowing.
^(Sam rolls her eyes. Jacob glares at Ba’al, then turns to Sam again.)
^JACOB: Selmak can’t work like this. Neither can I.
^CARTER: Just try it.
^(Jacob throws a black look at Ba’al, who is standing there smiling smugly. ^Reluctantly, he pushes down the panel that Ba’al indicated. The readout on the ^laptop goes down to 4.00. Jacob looks up at Ba’al grimly.)
^JACOB: Lucky guess.
^Outside the Ta’kara chamber, the Replicators scamper towards Sam and the ^Jaffa as they open fire. Sam looks around at Jacob.
^CARTER: Dad, they’re on the move again!
^(Jacob is concentrating on the laptop as the readout finally drops to 0.76 and ^the message “Margin achieved” appears on the screen.)
^JACOB: Point 76!
^CARTER: Do it!
^(Jacob slams his fist down onto the button on the console that will activate the ^weapon. The temple begins to shake.)
^Up above the temple, a tall statue-like structure peels open like the petals of a ^flower. Near the Replicator ship in the temple grounds, the Stargate kawhooshes.
#DESC_TECH_FireTheWeopon
^
^On Juna, the Stargate kawhooshes.
^On Chulak, while Serpent guards aim their weapons, the Stargate kawhooshes.
^On the purple planet from “Forever in a Day”, the Stargate kawhooshes.
^In the warehouse on Vyus, the Stargate kawhooshes.
^On the prison planet Hadante, the Stargate kawhooshes.
^On the planet from “One False Step”, the Stargate kawhooshes.
^At Stargate Command, the Stargate kawhooshes.
^In the SGC Control Room, Siler looks up in surprise.
^SILER: Incoming wormhole?
^On Ta’kara, the petals of the statue-like structure have fully opened and a huge ^glowing weapon rises up, an energy vortex shining around it.
^A huge energy burst comes out of the weapon. It races across the planet’s ^surface and sweeps across the bug-shaped Replicator ship, which instantly ^disintegrates into tiny pieces. The beam sweeps across the open Stargate and ^continues on its way.
^Above the planet’s surface, the beam radiates outward. It sweeps across a ^Replicator-infested mothership, and all the Replicators inside the ship ^disintegrate.
^In the SGC Gateroom, the beam bursts through the Stargate, rushes through the ^Gateroom, past Jack and Reynolds and then reaches the Replicators. As it sweeps ^past them, they disintegrate. The Airmen stare, unable to believe what they’re ^seeing. Jack frowns and looks around.
^On the RepliCarter’s ship, Daniel lies on the floor with his eyes closed. The ^RepliCarter looks up, an expression of dread and disbelief on her face. Outside ^in space, the Ancient beam sweeps across the ship. The RepliCarter’s eyes widen ^as the beam reaches her and Daniel, and then the ship disintegrates into tiny ^pieces.


#TECH_FinalWarning
#DESC_TECH_FinalWarning
^
^SGC. GATEROOM. Walter and Siler are standing facing the foot of the ramp. ^Walter looks at his watch nervously. He glances at Siler, then turns to face the ^ramp again.
^HARRIMAN: I’m sure he’ll be here any second now.
^(On the ramp, Ba’al’s hologram is standing impatiently. He has obviously been kept ^waiting there for some time.)
^HARRIMAN: So, um ...
^(At that moment, Jack comes in.)
^O’NEILL: I am so sorry. I was just finishing up a lovely brunch.
^BA’AL: Impudence.
^O’NEILL: No, tuna. So, I hear your fleet is retreating from the Replicators.
^BA’AL: How could you know that?
^O’NEILL: I have my sources.
^BA’AL: My fleet is on its way to recapture Ta’kara and destroy the Jaffa who ^have dishonoured their true god.
^O’NEILL: Will you stop with the “true god” crap? I mean, seriously, what ^difference will it make? You’re just delaying the inevitable.
^BA’AL: The Replicators are a formidable enemy – but I have recently learned of ^a weapon hidden on Ta’kara capable of destroying them.
^O’NEILL: Really? And you’re telling me this why?
^BA’AL: Because you must destroy it before my fleet arrives to claim it.
^O’NEILL: Alright – you got me. I haven’t the slightest idea what you’re talking ^about.
^BA’AL: The weapon on Ta’kara was built by the Ancients. It is not only capable ^of destroying Replicators but all life in the galaxy.
^O’NEILL: And your own sweet self included.
^BA’AL: Yes.
^O’NEILL: So why would you use it?
^BA’AL: I would not, but there is one who would – one who can survive such ^pervasive devastation.
^(Jack closes his eyes as he realises who Ba’al is talking about.)
^O’NEILL: Oh, please don’t tell me.
^BA’AL: Anubis.
^O’NEILL: I asked you not to tell me.


#TECH_ReinforcetheTemple
#DESC_TECH_ReinforcetheTemple
^
^TA’KARA. We see an overhead shot of the temple area. Then we go down to the ^temple itself. The rebel Jaffa have overwhelmed the Jaffa defending the temple. ^Bra’tac is addressing the captured Jaffa.
^BRA’TAC: Brothers! All of you will be detained. Have patience. (He puts his hand ^on the shoulder of one of the captured Jaffa.) For all of you who renounce the ^Goa’uld as false gods will one day be free. (To the rebel Jaffa) Take them. (To ^the captured Jaffa) Go. You will not be harmed.
^(The captured Jaffa are led away. Teal’c and Aron come over to join Bra’tac. ^Teal’c smiles.)
^ARON: The last of the garrison have surrendered. The temple is secure.
^BRA’TAC: Many lives were spared today. (He clasps Teal’c’s arm.) Well done.
^(Teal’c bows his head in acknowledgement.)
^DA’KARA. 
^Aron is admiring the temple walls. He walks over to Teal’c, who is leaning against ^a pillar and smiling.
^TEAL’C: Never in my dreams could I have imagined I would one day stand ^beneath these great columns.
^ARON: Think of it: this is the very spot in which our enslavement began.
^TEAL’C: Then this sacred temple is an appropriate place for our enslavement to ^end. (They walk over to Bra’tac.) We have won a great victory here today, old ^friend.
^BRA’TAC: We have won a battle, Teal’c – nothing more. Our victory is far from ^assured.
^TEAL’C: Many of Ba’al’s Jaffa have already pledged their allegiance to our cause. ^When word spreads of what we have accomplished, many more will follow.
^BRA’TAC: And their hearts will turn cold again if they hear our accomplishment ^lasted mere hours. (Tolok enters. Bra’tac turns to greet him.) Tolok. What news?
^TOLOK: We have received word. Ba’al has broken off his battle with the ^Replicators. He is coming.
^BRA’TAC: As we expected. You see – taking the temple was not our greatest ^challenge. Holding it will be.


