; Civilopedia.txt
;	Notes:
;     Keys:
;       to add a game concept one must first add a Key for it.  these are of the form:
;			GCON_Name
;	    where Name contains only alpha-numerical symbols.
;		these Keys are used to look up the game concept Name and Text.
;       Keys are NOT translated.
;       Keys for other items (units, techs, etc.) are set by Civ3Edit.
;
;	  Game concepts follow the form:
;			#Key
;			Name
;			Text
;		Links in game concepts follow the form:
;           $LINK<Text=Key>
;		the Text -- everything between the '<' and the '=' must be translated.
;		the Key  -- everything between the '=' and the '>' must be a valid key
;					for the link to work
;
;	  Descriptions follow the form:
;			#Header
;			Text
;		the Header for descriptions must be in the form DESC_Key
;		so, for the game concept: "Territory" that has the key "GCON_Territory",
;		the Header should be "DESC_GCON_Territory"
;		A complete list of all Civilopedia Keys is coming soon.
;
; -Javier Sobrado, 5/21/01

#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}
^* Rookie					4
^* Regular					3
^* Experienced					2
^* Veteran					2
^* Elite					1
^* Commander					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%
^Bunker				         +50%
^Missile Defense				 +50%
^Security Perimeter		         +50%
^Big Base					 +50%
^Mega Base				        +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 Bunker						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 or Tab
^Fortify/Garrison/Sleep				F
^Go to								G
^*	Stack Go to						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
^Ufopedia						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


#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 you discovered 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.
^
^These X-COM units have a zone of control:
^* $LINK<Airborne Trooper=PRTO_Legionary>
^* $LINK<Heavy Weapons Platform=PRTO_Mech_Infantry>
^* $LINK<Heavy Trooper Missile=PRTO_HeavyMissile>
^* $LINK<Hovertank=PRTO_Modern_Armor>
^* $LINK<Sniper=PRTO_Hoplite>
^* $LINK<Trooper Blaster=PRTO_War_Elephant>
^
^These Alien units have a zone of control:
^* $LINK<Cyberdisc=PRTO_Mounted_Warrior>
^* $LINK<Dreadnought=PRTO_Battleship>
^* $LINK<Muton=PRTO_Longbowman>
^* $LINK<Muton Blaster=PRTO_Cossack>
^* $LINK<Snakeman=PRTO_Archer>
^* $LINK<Snakeman Blaster=PRTO_Rider>
^
^Other units that have a zone of control:
^* $LINK<Armies=PRTO_Army>
^* $LINK<Knight IFV=PRTO_Knight>
^* $LINK<Lasertank=PRTO_War_Chariot>
^* $LINK<Plasmatank=PRTO_Tank>
^* $LINK<Plasma Artillery=PRTO_Cannon>
^* $LINK<Radar Artillery=PRTO_Radar_Artillery>
^* $LINK<Shadow Warriors=PRTO_Infantry>



#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one credit 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 bases or cities 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 nation develops $LINK<Global Resistance=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
UFO Crews
^
^
^[Crashed UFOs] have been sighted on all continents of the world. X-COM scout units are recommended to explore them. 
^
^
^{Normal Wrecks} 
^When you send a unit to examine one of these wrecks, several
things can happen - possible results range from learning an Alien tech to finding surviving Alien  crew members and having to battle them.
^
^
^{Radiated Crews}
^These Aliens suffered from severe radiation due to reactor leaks caused by the crash. This lead to dangerous deseases including brain damage. Therefore they will attack everything they find, including other Aliens. The only way to stop them is to destroy the UFO wreck they use as camp. 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 $LINK<UFO crews=GCON_Barbarians> are not that much a threat.
^
^
^{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, and combat $LINK<experience=GCON_Experience> is gained more quickly.
^
^
^{Loyal}											
^No periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and certain city improvements 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<Global Resistance=TECH_Nationalism> its citizens can be drafted as  $LINK<conscript=GCON_Experience> units 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 $LINK<Communist=GOVT_Communism> city can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display.
^
^These X-COM units can be drafted:
^$LINK<Trooper_Rifle=PRTO_Impi>
^$LINK<Heavy Trooper Plasma=PRTO_HeavyLaser>
^
^These Alien units can be drafted:
^$LINK<Sectoid=PRTO_Warrior>
^$LINK<Snakeman=PRTO_Archer>
^$LINK<Snakeman Blaster=PRTO_Rider>
^
^Other units that can be drafted:
^$LINK<Arab Guard=PRTO_RepGuard>
^$LINK<BlackCat=PRTO_Musketman>
^$LINK<Infantry=PRTO_Spearman>
^$LINK<National Guard=PRTO_Marine>
^
^However, drafting citizens will cause more unhappiness. 