#TECH_GroundAttack
#DESC_TECH_GroundAttack
^
^GOA’ULD PLANET. Ba’al walks into a throneroom. There is a Goa’uld sitting on ^the throne, mostly obscured by a dark robe and hood.
^BA’AL: I have received word from the battle. The bulk of the fleet continues to ^engage the Replicators as you have ordered. However, I believe it would be wise ^to pull our forces back. If we stop confronting the enemy on so wide a front, it ^may slow their advance and allow us a chance to mount a proper defence.
^(As Ba’al speaks, we see that the hands of the Goa’uld sitting on the throne are ^covered with lesions.)
^GOA’ULD: You doubt my power.
^BA’AL: Of course not. But your fleet is falling into their hands rapidly. Not even ^the Kull warriors ...
^(The Goa’uld raises his head and we see that his face is also covered with lesions.)
^GOA’ULD: Do not concern yourself. (He turns his head towards Ba’al – his eyes ^are bloodshot and his face is a mess. It’s Anubis.) When the time is right, I ^promise you, this nuisance will be dealt with. Trust in me.
^(Ba’al tries to hide a grimace.)
^BA’AL: As always.


#TECH_Replicate
#DESC_TECH_Replicate
^
^SPACE. A Goa’uld mothership is in orbit around a planet. Inside the ship, Bra’tac ^is on the pel’tak. Teal’c, Sam and Daniel come to join him.
^TEAL’C: They are late.
^DANIEL: Or they’re not coming.
^TEAL’C: Were that the case, Rak’nor would have sent word.
^BRA’TAC: If he were able to do so.
^CARTER: Maybe we should reconsider the mission.
^TEAL’C: This is not an SGC mission. Reconsidering is not an option.
^DANIEL: Look, I know the timing of these first few surprise attacks is crucial, ^but ...
^CARTER: ... and we’re just here as observers, but right now I’m observing the ^fact that if you take on one of Amateratsu’s motherships without proper backup, ^you could get yourself killed.
^DANIEL: Us observers too!
^BRA’TAC: Many such attacks have been co-ordinated simultaneously across the ^galaxy – each one designed to create a strategic weakness in the forces of the ^System Lords.
^DANIEL: And if even one fails ... I know!
^TEAL’C: The rebel Jaffa have gone to great lengths to acquire the security codes ^currently being used by the System Lords. If all goes according to plan, they will ^believe we are allies and lower the shields.
^DANIEL: If all goes according to plan.
^TEAL’C: Once the shields are lowered, the Jaffa contingent aboard this vessel ^should be sufficient to overwhelm any initial resistance we may encounter.
^BRA’TAC: We have allies within the ranks of Amateratsu’s Jaffa who will also ^help facilitate our attacks. Once the others witness the death of their false god, ^they will realise the truth and join our ranks.
^CARTER: Isn’t the fact that we haven’t heard from Rak’nor kind of a bad sign?
^(Bra’tac and Teal’c look at each other. At that moment read-outs appear ^superimposed over the viewscreen and beeping can be heard.)
^DANIEL: What is it?
^BRA’TAC: Ship’s sensors have detected a vessel closing in on our position. (The ^read-out changes to show the ship.) Ha’tak class.
^DANIEL: Rak’nor?
^TEAL’C: Unlikely. Rak’nor would have hailed long before his approach.
#DESC_TECH_Replicate
^
^CARTER: Then it has to be Amateratsu. Shouldn’t we get outta here?
^(Bra’tac and Teal’c look at each other again. Clearly they are reluctant to ^retreat.)
^DANIEL: Teal’c, the odds are not in our favour.
^TEAL’C: They never are, Daniel Jackson.
^(Daniel shrugs in agreement. Outside the ship, the ha’tak gets closer.)
^BRA’TAC: I am hailing them and transmitting the security codes. (After a ^moment, the ship jolts.) They have fired on us. (The ship jolts again.) Shield ^strength is down sixty percent.
^TEAL’C: How is that possible?
^CARTER: What the hell did they hit us with?
^(Teal’c goes to the weapons console.)
^TEAL’C: Returning fire. (He fires on the ha’tak, but it is undamaged.) Our ^weapons are ineffective.
^(The ship jolts again.)
^BRA’TAC: We have lost shields.
^CARTER: Now can we get out of here?
^BRA’TAC: Navigational controls are not responding. We must evacuate.
^DANIEL: Glider bay?
^TEAL’C: We can use the rings to transport to the planet below and escape ^through the Stargate.
^(They head off towards the ring room. As they’re walking along a corridor, Teal’c ^hears something and raises his hand to stop the others.)
^CARTER: What is it?
^(Up ahead of them, a door opens and a lot of Replicators come scampering ^through.)
^DANIEL: That’s not good.


#TECH_WeoponAtDakara
#DESC_TECH_WeoponAtDakara
^
^DA’KARA. Sam and Jacob, together with a couple of SGC airmen carrying a large ^box, have arrived at the temple ruins. Teal’c escorts them to a wall engraved with ^Ancient writing.
^TEAL’C: We found no evidence of a weapon.
^CARTER (turning to the airmen): Thanks, guys, we’ll take it from here.
^(The airmen put the box down and leave the area.)
^JACOB: This structure was definitely built by the Ancients.
^TEAL’C: As evidenced by the script on this wall. Until I saw this monument with ^my own eyes, I did not know that Ta’kara was a home of the Ancients.
^CARTER: The Ancient repository of knowledge we found on P3X-439 was hidden ^in a large monument like this.
^JACOB: Maybe this writing will help us uncover the location of the weapon.
^TEAL’C: I was able to recognise the language. Deciphering it, however, is another ^matter.
^CARTER: I brought Daniel’s notebooks.
^(Jacob bows his head and allows Selmak to speak.)
^SELMAK: This dialect looks very old. It may take some time.
^TEAL’C: I will leave you to it. (He bows to them and leaves.)
^
^TA’KARA. TEMPLE. Sam and Jacob/Selmak are trying to translate the wall of ^Ancient writing. Various pieces of paper with writing on them are taped to the ^wall. Jacob is holding a clipboard while Sam stands staring the wall. She turns to ^look at him. [Note: during the following conversations, Jacob and Selmak ^sometimes trade off without preceding their changeover with a bowing of the ^head.]
^CARTER: “Midday, the darkness is high in the sky”?! You sure about that?
^SELMAK: That is what it says.
^CARTER: It doesn’t make much sense.
^JACOB: Yeah, well neither does, uh, (he looks at the clipboard) “the wind blows ^on the pillow” or “three days to the chicken,” but that’s what these phrases ^apparently translate into.
^CARTER: Are you saying this whole wall of writing is nonsense?
^JACOB: I don’t know what I’m sayin’.
^CARTER: Is it possible you made a mistake?
#DESC_TECH_WeoponAtDakara
^
^SELMAK: Would you care to try? (He holds out the clipboard towards her. Sam ^looks embarrassed and picks up a piece of paper from the floor.) The text is ^quite difficult, and if there is an organising principle to Doctor Jackson’s notes, ^I have yet to discover it.
^CARTER: Yeah, he certainly has his own system.
^(Teal’c radios in.)
^TEAL’C (over radio): Colonel Carter.
^CARTER (into radio): Go ahead, Teal’c.
^(Teal’c is still on the pel’tak of the mothership with Bra’tac and Aron.)
^TEAL’C: Have you had any success with the translation?
^(Sam looks at Jacob and flinches.)
^CARTER: We’re making ... some progress.
^TEAL’C: I am afraid you do not have much more time. Our long-range scanners ^have detected Ba’al’s fleet. He will be here within the hour.
^CARTER: Understood. (She and Jacob turn their attention back to the wall.)
^
^TA’KARA. TEMPLE. Jacob is looking at his clipboard. Sam is facing the wall.
^CARTER: What if it’s a code? (She turns to face Jacob.)
^SELMAK: Something that can only be deciphered by someone who understands ^the language.
^(Sam nods, and looks at the clipboard.)
^CARTER: Can I see that?
^(Jacob nods and hands the clipboard to her. She takes it by the top, but looks at ^it without turning the paper round to face her.)
^SELMAK: You’re holding it upside down.
^CARTER: I know. I just noticed – (she points to part of the writing on the paper) ^upside down, these symbols look like another word I’ve seen before. (She turns ^the clipboard round and hands it to Jacob so that he can see the writing upside ^down.)
^SELMAK: Right side up, it’s “darkness”, but turn it around and it translates into ^“sun”.
^CARTER: “Midday, the sun is high in the sky”. That makes a lot more sense.
^JACOB: Yeah, but so what? That’s not what the wall says.
#DESC_TECH_WeoponAtDakara
^
^(Sam walks over to the wall. While a lot of it is solid wall, some of it seems as if ^circular panels have been carved and inserted into the main wall. She looks at the ^part of the wall they’ve been talking about – part of that writing is on a panel. ^She runs her hands around the panel, then starts to push it down on the left and ^up on the right. It begins to rotate. Jacob walks closer, staring as Sam pushes ^the panel round 180 degrees until the words on the panel, now upside down, line ^up with the rest of the wall again.)
^CARTER: Now it does!
^JACOB: It can’t be that simple. Just turn all five circles upside down?
^CARTER: No, I agree. It has to be some sort of combination lock. We just need ^to figure out which circles to turn.



#TECH_ReplicatorUnderestimation
#DESC_TECH_ReplicatorUnderestimation
^
^HARRIMAN (over tannoy): Unscheduled offworld activation.
^O’NEILL: Now what have you got, Walter?
^HARRIMAN: Some kind of ...
^(At that moment, a hologram of Ba’al appears on the ramp in the Gateroom. The ^SFs raise their weapons.)
^O’NEILL: Oh! Ba’al! (He heads down to the Gateroom, followed by Jacob, and ^addresses the troops.) Stand down, boys. (He walks over to face the hologram.) ^Ba’al, buddy! We were just talkin’ about you – all good! (He smiles mock-sweetly.)
^BA’AL: By now you are aware of the Replicator threat to our galaxy and that my ^fleet has engaged them in battle.
^O’NEILL: There’s been a little chit (he turns to Jacob) and chat around the ^watercooler. (He smiles sarcastically at Ba’al.) How’s that goin’?
^BA’AL: We are holding them at bay for the moment. However, they are a more ^formidable force than I first anticipated.
^O’NEILL: Yeah. Pesky little buggers, aren’t they?
^BA’AL: I am aware that the Asgard have previously fought the Replicators ^effectively.
^O’NEILL: More or less. I don’t like to toot my own horn but ...
^BA’AL: I am aware that you assisted the Asgard. (He looks at Jack. Jack gazes ^back at him.)
^O’NEILL: Yes?
^BA’AL: I wish to know what means you possess to fight this scourge.
^(Jack tilts his head, smiling slightly.)
^O’NEILL: I’m sorry – we must have had a bad connection there for a second. It ^almost sounded like you were asking me for help!
^BA’AL: The Replicators are a threat to everyone, including the countless humans ^who populate worlds throughout this galaxy. Now, I propose that we work ^together to defeat our common enemy.
^O’NEILL (to Jacob): My – this is an occasion! (He turns to Ba’al.) You know that ^bitter taste in your throat, it’s kind of wrapped around your uvula? That’s what’s ^left of your pride.
^BA’AL: Perhaps you could curb your amusement for a moment.
^JACOB: If we’re going to work together, the first thing we should discuss is ^strategy. Now, your attempts at meeting the Replicators head-on are only going ^to result ...
#DESC_TECH_ReplicatorUnderestimation
^
^O’NEILL (holding up his hand and talking over him): Jacob. J-J-Jacob. I got it. ^(He turns to Ba’al.) I’ve got a better idea. Instead of helping you, why don’t we ^sit back and watch you get your ass kicked? (He smiles smugly.) That way, you’ll ^be dead, and we’ll be glad!
^BA’AL: You cannot be serious.
^O’NEILL: Yes I can. I just choose not to some of the time. (He grins.)
^BA’AL: With your insolence you’re dooming not just your world but all of ^humanity.
^O’NEILL: I think big!
^(Ba’al’s hologram disappears. Jacob walks round to face Jack.)
^JACOB: What the hell was that?
^O’NEILL: I’m sorry, Jacob, but I’m just not quite ready to sacrifice Teal’c. (He ^walks away.)
^SGC. JACK’S OFFICE. Jack is sitting at his desk. Sam runs out of the beam and ^stops in front of Jack’s desk.
^CARTER: ... sacrifice yourself. (She realises where she is.) Dammit!
^O’NEILL: Carter?
^CARTER: The weapon worked at first, but the Replicators immediately adapted ^themselves. They’re immune again.
^O’NEILL: No chance you guys could fix this thing – get it to work?
^CARTER: Sir, Thor’s ship was boarded. He beamed me down here before all the ^systems were compromised. He’s trying to get his ship as far away from Earth as ^possible.
^O’NEILL: I’ll take that as a no?
^CARTER: Yeah.
#TECH_WeNeedMoreTime
#DESC_TECH_WeNeedMoreTime
^
^TA’KARA. TEMPLE. Sam rotates another panel on the wall. As it turns into ^position, the ground begins to shake.
^CARTER: Let’s hope that’s not a bad sign.
^(Jaffa, armed with SGC rifles, come running. Sam holds her hand out to keep ^them back. The wall rises up into the cliff above it, revealing a much more rough^-hewn rock wall behind. As the writing wall disappears from view, the rougher ^wall parts in the middle and slides back to reveal a chamber behind it. Sam looks ^round at her father.)
^JACOB: Nice goin’, Sam.
^(They cautiously walk inside the chamber to find a stone console with large ^square Ancient-engraved stones on top. It looks identical to the one that Malaki ^used to try to reverse time in “Window of Opportunity”.)
^CARTER: We’re in business!
^TA’KARA. TEMPLE CHAMBER.
^ Jacob is working on a laptop hooked up to the console.
^JACOB: I’m not getting anything. (He steps aside and lets Sam have a go.)
^CARTER (as she starts to type): This may not be possible, y’know.
^JACOB: C’mon, Sam – it can’t be any harder than blowing up a sun.
^(Sam looks irritated.)
^CARTER: Y’know, you blow up one sun and suddenly everyone expects you to walk ^on water!
^(At that moment, the interface between the laptop and the Ancient screen begins ^to work.)
^JACOB (smiling delightedly): There y’go!
^CARTER: Oh. Next up: parting the Red Sea.