#GCON_Maintenance
Maintenance
^
^
^Most base facilities must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.
^
^These base facilities require one credit per turn:
^$LINK<Alien Containment=BLDG_Courthouse>
^$LINK<Bio Lab=BLDG_Library>
^$LINK<Combat Simulator=BLDG_Barracks>
^$LINK<Cyberbank=BLDG_Bank>
^$LINK<General Stores=BLDG_Marketplace>
^$LINK<Living Quarters=BLDG_Granary>
^$LINK<Mindshield=BLDG_Temple> 
^$LINK<Sub Pen=BLDG_Harbor> 
^$LINK<Water Purifier=BLDG_Aqueduct>
^
^These require two credits per turn:
^$LINK<Hangers=BLDG_Airport>
^$LINK<Astrodome=BLDG_Cathedral>
^$LINK<Fusion Ball Defences=BLDG_SAM_Missile_Battery>, 
^$LINK<Hospital=BLDG_Hospital>
^$LINK<Psi Gym=BLDG_Colosseum>
^$LINK<Recyclotorium=BLDG_Recycling_Center>
^$LINK<Satellite Uplink=BLDG_Lab>
^$LINK<Security Station=BLDG_Police_Station> 
^$LINK<Ventilation System=BLDG_Mass_Transit_System>
^$LINK<Weapons Test Lab=BLDG_University>
^
^These require three credits per turn:
^$LINK<Construction Modul=BLDG_Manufacturing_Plant>
^$LINK<Offshore Platform=BLDG_Offshore_Platform> 
^$LINK<Workshop=BLDG_Factory>
^$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 base with a $LINK<Combat Simulator=BLDG_Barracks> heals ground units completely in one turn.
^A base with a $LINK<Sub Pen=BLDG_Harbor> heals sea units completely in one turn.
^A base with an $LINK<Hangers=BLDG_Airport> heals air units completely in one turn.
^When you established a $LINK<Medical Corps=BLDG_Battlefield_Medicine> your units heal 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<Psi Attack=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.
^
^{Air Transporters}
^X-COM Skyrangers and Avengers are the only air units that can [transport] ground units. 
To board an air transporter 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 Drone -} This option attempts to deploy a spy drone with the currently selected Civilization. 
^
^{Steal Technology Data -} Use hackers to steal a technology from the computer networks of the currently selected Civilization
^
^{Steal Military Data -} Use hackers to steal military plans from the computer networks of a rival, which reveals the locations of all their military units.
^
^{Initiate Psi Attack -} Initiate a psionic attack against the city where the spy drone is deployed. If successful, the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy Drone -} 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 Map Data -} Use hackers to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a resistance cell 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 Drone -} This option attempts to deploy a spy drone with the currently selected Civilization. 
^
^(continued)
^
#DESC_GCON_Espionage_Missions
^
^
^{Steal Technology Data -} Use hackers to steal a technology from the computer networks of the currently selected Civilization (continued)
^
^{Steal Military Data -} Use hackers to steal military plans from the computer networks of a rival, which reveals the locations of all their military units.
^
^{Initiate Psi Attack -} Initiate a psionic attack against the city where the spy drone is deployed. If successful, the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy Drone -} 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 Map Data -} Use hackers to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a resistance cell 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 66% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 66% 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 Projects}
^Each $LINK<Great Project=MENU_Wonders> is associated with one or more civilization strengths.
If a civilization builds a Great Project (or Projects) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can be triggered.



#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]. X-COM analysts believe that some deseases are caused by Alien bio-genetic weapons.
^
^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 normally the impact of your civilization's customs, arts, and philosophy on the people in the countryside surrounding your cities, but since the Alien invasion another factor has become more important: PSI forces. The strenght of your people´s PSI forces influences now directly your $LINK<cultural borders=GCON_Territory>.
^ 
^
^{City Cultural Value and Borders}
^All Great Projects 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 [culture group], a characteristic that
persists until $LINK<assimilated=GCON_Assimilation> into another culture.
^
^ 
^{Foreign Nationals}
^When a city is captured, this can create a city controlled by one nation, 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], often fueled by Alien PSI attacks, 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<Elerium=GOOD_Horses>			+0		+0		+1
^$LINK<Iron=GOOD_Iron>				+0		+1		+0
^$LINK<Oil=GOOD_Oil>				+0		+1		+2
^$LINK<Titanium=GOOD_Rubber>			+0		+0		+2
^$LINK<Nitrates=GOOD_Saltpeter>			+0		+0		+1
^$LINK<Uranium=GOOD_Uranium>			+0		+2		+3





#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [rookies, 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}
^Rookies				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 rookies.
^
^
^[Elite units] cannot be built: they gain this status only through actual combat experience. An elite unit can produce a $LINK<commander=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
^
^
^Commanders are born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a battle.
^
^
^Commanders can be used to either create an $LINK<combat team=GCON_Armies> or to $LINK<hurry=GCON_Hurry_Production> production in a city. When the commanders does either of these things it disappears.





#GCON_Armies
Armies
^
^
^A Combat Team is actually a group of troopers that move and fight together. To form a team, you must build the Combat Team 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 a Combat Team}
^Combat Teams can be built in cities that have the $LINK<X-COM Academy=BLDG_Military_Academy>
or a $LINK<Commander=GCON_Leaders> in them. But you must have at least four cities for every team you create.
^
^
^{In Battle}
^A team 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.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^
^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 Flag}
^Capture the Flag 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 
'Pickup' 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_Settler
^
^
^Due to the heavy destructions during the first hours of the Alien attack many people are searching for new homes. Most governments encourage [Settlers] to found new cities in areas untouched by contamination caused by Alien bombardments.
^
^Settlers are available for all Human civs, except X-COM.


#PRTO_Worker
^
^
^New [Workers] are desparately needed in all countries to rebuild the destroyed infrastructure.
^
^{Building a Worker}: A city that builds a [worker] loses one citizen from its population.
^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^{Joining a City}: A worker may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The worker disappears and
the city's population gains one citizen.
^
^Workers are available for all Human civs, except X-COM. Note that they may be captured and used by rival civilizations.


#PRTO_Scout
^
^
^The US [Hummer] truck or "Humvee" is a multi-purpose platform capable of performing a wide variety of tasks. Hummers are used for eg. reconnaisance or medical transport, to carry light SAMs, anti-tank missiles, grenade launchers or heavy machine guns. In an effort to standardize fleet mobility, the Hummer is able to keep up with other military vehicles already in service, specifically the M1 Tank. 


#PRTO_Explorer
^
^
^X-COM [Scouts] are lightly armed reconaissance vehicles with two movement points. They carry small recon teams which are best for exploring the countryside and examining crashed UFOs.


#PRTO_Warrior
^
^
^The [Sectoid] Hierarchy ranges from soldiers to leaders with powerful psionic abilities. These psionic powers can be used to demoralise soldiers in combat, or even take control of their minds. They tend to indulge in human abductions and cattle mutilation. The abduction is used to extract genetic material for cross breeding and developing clones for infiltrating human society. The cattle provide both nutrition and genetic material. This race appears to want to develop superior genetic hybrids to increase the efficiency of their hive-like society. 



#PRTO_Jaguar_Warrior
^
^
^The basic X-COM Trooper is armed with a modern assault rifle, giving him equally offensive and defense abilities.


#PRTO_Archer
^
^
^This Alien species developed in an extremely hostile environment. [Snakemen] are extremely tough and can resist extreme temperature variations. Their mobility depends on a snake-like giant 'foot' which protects all the vital organs. Their objectives appear to be purely predatory and they appear to be under the command of some other Intelligence which directs their military-style incursions on earth. 


#PRTO_Longbowman
^
^
^This humanoid creature is physically powerful and intelligent. [Mutons] have a particular appetite for consuming raw flesh of any kind, which they need for sustenance like earth based carnivores. They appear to rely on telepathic commands from a race known as 'Ethereals'. Once separated from this telepathic link their mental system appears to break down and they die. The cybernetic implants are used to enhance their combat performance. Mutons are clearly the foot soldiers for a higher intelligence.
^
^An Alien city must have $LINK<iron=GOOD_Iron> and $LINK<elerium=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build mutons.



#PRTO_Bowman
^
^
^X-COM Troopers equipped with [auto cannons] have much more firepower than those using assault rifles. The auto cannon can fire armor piercing rounds, high explosive shells or incendiary shells. It is best used at medium range with explosive or incendiary ammunition, or at close range with armor piercing rounds. 
^
^An X-COM base must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build these units.


#PRTO_Spearman
^
^
^[Infantry] units are often the only available military forces for many countries now, since most modern combat units got destroyed by the first Alien attacks. 


#PRTO_Pikeman
^
^
^European Paratrooper
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a paratrooper.


#PRTO_Hoplite
^
^
^X-COM [Snipers] are elite soldiers with excellent offensive abilities. They can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). 


#PRTO_Impi
^
^
^X-COM trooper with [personal armor] and standard assault rifle, a cheaper, but also less powerful alternative for laser weapons. 



;   ____________________________________________IRON-AGE UNITS_____________________________________________


#PRTO_Swordsman
^
^
^The [Chryssalid] is a very effective terror weapon. The crab like claws of this Alien creature make it a deadly enemy in close combat. The high metabolism and strength of this creature give it speed and dexterity. The exo-skeleton of this creature is extremely tough, but surprisingly vulnerable to explosive ammunition. The brain is well developed, and its cell growth rate very fast.  
^
^An Alien city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Chryssalid


#PRTO_Medieval_Infantry
^
^
^Typically acting as the standard foot-soldiers of the Middle Ages, [Medieval Infantry] are skilled warriors who
are suitable for dispatching ancient-era units and civilizations.
^
^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build medieval infantry.


#PRTO_Legionary
^
^
^X-COM [Airborne Troopers] use a sophisticated Elerium powered armor system. This armor offers less protection than the standard power armor on average but will not slow down the wearer so much. The expensive torso section also has an integrated levitation unit which will allow the wearer to fly or hover in the air. For even longer flights the system incorporates a rocket pack with vector thrusters.
^
^Airborne Troopers can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit). 
^
^An X-COM base must have $LINK<titanium=GOOD_Rubber> and $LINK<elerium=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build airborne troopers. 


#PRTO_Immortals
^
^
^[Ethereals] have awesome mental powers which allow for telepathic communication and telekinetic abilities. The apparently weak physical abilities of this creature are sustained by its mental powers. We do not understand how these telekinetic powers work, since they seem to defy the laws of physics as we know them. They are extremely dangerous in any combat situation, where they rely on their mental powers for combat. They rarely appear on earth since they seem to rely on other races to pursue their objectives. 
^
^An Alien city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
box to build .


#PRTO_Samurai
^
^
^X-COM [Grenadiers] can provide very effective fire support, and they can soften up enemy fortifications, but they lack good defensive capabilities, especially in close combat, so they shoud be used in combination with other X-COM forces.
^
^An X-COM base must have $LINK<iron=GOOD_Iron> and $LINK<nitrates=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a grenadier. 



;   ____________________________________________MOUNTED UNITS_____________________________________________



#PRTO_Cavalry
^
^
^Fast and well-armoured, the [Vampire] attack copter pack a huge offensive punch but will [withdraw] if losing (unless fighting another mobile unit). Vampires are armed with various intelligent missiles against air and ground targets, and with a highspeed gatling gun firing ammunition with small Elerium warheads.
^
^An X-COM base must have $LINK<elerium=GOOD_Horses>, $LINK<oil=GOOD_Oil> and $LINK<aluminium=GOOD_Aluminium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build this unit. 


#PRTO_Chariot
^
^
^Spetsnatz are well trained Russian Special Forces.


#PRTO_Cossack
^
^
^The Aliens may field upgraded versions of their units. There is intelligence about genetically improved Mutons, armed with [heavy plasma blasters]. Our analysts believe that these units could use personal teleporters to jump to different locations.
^
^An Alien city must have both $LINK<elerium=GOOD_Horses> and $LINK<iron=GOOD_IRON> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build improved Mutons. 


#PRTO_Horseman
^
^
^Floaters are primarily soldiers and terror agents. They are naturally predatory beasts, genetically engineered and cybernetically enhanced to make formidable warriors. The lower half of the body and most internal organs are surgically removed, and a life support system is installed. This implant contains an anti-grav unit which enables the creature to float, albeit unsteadily, through the air. Therefore treat all all terrains as roads.
^
^An Alien city must have must have $LINK<aluminium=GOOD_Aluminium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build floaters


#PRTO_Knight
^
^
^The [Knight IFV] is fast and powerful. It is a completely new armored unit, equipped with a rapid fire laser gun and a launcher for intelligent missiles. Knights will [withdraw] from combat if they are losing (unless fighting another fast unit). These units are expected to be in service in the US and Europe.
^
^A city must have both $LINK<titanium=GOOD_Rubber> and $LINK<Oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build knights.