#TECH_OrbitalStrike
#DESC_TECH_OrbitalStrike
^
^
#TECH_NeutroniumAbundance
#DESC_TECH_NeutroniumAbundance
^
^
#TECH_HumanFormRevealed
#DESC_TECH_HumanFormRevealed
^
^
#TECH_SurpriseAttack
#DESC_TECH_SurpriseAttack
^
^TEAL’C’S QUARTERS. Bra’tac is gazing into a lit candle.
^BRA’TAC: Years of effort, all but undone in a matter of days. It will now be ^almost impossible to turn so many of our brothers back to our cause. (He turns to ^face Teal’c, who does not look so concerned.)
^TEAL’C: Perhaps – yet there may be a way.
^BRA’TAC: Even if we can, I wonder: will it make a difference? These machines ^are unlike anything I have seen.
^TEAL’C: We must proceed in the belief that Colonel Carter and Thor will devise ^a means to destroy the Replicators.
^BRA’TAC: How then can we prevent the Goa’uld from taking credit and ^solidifying their position as gods in the eyes of all Jaffa?
^TEAL’C: We must act now, before this conflict is resolved; win back the hearts ^and minds of those who waver before they are lost to us. We must once and for ^all destroy the Goa’uld image as gods forever.
^BRA’TAC: How?
^TEAL’C: By capturing the temple at Ta’kara. (Bra’tac stares at him in ^amazement.) Everything we have fought for hangs in the balance.
^BRA’TAC: Yes. But Ta’kara?!
^TEAL’C: Capture it, and never again will a Jaffa worship a false god.
^LATER
^SGC. JACK’S OFFICE. Teal’c and Bra’tac have come in to talk to Jack.
^O’NEILL: What makes this place so special?
^TEAL’C: The temple at Ta’kara is sacred to all Jaffa.
^BRA’TAC: It is rich in historical significance. Legend tells it is the place where ^Anubis rose from the dead.
^TEAL’C: It is also the site of the first prim’ta ritual.
^BRA’TAC: It is that rite of passage that has bonded us in servitude ever since. ^For thousands of years, the Jaffa have viewed Ta’kara as the holiest of sites – ^the very cradle of our existence. It is the place where the Goa’uld first gave ^Jaffa their strength and longevity.
^O’NEILL: And you really think this place is gonna make a difference?
^BRA’TAC: Seizing control of the temple there would prove beyond a shadow of a ^doubt the Goa’uld do not possess the power of the gods.
^TEAL’C: Even the most stubborn Jaffa would have to question his loyalty to the ^Goa’uld.
#DESC_TECH_SurpriseAttack
^
^O’NEILL: There has to be a catch, or you guys would have done this a long time ^ago.
^BRA’TAC: Ta’kara is deep within Ba’al’s territory and under normal ^circumstances it is heavily guarded. However, with Ba’al’s forces deployed ^throughout the galaxy battling the Replicators, the temple is more vulnerable now ^than it has ever been.
^TEAL’C: Still, our success depends on the element of surprise and the use of the ^entire rebel fleet.
^(Jack shakes his head doubtfully.)
^BRA’TAC: Listen to me, O’Neill. This war must be fought on two fronts. We will ^reignite the uprising and conquer our oppressors while you find the means to stop ^these Replicators. (Jack still looks doubtful. Bra’tac leans forward to make his ^point.) Let us each fight the enemy we know best.
^LATER
^HYPERSPACE. The rebel fleet of motherships is making its way towards Ta’kara. ^On Bra’tac’s ship, Aron is manning the weapons console.
^BRA’TAC: We are approaching Da’kara. Defences?
^TEAL’C: I am reading only a single ha’tak class vessel in orbit around the planet.
^BRA’TAC: Ba’al must indeed be desperate. There are normally a dozen ships ^patrolling this system.
^ARON: Then we may yet succeed.
^DA’KARA.
^ As the single mothership patrols around the planet, the three rebel motherships ^come out of hyperspace.
^BRA’TAC: We are in position.
^ARON: Gliders are ready for launch.
^TEAL’C: We are being hailed.
^JAFFA (over comms): You have encroached on the domain of Lord Ba’al. Identify ^yourselves immediately.
^TEAL’C: Shal’kek nem’ron. (There is no response.) You are greatly outnumbered. ^Surrender now or be destroyed.