#PRTO_War_Elephant
^
^
^X-COM trooper with [personal armor] and [heavy laser blaster], a very powerful weapon.  
^
^An X-COM base must have both $LINK<elerium=GOOD_HORSES> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build these units.


#PRTO_Mounted_Warrior
^
^
^The [Cyberdisc], a miniature flying saucer, is an automated terror weapon armed with a powerful plasma beam. The anti-grav propulsion gives it a big advantage in difficult terrain. Its primary function is destruction and terror in the service of the Sectoid race. Cyberdiscs move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit).
^
^An Alien city must have $LINK<elerium=GOOD_Horses>, $LINK<iron=GOOD_Iron> and $LINK<aluminium=GOOD_Aluminium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a cyberdisc. 


#PRTO_Rider
^
^
^Snakemen seem to be another upgraded unit. Like the improved Mutons these units are more heavily armed and may use personal teleporters. 
^
^An Alien city must have both $LINK<elerium=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build these units. 

 
#PRTO_War_Chariot
^
^
^Arab [Lasertanks] are a quick implemetation of Alien technology. To have a more powerful weapon against the Aliens, a new lasergun and a missile launcher plus more advanced targetting systems were mounted on the chassis of old IFVs. Lasertanks move quickly and will [withdraw]
from combat if they are losing (unless fighting another fast unit).
^
^An Arab city must have both $LINK<iron=GOOD_Iron> and $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a lasertank. 





;   ____________________________________________GUNPOWDER FOOT UNITS_____________________________________________


#PRTO_Musketman
^
^
^The Indian [Black Cat] guards are cheap defenders.
^


#PRTO_Musketeer
^
^
^[X-COM Troopers] armed with laser rifles are powerful soldiers. Equipped with personal armor they are both good attackers and defenders.
^
^An X-COM base must have both $LINK<elerium=GOOD_horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build these troopers. 


#PRTO_Rifleman
^
^
^These Infantrymen are the standard defending unit of the African Union. 


#PRTO_Infantry
^
^
^[Infantry] represents the first well organized ground troops with rifles. They are extremely good defenders but are also formidable on the offensive.


#PRTO_Marine
^
^
^The [US National Guard] is now responsible for defending the USA, since most of the army units were destroyed by Alien attacks.


#PRTO_Paratrooper
^
^
^US [Special Operation Forces] are specially trained infantrymen, capable of executing airdrops. 


#PRTO_Guerilla
^
^
^[Guerilla] infantry units are typically used to exert pressure on enemy units and civilizations.  They are equipped 
to act as both offensive and defensive units, possessing equal amounts of training in both.



;   ____________________________________________MECHANIZED UNITS_____________________________________________


#PRTO_Mech_Infantry
^
^
^Automated [heavy weapons platforms] are designed to complement an X-COM squad. The combination of high fire power and strong armour makes these units valuable for open terrain fire fights. The biggest advantage compared to classical tanks is that those vehicles are not affected by Alien EMP weapons, which made most of the modern heavy armour units of other countries useless.
^
^Automated [heavy weapons platforms] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast unit).
^
^An X-COM base must have $LINK<oil=GOOD_Oil>, $LINK<titanium=GOOD_Rubber> and $LINK<uranium=GOOD_URANIUM> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build heavy weapons platforms. 


#PRTO_Tank
^
^
^[Plasma Tanks] are fast-moving offensive units that can [attack multiple times] in a single turn and [withdraw] from combat if they are losing (unless fighting another fast unit, of course). These are expected to be in service in Russia, India and China.
^
^A city must have both $LINK<oil=GOOD_Oil>, $LINK<uranium=GOOD_URANIUM> and $LINK<titanium=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build plasma tanks. 


#PRTO_Panzer
^
^
^The British [Warrior IFV] is part of a family of seven variants which include a Milan carrier, a mechanised recovery vehicle, an engineer combat version and an artillery command vehicle. Warrior has excellent cross country mobility and is armed with a 30 mm Rarden cannon. 
^The unit can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit, of course).
^
^An European city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build Panzers.


#PRTO_Modern_Armor
^
^
^[Hovertanks] represent a completely new approach in tank design. Based on Alien technology they are faster and much more powerful than other tanks. These are truly awesome war machines that can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). The unit can be deployed by the US and the X-COM.
^
^A city must have $LINK<elerium=GOOD_Horses>, $LINK<titanium=GOOD_Rubber> and $LINK<uranium=GOOD_URANIUM> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build hovertanks. 





;   ____________________________________________ARTILLERY UNITS_____________________________________________


#PRTO_Catapult
^
^
^Alien stationary plasma artillery unit capable of bombarding targets two squares away.


#PRTO_Cannon
^
^
^Plasma artillery is a more advanced artillery unit, capable of bombarding targets two squares distant to reduce them before other units attack outright. These units have no attack and only weak defense value, so they must be protected by an escort.
Further, they are wheeled units, so they cannot enter $LINK<mountains=TERR_Mountains> or
$LINK<jungles=TERR_Jungle> unless following a road.
^
^A city must have both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build this unit. iron, Uranium


#PRTO_Artillery
^
^
^The Su-37 is a super-maneuverable thrust vectoring fighter derived from an Su-35 prototype. This impressive single-seat all-weather counter-air fighter and ground attack aircraft has an updated airframe containing a high proportion of carbon-fibre and Al-Li alloy. The engines, avionics and armaments are also improvements on those originally installed. The unit is in service for Russia and China.
^Su-37 Fighters can execute all $LINK<air missions=GCON_Air_Missions>, except precision strikes. 
^
^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> to build this fighter.



#PRTO_Radar_Artillery
^
^
^[Radar Artillery] are advanced stand-off attack units. The radar allow them to see up to two squares distant, regardless of blocking terrain, and fire that far as well. Radar Artillery has no attack or defense value, so it should be protected by an escort.
^
^A city must have both $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build radar artillery. 


#PRTO_Cruise_Missile
^
^
^Cruise missiles are long-range, fire-and-forget weapons that can find the target on their own. They have no attack or defense values, only bombardment. After realising that these weapons were ineffective against Alien UFOs with superior defense capabilities most countries were quick to equip newer cruise missiles with stealth characteristics and advanced targetting systems so that they have more chances to score hits.
^
^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cruise missiles.


#PRTO_Nuke
^
^
^Fusion missiles have a long range and devastating effect. They can be loaded onto nuclear subs and Manta intercept subs to be launched from the sea. If used, these weapons have a tremendous negative effect upon world opinion. However, they provide the only effective deterrence against Alien weapons of mass destruction.
^
^A city must have $LINK<aluminum=GOOD_Aluminum>, $LINK<elerium=GOOD_Horses> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build fusion missiles. 


#PRTO_ICBM
^
^
^A [Shockwave Emitter] is the most dangerous Alien terror weapon. It is an automated weapons platform launched in the Earth orbit to create a terrible plasma shockwave in the target area. In this way the Aliens can target every point on Earth and inflict heavy destruction there. The only reason why these units are not used on a wider scale is that the Aliens cannot contaminate the areas they plan to colonize. 
^
^X-COM analysts believe that the Aliens could launch massive Shockwave attacks when they face defeat.
^
^An Alien city must have $LINK<aluminum=GOOD_Aluminum>, $LINK<elerium=GOOD_Horses> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build such a weapon.






; _______________________________________________NAVAL UNITS_____________________________________________



#PRTO_Galley
^
^
^These small Aliens are used for terraforming and building Alien infrastructure.
^
^This silicon based life form generates an enormous amount of heat. It has the strength to crush rocks which can then be ingested by the hot core. It has a primitive intelligence and can be controlled by implants or telepathic beings. 


#PRTO_Caravel
^
^
^The Triton is a deep sea-going attack and transport sub that may carry amphibous X-COM assault forces.
^
^An X-COM base must have $LINK<elerium=GOOD_Horses>, $LINK<titanium=GOOD_Rubber> and $LINK<uranium=GOOD_URANIUM> in its $LINK<Strategic Resource=GCON_ResourcesS> box to this unit.


#PRTO_Frigate
^
^
^The Manta is a high speed intercept submarine closely resembling ion-powered alien ships. A highly effective X-COM strike craft in the escalating conflict. The sub can also transport fusion missiles.
^
^An X-COM base must have $LINK<elerium=GOOD_Horses>, $LINK<titanium=GOOD_Rubber> and $LINK<aluminium=GOOD_Aluminium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to this unit.


#PRTO_Man-O-War
^
^
^While barely able to defend itself, the [Sea Transport] can move small quantities of military forces over the seas. A sea transport carrying amphibious assault units can be a significant off-shore
threat to any nation.
^
^A coastal city needs $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the sea transport.



#PRTO_Privateer
^
^
^Privateers are small frigates that carry no nationality markings, allowing them to attack and be attacked
[without revealing the nationality] of the ship. Thus, you can attack another civilization's shipping
without precipitating war.
^
^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpeter> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build privateers.


#PRTO_Galleon
^
^
^This tiny Alien craft is primarily used for reconnaissance and research. It precedes larger vessels at the start of an Alien attempt to colonize a certain area. Once the [Probe] has detected a suitable area for colonization, a giant mothership will warp down on this location. These landed UFOs form the core of an Alien city.


#PRTO_Ironclad
^
^
^This UFO has a containment facility for large alien terror weapons and creatures. [Invaders] stay normally over the seas because they do not expect resistance there. Their long-range weapons however are able to bombard targets deeply in enemy territory.
^
^An Alien city needs $LINK<elerium=GOOD_Horses> and $LINK<titanium=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an invader. 


#PRTO_Transport
^
^
^While barely able to defend itself, the [Provider] can move large quantities of Alien forces over the seas. A Provider carrying amphibious assault units can be a significant off-shore
threat to any nation.
^
^An Alien city needs $LINK<elerium=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a provider. 


#PRTO_Carrier
^
^
^The [Assault Ship] can move large quantities of military forces over the seas and is better protected against attacks than sea transport units. An assault ship carrying amphibious assault units can be a significant off-shore threat to any nation.
^
^A coastal city needs $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build this unit.

#PRTO_Submarine
^
^
^The British Hydrospace [Barracuda], powered by super-heated laser engines, is one of the fastest interceptor subs in the world, a key craft in the coming battle. Barracudas remain invisible until they attack a surface ship, after which they again disappear. However, some Alien UFOs, other submarines and $LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> can see them plainly.
^
^An X-COM base needs $LINK<oil=GOOD_Oil> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build such a sub. 


#PRTO_Destroyer
^
^
^[Destroyers] are fast surface warships capable of bombardment and normal naval combat. Although most of the big navies are destroyed, some countries may have some naval units left, including destroyers. However, they do not pose a big threat to Alien forces. 
^
^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a destroyer.


#PRTO_Battleship
^
^
^The biggest UFO ever sighted packs a terrific punch both in direct combat and in terror bombardment. The devastating weapons and the formidable defense make this UFO a serious threat. Like Invaders Alien [Dreadnoughts] often stay beyond the coastlines but are able to make long-range bombardments. 
^
^An Alien city needs $LINK<elerium=GOOD_Horses>, $LINK<titanium=GOOD_Rubber> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Dreadnought. 


#PRTO_AEGIS_Cruiser
^
^
^[AEGIS Cruisers] are nimble and lethal. They can bombard up to two squares away; they have [radar] so they can see two squares regardless of blocking terrain; and they can see $LINK<submarines=PRTO_Submarine> when within their radar range.
All in all the AEGIS Cruiser is a formidable warship.
^
^A coastal city needs $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its
$LINK<Strategic Resource=GCON_ResourcesS> box to build an AEGIS Cruiser.