#TECH_TheAttack
#DESC_TECH_TheAttack
^
^SGC. CONTROL ROOM. Alarms are sounding and the Stargate can be heard ^kawhooshing. Jack runs down the stairs from the Briefing Room.
^HARRIMAN: Unscheduled offworld activation!
^O’NEILL: Is that Carter?
^HARRIMAN: No sir, but we are picking up a radio signal.
^O’NEILL: Put it on speaker. (Walter complies. A strange signal can be heard.) ^Sergeant?
^HARRIMAN: I don’t know, sir.
^(As he tries to sort out the signal, the monitors in the Control Room go crazy, all ^kinds of different information flashing across them.)
^O’NEILL: What the hell is that?
^HARRIMAN: I’m not sure, sir, but I can’t access the system. Looks like ^something’s hacked into the computer remotely.
^O’NEILL: Shut it down.
^HARRIMAN: I can’t, sir – I’m locked out.
^O’NEILL (quietly): Damn! (He goes to the console with the phone in it and picks ^up the receiver.) This is General O’Neill ...
^(In the Gateroom, the iris opens.)
^HARRIMAN: Sir!
^(As Jack looks round, the lights go out and all the computers go down. The SFs in ^the Gateroom raise their weapons. Seconds later, a swarm of Replicators comes ^scrambling through the Gate. The SFs open fire but hundreds of the bugs ^scamper down the ramp. Jack yells into the microphone.)
^O’NEILL: Evacuate the Gateroom! Get outta there!
^(The SFs begin a co-ordinated retreat out of the right-hand door as Replicators ^swarm all over the floor and the walls. As the last few SFs head for the door, ^Jack turns to Walter.)
^O’NEILL: Close the blast doors.
^(As the last SF reaches the door, it begins to close. Replicators rush towards it, ^including at least one mother bug. One of the smaller bugs wedges itself into the ^doorway to try to stop the door from closing, but the final SF shoots it from ^outside the Gateroom and, as the bug breaks up, the door slams shut.)
^(In the Control Room, Jack goes back to the phone and makes a base-wide ^broadcast.)
#DESC_TECH_TheAttack
^
^O’NEILL: Initiate base lockdown. Emergency evacuation of all personnel through ^alternate routes. Self-destruct protocol on my order. (He puts the phone down ^and sees that Walter is the only one left in the Control Room.) Let’s go, Walter! ^Get outta here! (They race out of the room.)
^(On the surface, the big doors close.)
^(In the corridors, personnel are starting to climb up the ladders in the escape ^hatches to the surface. Jack hurries along the corridors watching the organised ^chaos.)
^O’NEILL (to himself): Oh, man!
^(Colonel Reynolds approaches him.)
^REYNOLDS: Sir. We’re cut off from the self-destruct. They were too fast. Even ^if we could fight through them now, there’s a good chance they’ve already ^disabled the activation mechanism.
^O’NEILL: Those bugs cannot get out of this mountain.
^REYNOLDS: It’s only a matter of time before they gain control of the base ^systems and override the security doors.
^O’NEILL: Alright. Let’s make sure everybody’s out of here and then we’ll toss a ^little nuke down the silo.
^REYNOLDS: You think that’ll stop them?
^O’NEILL: It should slow ‘em down.
^TA’KARA ORBIT. REBEL MOTHERSHIP. 
^Aron looks at the sensors.
^ARON: Sensors are picking up multiple ships exiting hyperspace.
^(A huge number of ships arrive behind Ba’al’s fleet. As they get into range, they ^open fire on the fleet.)
^ARON: They are firing on Ba’al’s forces.
^TEAL’C: It is the Replicators.
^TA’KARA CHAMBER.
^BA’AL: Now, this one. (He points to another stone panel. Jacob, still looking like ^he could happily strangle him, pushes the panel. The readout, which had gone down ^to less than 2.00, goes back up to 4.00.)
^CARTER: That one took us in the wrong direction.
^(Jacob looks smug.)
^JACOB: All-knowing, huh?!
^(Ba’al tries to hide his embarrassment, but is then distracted by something.)
^CARTER: What’s the matter?
#DESC_TECH_TheAttack
^
^BA’AL: My ships are under attack. A massive Replicator-controlled fleet is ^approaching on the planet.
^REBEL MOTHERSHIP. 
^The ship is under attack from Replicator-infested ships.
^ARON: Shields down! Weapons systems offline!
^TEAL’C: Reroute power to sublight engines. Evasive manoeuvres.
^(The mothership flies through the battle, pursued by a Replicator-controlled ^mothership.)
^ARON: They’re too fast! We cannot evade them!
^TA’KARA. 
^A bug-shaped Replicator ship flies down to the planet and lands in the middle of ^the temple ruins. In the chamber, Jacob presses another panel and the readout ^drops to 0.98.
^CARTER: Variable off by point 98.
^(From outside the chamber comes the sound of automatic gunfire.)
^JACOB: What’s that?
^(Sam looks round and sees some of the Jaffa starting to run away from the ^chamber towards the shooting.)
^CARTER (to Jacob): Hurry.
^JACOB: I’ve almost got it. Just a little more time.
^CARTER: I don’t think we have it! (She runs to the doorway and aims her rifle in ^readiness. Outside, some of the Jaffa are retreating towards the chamber again ^while others cover their retreat. Replicators come swarming down the steps ^towards them. The Jaffa retreat to the doorway of the chamber where they and ^Sam open fire on the approaching swarm.)