#PRTO_Nuclear_Submarine
^
^
^[Nuclear Submarines] are faster than normal subs and have the ability to carry a Fusion Missile on board. They can launch these from the sea. Many Nuclear Subs were probably able to survive the first Alien attacks and escaped submerged.
^
^A coastal city needs $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Nuclear Submarine.


;   ____________________________________________ AIR UNITS_____________________________________________



#PRTO_Fighter
^
^
^X-COM [F 28 Lightning] interceptors may execute reconnaissance, bombard and intercept missions. 
^
^An X-COM base needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an interceptor. 


#PRTO_Bomber
^
^
^X-COM [AC 44 Avengers] are multi-role X-COM craft, which are able to carry out air transport and bombard missions. They are a great replication of alien technology. Avengers can carry twice as many units as skyrangers and are better protected against enemy interceptors. They may also transport heavy units.
^
^An X-COM base needs $LINK<elerium=GOOD_Horses> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an Avenger. 


#PRTO_Helicopter
^
^
^X-COM [C 32 Skyrangers] are essentially air transports with VTOL (vertical take off and landing) capacity that can carry two units to any square within their operational range, regardless of enemy units. Skyrangers may carry foot soldiers only - no mechanized military units are allowed. On the other hand also X-COM settlers and workers can be transported via skyrangers.
^
^An X-COM base needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Skyranger. 


#PRTO_Jet_Fighter
^
^
^The X-COM [F 36 Firestar] are faster versions of their predecessor. Firestars may execute all $LINK<air missions=GCON_Air_Missions> except precision strikes and they have stealth characteristics, which makes them difficult to intercept.
^
^An X-COM base needs $LINK<elerium=GOOD_Horses> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Firestar.



#PRTO_F-15
^
^
^The [Raider] is well armored, highly maneuverable and armed with a powerful beam weapon. This craft is designed to protect Alien cities and bases, or other more vulnerable Alien ships. Raiders may intercept X-COM crafts on bombard missions. Their stealth characteristics make them hard to intercept on bombing runs.
^
^Raiders may execute all $LINK<air missions=GCON_Air_Missions> and have [scanners] that 
allows them to "see" two squares, regardless of blocking terrain. They may be based in any Alien city on the map.
^
^An Alien city needs $LINK<elerium=GOOD_Horses> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Raiders. 


#PRTO_Stealth_Fighter
^
^
^American [F22 Raptor] stealth fighters proved to be one of the very few somehow effective Human interceptors capable of fighting at least weaker UFOs. Raptors can execute all $LINK<air missions=GCON_Air_Missions>, including air superiority, reconnaissance, and precision strikes. Due to their stealth technology, Raptors are very difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet_Fighter>, and/or $LINK<SAM=BLDG_SAM_Missile_Battery> batteries. 
^
^An American city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> to build a Raptor fighter.



#PRTO_Stealth_Bomber
^
^
^[Marauders] are highly effective Alien attack crafts, which can execute all
$LINK<air missions=GCON_Air_Missions>, except precision strikes. Marauders are very difficult to intercept by enemy air superiority fighters.
^
^An Alien city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> to build Marauders.


;   ____________________________________________LEADER / ARMY UNITS_____________________________________________



#PRTO_Leader
^
^
^[Commanders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle. The commander may be used either to create a $LINK<combat team=GCON_Armies> or to $LINK<hurry=GCON_Hurry_Production> production in a city. When the commander does either of these things it disappears.



#PRTO_Army
^
^
A [Combat Team] is a group of troopers that move and fight together. To form a team, you must build the team unit and then 'load' other units into it. You can load up to three units, though the $LINK<X-COM Academy=BLDG_Pentagon> increases this limit to four, if you have built it.
^
^{Building a Team}
^Combat teams can be built in cities that have the $LINK<X-COM Academy=BLDG_Military_Academy>
or a $LINK<Commander=GCON_Leaders> in them. But you must have at least four cities for every team you create.
^
^{In Battle}
^A combat team uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.

 

;   ____________________________________________ EXPANSION UNITS_____________________________________________

#PRTO_Keshik
^
^
^A Mongol city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Keshik. They replace the $LINK<knight=PRTO_Knight> and can cross mountains as if they were grasslands.
#DESC_PRTO_Keshik
^
^
^The skill of a Mongol on horseback was notoriously keen.  Having been taught to ride on horseback from the age 
of three, and by five given bow and arrows to use from horseback for hunting and war, it was a natural way for 
the Mongols to conduct war.  The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war; 
they often thrived in conditions that would be considered intolerable by any other military of its time.  When 
the need arose Mongol horsemen could last up to ten days at a time without cooking food, during which they would 
sustain themselves by drinking the blood and milk of their horses.

#PRTO_Conquistador
^
^
^A Spanish city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a 
Conquistador. They replace the $LINK<explorers=PRTO_Explorer> and are fast, military scouts that treat all terrain
as if it were a road.
#DESC_PRTO_Conquistador
^
^
^Following Columbus, a Spanish military group known as Los Conquistadores, 'The Conquerors', were directed by 
Hernan Cortes to the New World with the soul purpose of seeking out new frontiers and riches in the unknown. 
The Conquistadores undertook their expeditions in the vast landmasses of the Americas at their own expense, 
risking their lives without aid from the Spanish royalty.  Horses adorned with many bells enabled the 
Conquistadores to launch indomitable offenses against the American Indian natives who had never seen a horse 
before the arrival of the Conquistadores.  Spanish-Conquistador conquests included campaigns in Guatemala, Peru, 
Cuzco, Columbia, Chile, the Bay of Honduras, and the Pacific Coastal regions.