#TECH_TheTideOfBattle
#DESC_TECH_TheTideOfBattle
^
^
^TA’KARA ORBIT. REBEL MOTHERSHIP. Some of the rebels are talking on the ^pel’tak.
^ARON: We will be vastly outnumbered by Ba’al’s forces.
^TOLOK: I refuse to consider a strategy that demands the deliberate sacrifice of ^Jaffa lives.
^ARON: What then do you advocate? Prayer, perhaps(!)
^BRA’TAC: Jaffa! We are here to consider the battle with our enemy.
^TEAL’C (entering the pel’tak at that moment): Do not battle each other. (He turns ^to Bra’tac.) Ba’al’s forces approach at a rate of speed far slower than they are ^capable.
^BRA’TAC: Indeed – it seems he does wish to give us time to find and destroy the ^weapon.
^TOLOK: Why not just destroy it himself?
^TEAL’C: Ba’al is in a difficult position. With so many witnesses, it is far easier to ^tell Anubis that the weapon was destroyed before he was able to reclaim Ta’kara.
^ARON: How then will he explain his languid pace?
^BRA’TAC: Regardless, he will only hesitate so long.
^TOLOK: Five ha’tak, eight al’kesh, ten squadrons of gliders. That is all we have.
^TEAL’C: Empty the bays – deploy the gliders to the far side of the planet. Take ^two ha’tak and all the al’kesh and position them on the other side of the moon.
^TOLOK: Divide our forces?!
^(Teal’c smiles. Bra’tac, understanding Teal’c’s plan, also smiles.)
^BRA’TAC: Precisely.
^TEAL’C: All the hardship, the suffering, the sacrifices we have made for our ^cause, will end today – one way or another. This battle will decide the fate of all ^Jaffa.
^(Bra’tac smiles at Tolok, who smiles back and nods. Aron looks like he’s trying not ^to smile, but he can’t help it, even though he obviously thinks that the plan will ^never work.)
^ARON: This is madness.
^TEAL’C: So too, at one time, was the very thought of our freedom.
#DESC_TECH_TheTideOfBattle
^
^REBEL MOTHERSHIP.
^Ba’al appears on the viewscreen.
^BA’AL: Your pathetic trickery will only delay your inevitable defeat.
^TEAL’C: There is no trickery at hand. We know that inevitably your goal is to ^eradicate all free Jaffa. We have sent the bulk of our fleet to safety to survive ^to fight another day.
^BA’AL: Surrender now – or be destroyed.
^TEAL’C: Defeat those who remain and you will be forced to destroy the weapon ^on Ta’kara yourself. Then you must face Anubis.
^(Ba’al disappears from the viewscreen.)
^BRA’TAC: His fleet appears to be holding position.
^TEAL’C: For the moment.
^(Aron’s weapons console beeps. Blips on the viewscreen show that Ba’al’s fleet is ^approaching Ta’kara.)
^ARON: Ba’al’s fleet just began moving into attack position.
^BRA’TAC: It appears things are about to get ... bad.

#TECH_GoldenAge
#DESC_TECH_GoldenAge
^
^
#TECH_GateTravel
#DESC_TECH_GateTravel
^
^
#TECH_JaffaRebellion
#DESC_TECH_JaffaRebellion
^
^
#TECH_AllButReplicators
#DESC_TECH_AllButReplicators
^
^
#TECH_Gould
#DESC_TECH_Gould
^
^
#TECH_Jaffa
#DESC_TECH_Jaffa
^
^
#TECH_SG-1
#DESC_TECH_SG-1
^
^
#TECH_Replication
#DESC_TECH_Replication
^
^


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES
#GOOD_Trinium
^
^
^[Trinium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build SCG Technology.

#DESC_GOOD_Trinium
^
^
^An incredibly strong and lightweight alloy. Trinium is rather rare and not found on Earth. Unrefined, it is extremely brittle, and unsuitable for manufacturing purposes. When refined, however, the metal is approximately 100 times lighter and stronger than steel.


#GOOD_Neutronium
^
^
^[Neutronium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Repilcator Technology.

#DESC_GOOD_Neutronium
^
^
^Instead of kerons, humanoid Replicators are based on the rare element neutronium.


#GOOD_Tretonin
^
^
^[Tretonin] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Elite Jaffa.

#DESC_GOOD_Tretonin
^
^
^Substance derived from ground-up Goa'uld symbiotes, responsible for maintaining the perfect health of the host body -- functioning as an alternate (and superior) immune system, like having a symbiote (but without the symbiote). The drug is administered with a tretonin injector.
^
^The drug was created by the Pangarans, who got 20 percent of their population ^dependent on the substance before realizing that it caused the user's immune system to cease to function.


#GOOD_Naquadah
^
^
^[Naquadah] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Ancient technology.

#DESC_GOOD_Naquadah
^
^
^Heavy mineral used in constructing the Stargate, Goa'uld technology, and the quantum mirror. Naquadah is the building-block for all Goa'uld technology, and (though the Goa'uld did not build the Stargates) seems to be the only material capable of handling the massive amounts of energy required to create a stable wormhole.
^The mineral also has highly explosive properties, making it useful for enhancing the yield of bombs, missiles, and the like. It has at least two variants: liquid naquadah, used to power Jaffa staff weapons, and naquadria, which is more volatile and powerful. Naquadah is rather rare, and does not exist naturally in Earth's solar system.
^Naquadah is also a part of the Goa'uld's genetic make-up. Its presence gives them the ability to use Goa'uld technology such as a hand device or healing device, and to sense the presence of other Goa'uld within a range of a few feet.

#GOOD_ZPM
^
^
^A [ZPM] is a $LINK<Strategic Resource=GCON_ResourcesS> required to operate some Gou'ld technology.

#DESC_GOOD_ZPM
^
^
^Ancient power source, cylindrical in shape and containing energy compatible with Ancient technology -- including the Stargates. A Z.P.M. derives its enormous power from vacuum energy, derived from a self-contained region of subspace time, and has a potential life of many millions of years.
^Some Ancient technology requires Z.P.M.s, and the city of Atlantis relies on three of the units for its primary power generation. A Zero Point Module or equivalent power source is required for a Stargate to establish a wormhole to a gate in another galaxy.


#GOOD_DHD
^
^
^A [DHD] is a $LINK<Strategic Resource=GCON_ResourcesS> required to operate the Stargate

#DESC_GOOD_DHD
^
^
^Device that controls the Stargate, more commonly known as the D.H.D. The dial-home device, constructed by the Ancients, has 38 of the 39 symbols on its Stargate (minus the point of origin), allowing the user to "dial" any desired destination. Despite the advanced technology, the device has a limited power supply.
^


; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^
^
^

#DESC_TERR_Desert
^
^
^


#TERR_Plains
^
^
^


#DESC_TERR_Plains
^
^
^


#TERR_Grassland
^
^
^

#DESC_TERR_Grassland
^
^
^

#TERR_Volcano
^
^

#DESC_TERR_Volcano
^
^
^

#TERR_Mountains
^
^

#DESC_TERR_Mountains
^
^
^

#TERR_Forest
^
^

#DESC_TERR_Forest
^
^
^

#TERR_Sea
^
^
^

#DESC_TERR_Sea
^
^
^






; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy 
if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. During that period corruption 
and waste are so high that no production occurs and no taxes are collected. Scientific research comes to halt, as well.
There is no improvement maintenance when a civilization is in Anarchy.
^
^Worker efficiency              50%
^Hurry Method                   None
^Corruption / Waste             Catastrophic
^War Weariness                  None
^Draft Rate                     0
^Military Police Limit              0
^Units Support:
^    per town                   0
^    per building                       0
^    per metropolis             0
^Notes: No building production, no research.
#DESC_GOVT_Anarchy
^Change of rule in cultures are often periods of unrest, but when the very framework for government is transformed 
it almost always results in a period of anarchy. The massive political and social upheaval experienced by the 
culture during a period of anarchy brings commerce and production to a standstill as cities rise up and government 
organizations try to restructure. Despite the fact that corruption and waste are absolute, there is a positive side 
to anarchy - it is temporary. When the smoke clears and the occupants calm down they are ready to embrace a new form 
of order in your society.


#GOVT_Disorginization
^
^
^Only the Replicators start disorganized
^
^
^
^
^Worker efficiency              50%
^Rate Cap			5
^Hurry Method                   No Hurry
^Corruption / Waste             Nuisance
^Draft Rate                     2
^Military Police Limit          3
^Unit Support
^    per town                   4
^    per building                   4
^    per metropolis             4
^
^In addition, this government pays 1 support for units and maintenance for buildings.  The first five units built are 
supported for free.
#DESC_GOVT_Disorginization
^

#GOVT_GF
^
^
^The Goa'uld society is feudal in nature. Their hierarchy is governed by the System Lords, a few dozen of the most powerful Goa'uld who are usually warring with one another for worlds and resources.
^
^Worker efficiency              100%
^Rate Cap			7
^Hurry Method                   Forced Labor
^Corruption / Waste             Communal
^Draft Rate                     2
^Military Police Limit          8
^Unit Support
^    per town                   #
^    per building               #
^    per metropolis             #
^
^In addition, this government pays 1 support for maintenance for buildings.  All units built are 
supported for free.
#DESC_GOVT_GF
^


#GOVT_TD
^
^
^In a military context, the chain of command is the line of authority and responsibility along which orders are passed.
^
^The line of command will generally go from a higher-ranked soldier who gives the order, i.e. an officer, down to a lower-ranked soldier who is ordered to perform, i.e. a common soldier.
^
^In general, military personnel give orders to only those directly below them in the chain of command and receive orders from only those directly above. For example, a common soldier who has difficulty carrying out an order is likely to be disciplined for not observing the chain of command if he skips the officer who is in direct command of him and directly appeals to a higher-ranked officer in his chain of command.
^
^The concept of chain of command also implies that higher rank alone does not entitle a person to give commands. For example, an officer of a given military unit cannot directly command common soldiers of another unit, because this officer is outside of their chain of command. If the officer needs something from the soldiers of another unit, he is generally expected to approach an officer along their chain of command.
^
^The term is also used in civilian context describing comparable hierarchical structures of authority, for example in management.
^
^Worker efficiency              100%
^Rate Cap			8
^Hurry Method                   Paid Labor
^Corruption / Waste             Nuisance
^Draft Rate                     6
^Military Police Limit          5
^Unit Support
^    per town                   6
^    per building               8
^    per metropolis             10
^
^In addition, this government pays 1 support for units and maintenance for buildings.  The first 5 units built are 
supported for free.
#DESC_GOVT_TD
^

#GOVT_JH
^
^
^the Jaffa High Council is the ruling body of the Free Jaffa Nation. Votes are appropriated on the coucil based on unconfirmed millitary assets. Councillors are the leaders of the Jaffa Resistance
^
^Worker efficiency              100%
^Rate Cap			7
^Hurry Method                   Paid Labor
^Corruption / Waste             Communal
^Draft Rate                     4
^Military Police Limit          4
^Unit Support
^    per town                   #
^    per building               #
^    per metropolis             #
^
^In addition, this government pays 1 support for maintenance for buildings.  All units built are 
supported for free.
^
 
#DESC_GOVT_JH
^


; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements



#TFRM_Fortress
^
^
^Units within a fortress enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Scavengers, Engineers and some other units 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.
^
^Scavengers, Engineers and some other units can build barricades after the discovery of $LINK<Keep 'Em Out=TECH_Keep_Em_Out>.


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




#TFRM_Airfield
^
^
^Airfields function in the same manner that a building with an airport would for air units.  Airfields can only be constructed
by the Authorities Engineer unit. Two airfields are already preplaced on the map one beside the island's military base and other 
beside the Company's Customer Services building.

#TFRM_Radar_Tower
^
^
^Radar Towers provide a combat bonus to units within their affected area.  Radar Towers cannot be built in this scenario
but the Authorities own one near to the island's military base.


; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations


#RACE_Anubis
^
^
^Once a powerful Goa'uld System Lord, Anubis was banished by the others because his actions were deemed unspeakable, even among the Goa'uld. He was believed destroyed, but managed to escape and learn the secrets of ascension. But the Ancients did not want the Goa'uld to join them on a higher plane of existence, and tried to force him to descend. They were only partially successful, and Abubis became trapped between the two planes of existence.

#DESC_RACE_ANUBIS
^
^
^Because of his knowledge of the Ancients, Anubis amassed unimaginable advanced technologies, gathering strength for hundreds of years before returning to take his revenge upon the System Lords and dominate the galaxy. With weapons and armies to rival the entire collective power of the System Lords, he posed the largest threat to ever enter their collective domain, as well as to hundreds of peaceful worlds that stood in the shadow of his destructive hand.
^Physically, Anubis is still some form of energy, and wears a mask to keep his form intact. It appears like the liquid-like event horizon of the Stargate, akin to the Ancient's technology.
Anubis was responsible for single-handedly destroying an entire fleet of System Lord motherships with the combined powers of the Eyes, as well as annihilating the planet Abydos. Using the technology of the Ancient's healing device, he also engineered an army of nearly unstoppable Kull warriors.


#RACE_JAFFA
^
^
^A rebel movement within the ranks of the Jaffa during the existence of the Goa'uld empire, scattered throughout the Goa'uld territories. The resistance was forged in large part by the efforts of Teal'c and Bra'tac. Thanks to Teal'c, the Jaffa Rak'nor was also an influential leader in the movement. When the Goa'uld were overthrown, the movement gave birth to the Free Jaffa Nation.