#PRTO_Berserk
^
^
^The Berserk replaces $LINK<Longbowmen=PRTO_Longbowman> for the $LINK<Viking=RACE_Vikings> civilization.
In addition to being formidable foot soldiers, berserkir are one of the first available amphibious units 
in the game, which allows them to attack enemy units or structures directly from within sea-based transport vessels.
#DESC_PRTO_Berserk
^
^
^In the pagan era, before Scandinavia was converted to Christianity, the berserkir warriors were looked upon as 
possessing supernatural powers attributed to the Viking's chief god, Odin and a belief in lycanthropy.  These 
warriors were known to rush into battle without armor, as mad as wolves, and as strong as wild boars.  This 
infamous berserkir frenzy reportedly allowed them to kill men in single blows with great bearded axes and shrug 
off blows from fire and iron alike.  Today it is believed that these frenzies were the result of epileptic 
attacks.

#PRTO_Sipahi
^
^
^An Ottoman city must have $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Sipahi. They replace $LINK<cavalry=PRTO_Cavalry> and are very strong offensive units.
#DESC_PRTO_Sipahi
^
^
^During the 15th century and beyond the Ottomans imported expertise in firearms and gunpowder.  A form of Turkish 
heavy cavalry, known as Sipahi, became the predominating military unit utilized by the Ottoman Empire.  The 
earliest variations of these soldiers were well-armored men on well-armored horses, who typically used a mace 
as their primary weapon.  During the 17th century the Sipahi replaced their archaic weaponry with sabers and 
pistols, establishing them as a fearsome presence on the battlefield.  While European infantry were more than 
a match for the standard Ottoman infantry, the Sipahi were far superior to any medieval knights.

#PRTO_Gallic_Swordsman
^
^
^A Celt city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Gallic Swordsman. They replace the $LINK<swordsman=PRTO_Swordsman> and are much faster.

#DESC_PRTO_Gallic_Swordsman
^
^
^While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior nobles 
who wielded swords that were the most feared.  These Gallic Swordsmen were wealthier than their peers, and could 
afford to equip themselves not only with their slashing and stabbing sword, but also with a helmet and 
shield.  They often charged into battle bare-chested or completely naked, occasionally wearing vividly patterned 
pants or cloaks.  Similar to the Viking Berserker, Gallic Swordsman began their battles by viciously taunting 
their enemies, followed by a mad rush against enemy lines.  Celtic warriors were also known to serve as 
mercenaries to numerous armies of the classical period.  The best-known instance of this is when Celtic 
mercenaries joined Hannibal in his invasion of Italy during the 2nd Punic War, contributing to victories against 
Rome.

#PRTO_Ansar_Warrior
^
^
^An Arab city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS>
to build a Ansar Warrior. They replace the $LINK<knight=PRTO_Knight> and are much faster.

#DESC_PRTO_Ansar_Warrior
^
^
^While early Muslim forces consisted of very few soldiers, it's understood that they retained higher morale and 
mobility than their enemies, as well as the luxury to retreat into the desert where they alone knew the location 
of water and grazing land.  The one military unit that was present in nearly all of the Arabic expansion of the 
7th to 9th centuries was the Ansar Warrior.  Directly translated as "Helper of Muhammad", these warriors 
participated as infantry, but most commonly rode on horseback.  The quality of the Arabian horses quickly led 
to these soldiers dominating the battlefield, making ample use of their array of weaponry, which consisted of 
javelins, a sword, as well as bow and arrows.


#PRTO_Libyan_Mercenary
^
^
^[Numidian Mercenaries] replace $LINK<spearmen=PRTO_Spearman> as the first and best defensive units of the Bronze Age
for the $LINK<Carthaginians=RACE_Carthaginians>. They replace the $LINK<spearman=PRTO_Spearman> and have an increased attack ability.
#DESC_PRTO_Numidian_Mercenary
^
^
^Carthage maintained a monopoly of trade from the 6th to 3rd century BC by sinking all intruders and exacting 
recognition of its position from neighboring Mediterranean states.  This wealth was attested by the vast 
mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known for any other 
advanced state of its time. While frequently led by Carthaginian soldiers, the majority of the Carthaginian 
armies was comprised of mercenaries.  Celts and Iberians contributed large numbers of infantry and horsemen, but 
Numidian Infantry dominated their ranks.  These Numidian mercenaries were equipped with loot from assorted 
engagements against Rome, and were generally regarded as capable soldiers and spearmen.

#PRTO_Hwacha
^
^
^The [Hwach'a] replaces the $LINK<cannon=PRTO_Cannon> as the siege weapon of choice for the $LINK<Korean=RACE_Koreans> 
civilization in the Middle Ages.  The [Hwach'a] is a more advanced artillery unit, capable of bombarding adjacent 
targets and unlike other siege weapons it is even able to kill them rather than simply reducing their health.  Hwach'a have no 
attack or defense value, so they should be protected by an escort.  Further, they are wheeled units, so they 
cannot enter $LINK<mountains=TERR_Mountains> or $LINK<jungles=TERR_Jungle> unless following a road.
^
^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> to build a Hwach'a.
#DESC_PRTO_Hwacha
^
^
^Some of the first anti-personnel devices created in Korea were comprised of small rockets attached to arrows, 
which flung spikes upon detonation.  When it was discovered that several of these rockets could be launched from 
the same container, larger versions of these anti-personnel devices were created and utilized in battle.  These 
larger anti-personnel devices were designed to be transported on wheeled vehicles such as a two-wheeled carts 
and wheelbarrows.  The Hwach'a, which was invented in 1451, allowed a single man to transport approximately 100 
rockets into battle, and was well suited to combat the invading Japanese Samurai who typically advanced on the 
Koreans in dense groups, presenting ideal targets for the Hwach'a operators.