#DESC_RACE_JAFFA
^
^
^The group opposed oppression by Goa'uld, who would use Jaffa as their armies and incubators to their symbiotes. Their message was freedom from slavery, and that without them the Goa'uld were powerless. While the group succeed in winning many converts, they also suffered heavy losses at the hands of the Goa'uld and those Jaffa who remained loyal to the false gods. One gathering of the Jaffa resistance -- under the leadership of Kytano, who was revealed to be the Goa'uld Imhotep -- proved to be a trap, with dozens of their leaders massacred by Goa'uld forces.
^The Jaffa M'zel was also a resistance leader, who led the Jaffa in withdrawing from Earth's Alpha Site, believing that they must build their own communities and learn to stand on their own feet before relying on allies.
^Now the leaders of the once underground movement must forge a new government for their people, and continue to work to convince various Jaffa factions across the galaxy to cast off the old ways and embrace their freedom

#RACE_TAURI
^
^
^Originating from the planet Earth, humans are a most common sight on Stargate-occupied planets. Thousands of years ago the Supreme System Lord Ra discovered Earth, from which the Goa'uld scattered humans throughout the galaxy. The humans of Earth are known by the Goa'uld and Jaffa as the Tau'ri.

#DESC_RACE_TAURI
^
^
^Certain numbers of humans were genetically altered into Jaffa, humans designed for the purpose of carrying the larval form of the Goa'uld. The Goa'uld also impersonated the deities of ancient civilizations on Earth, to gain obedience and worship.
^Over the centuries, many planets inhabited by humans once under domination became devoid of Goa'uld interaction, permitting the humans independent development in the directions of their original cultures. Egyptian, Roman, Greek, and many other root cultures gradually began to spring up across the galaxy in their own unique forms. But many worlds still suffer from Goa'uld oppression and, consequently, are underdeveloped. The past millenia have been wasted for them by poverty under the power of Goa'uld lords and Jaffa soldiers.
^On Earth, the Tau'ri have unlocked the secrets of the Stargate and begun to explore the universe. The teams of the S.G.C. have found countless human cultures, and helped to liberate many of them from the Goa'uld. In so doing, the Tau'ri are quickly taking their place on the galactic landscape.

#RACE_REPLICATORS
^
^
^Technologically advanced "bugs," Replicators are programmed by their creators with only one objective: self replication. Anything and everything that interferes with this plan of infestation, annihilation and duplication is immediately at risk.

#DESC_RACE_REPLICATORS
^
^
^The world where the Replicators originated is actually in our own Milky Way galaxy. A corrupt and childlike android, Reese, created the Replicators to be her "toys," but also capable of defending her from threats. As their creator, she also passed on to them her own design flaw. As the inhabitants of her world feared the toys, and tried to destroy them, she ordered them to "replicate at all costs." She quickly lost control, and the Replicators annihilated her civilization, and her own creator in the process. After the Replicators left, Reese went into a deep depression and deactivated herself.
^Replicators are composed of hundreds of individual blocks, which are comprised of whatever substance the original Replicator has consumed. It is unclear how many blocks make up a standard Replicator, but two Replicators are required to make a third, and thus exponential growth. It takes only a few blocks to replicate new blocks, and in a few hours Replicators can breed from a handful into hundreds.
^There are different kinds of Replicators, depending on what the creatures require to achieve their goals. The most common is the "spider" Replicator, with four legs and wing-like flippers on its dorsal side. Another Replicator is much larger and insect-like, appearing in the general shape of a giant fly. It also has four legs, but enormous "wings" allowing it to roll on its back when it lands on the floor, then righting itself. It can also leap great distances.
^A third type of Replicator is an assemblage of many thousands of Replicator blocks, which comprise a single, story-tall mother Replicator, capable of siphoning, regulating and energizing an enormous amount of power. Logically, the mother Replicator may also coordinate the activities of all other Replicators.
^Replicators generally operate in groups, but it is unclear how their social structure is organized, and there seems to be no apparent means by which they transmit and receive information to and from one another. Despite this absence of information, they are very effective at cooperating with each other to achieve their objectives. If need be, Replicator blocks can simply form a "wall" to block aggressors who would impede their objectives.
^Goa'uld and other energy weapons are incapable of stopping Replicators, though the sheer force of such a blast does "halt" them for less than a second. Human weapons, which launch projectiles, are much more effective, causing the blocks to break apart from one another. However, this can only solve problems for a few moments; the Replicators reassemble with a vengeance and come again. Once shot a second time, the blocks do not tend to reorganize.

#DESC_RACE_REPLICATORS
^Generally, Replicators will not attack unless they are threatened. They can, in fact, clamor over and past an individual without a hint of malice; but once they are fired upon, a vengeful subroutine in the Replicator makeup emerges, and the creature becomes a serious threat. Their highly acidic "spray," used to help break down metal alloys to create new blocks, is deadly.
^Recently the Asgard, through studying the android Reese, located an additional command within her: "Come forth." The Asgard used this command on every known Replicator throughout the galaxies, and once they were all gathered in one place (the Asgard home planet, Halla), the Asgard intended to activate a time-dilation device and trap the Replicators in a time bubble. Unfortunately, the Replicators reversed the device before it could be activated, allotting themselves hundreds of years (in a matter of normal days, relatively speaking) to consume every technological component on the planet and conserve energy -- evolving into humanoid forms, made up of microscopic nanites rather than blocks. SG-1 infiltrated this world and successfully reversed the device with help from the Replicator Fifth, but not before billions of Replicator blocks were forged, covering the entire surface of Halla, perhaps miles beneath as well.
^The fate of the Replicators is still unknown, but the Asgard now theoretically have hundreds of years to solve their malfunction, as the Replicators remain trapped in a temporal bubble, inside which time is moving very slowly.

#RACE_BAAL
^
^
^A powerful System Lord, Baal is not generally a fair player when dealing with his fellow Goa'uld. He once wiped out 60 million people in two star systems rather than lose them to
Sokar during a territorial dispute. If he feels that he has been treated negligently, he has been known to give concealed explosives as gifts.

#DESC_RACE_BAAL
^
^
^Baal was one of the System Lords who voted to have Anubis rejoin their ranks, perhaps not totally aware of the implications. Baal was not a System Lord during the era when Anubis was among the highest-ranking Goa'uld, more than a thousand years ago.
^He also has a dark and complex relationship with Lord Yu, whom he has been particularly opposed to over the years of the System Lord's reign in the galaxy. But this does not prevent them from meeting for civilized discussion. Yu was the only opposing System Lord (and the only member to survive from Anubis's era), making him a prime target of Anubis.
^Anubis sent Baal's forces as a final, crushing blow to Yu and his army -- but Yu managed to escape destruction. He did, however, finally manage to speak reason into Baal, and they unified against Anubis in orbit of Abydos. But Anubis had found the Eye of Ra, the final piece to the puzzle of his super weapon. He destroyed the System Lords' fleet of motherships, presumably including some of Baal's forces.








#EOF