;   ____________________________________________ SGM UNITS_____________________________________________

#PRTO_Lincoln
^
^
^Lincoln is the King unit for the $LINK<Americans=RACE_AMERICAN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Hammurabi
^
^
^Hammurabi is the King unit for the $LINK<Babylonians=RACE_BABYLON> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Mao
^
^
^Mao is the King unit for the $LINK<Chinese=RACE_CHINESE> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Bismarck
^
^
^Bismark is the King unit for the $LINK<German=RACE_GERMANS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Alexander
^
^
^Alexander is the King unit for the $LINK<Greeks=RACE_GREEKS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Caesar
^
^
^Caesar is the King unit for the $LINK<Romans=RACE_ROMANS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Xerxes
^
^
^Xerxes is the King unit for the $LINK<Persians=RACE_PERSIAN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Hiawatha
^
^
^Hiawatha is the King unit for the $LINK<Iroquois=RACE_IROQUOIS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Shaka
^
^
^Shaka is the King unit for the $LINK<Zulu=RACE_ZULU> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Montezuma
^
^
^Montezuma is the King unit for the $LINK<Aztecs=RACE_AZTECS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Catherine
^
^
^Catherine is the King unit for the $LINK<Russians=RACE_RUSSIAN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Elizabeth
^
^
^Elizabeth is the King unit for the $LINK<English=RACE_ENGLISH> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Abu
^
^
^Abu is the King unit for the $LINK<Arabs=RACE_Arabs> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Hannibal
^
^
^Hannibal is the King unit for the $LINK<Carthaginians=RACE_Carthaginians> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Osman
^
^
^Osman is the King unit for the $LINK<Ottomans=RACE_Ottomans> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Temujin
^
^
^Temujin is the King unit for the $LINK<Mongols=RACE_Mongols> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Gandhi
^
^
^Gandhi is the King unit for the $LINK<Indians=RACE_INDIAN> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Ragnar
^
^
^Ragnar is the King unit for the $LINK<Vikings=RACE_Vikings> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Brennus
^
^
^Brennus is the King unit for the $LINK<Celts=RACE_Celts> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Tokugawa
^
^
^Tokugawa is the King unit for the $LINK<Japanese=RACE_JAPANESE> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Joan
^
^
^Joan d'Arc is the King unit for the $LINK<French=RACE_FRENCH> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Wang
^
^
^Wang Kon is the King unit for the $LINK<Koreans=RACE_Koreans> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Isabella
^
^
^Isabella is the King unit for the $LINK<Spanish=RACE_Spanish> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.

#PRTO_Cleopatra
^
^
^Cleopatra is the King unit for the $LINK<Egyptians=RACE_EGYPTIANS> in the Regicide $LINK<Short Game Mode=GCON_Short_Game_Modes>.


#PRTO_Princess
^
^
^The Princess functions as the flag in the Capture the Flag $LINK<Short Game Mode=GCON_Short_Game_Modes>.


#PRTO_Constructor
^
^
^A [Constructor] carries an X-COM settler team. Once the team finds a location for a new XBase, the constructor starts to build the base´s main structure.
^
^It costs three population points to build a constructor unit.


#PRTO_Workbee
^
^
^The [Workbee] is an advanced X-COM worker unit. It cannot be captured.
^
^{Building a Workbee}: A base that builds a [workbee] loses one citizen from its population.
^{Workbee Jobs}: Workbees can $LINK<improve=GCON_Worker_Jobs> the countryside to make it more productive.The efficiency of a worker (how quickly it works) depends upon its $LINK<government=GCON_Governments> type.
^{Joining a Base}: A workbee may also be used to increase the population of an existing city;
when the worker is active on a city, click the "Join City" button. The unit disappears and
the bases's population gains one citizen.


#PRTO_HeavyLaser
^
^
^X-COM heavy trooper in power armor, equipped with a devastating plasma blaster, your primary defense unit once available.
^
^An X-COM base must have $LINK<titanium=GOOD_Rubber> and $LINK<aluminium=GOOD_Aluminium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build heavy trooper. 


#PRTO_HeavyMissile
^
^
^X-COM heavy trooper in power armor, armed with a heavy missile launcher. This unit can bombard  targets two squares away with deadly precision.
^
^An X-COM base must have $LINK<titanium=GOOD_Rubber> and $LINK<elerium=GOOD_horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build these units. 


#PRTO_RepGuard
^
^
^The Arabic standard infantry unit.


#PRTO_Marder
^
^The German [Marder IFV] was designed as a group vehicle, it carries three crew and six motorized infantrymen who may fight mounted or dismounted. These vehicles were repeatedly upgraded to improve their firepower, night fighting ability and survivability. The Marder is armed with an automatic 20mm cannon and  a MILAN anti-tank guided missile system which may also be employed by the dismounted infantry squad.
^
^An European city must have $LINK<iron=GOOD_Iron> and $LINK<strategic reserves=GOOD_reserves> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Marder IFV. 


#PRTO_BMP
^
^
^The [Russian BMP-3] IFV, which represents a totally different design concept from BMP-1/2, is a light tank that can hold a squad of infantry. It has a 100mm main gun that fires HE to demolish buildings, can fire long-range ATGMs through its barrel, and a 30mm autocannon and a medium machine gun as a single unit in the turret. The troop compartment at the rear of the hull is accessed via a pair of doors in the hull rear. The BMP-3 is fully amphibious, propelled in water by two water-jets mounted at the rear of the hull. 
^
^A Russian city must have $LINK<iron=GOOD_Iron> and $LINK<strategic reserves=GOOD_reserves> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build this IFV. 



#PRTO_Rooikat
^
^
^The [Rooikat IFV] was developed for the South African National Defence Force, but was exported in many other countries. The Rooikat has been designed for combat reconnaissance which entails aggressive seek and destroy operations. Its secondary roles are combat support, anti-armour and anti-guerilla operations. The Rooikat is specialized for raids in areas with difficult terrain, where a wheeled armored vehicle was required, since the tank was too slow and cumbersome. 
^
^An African city must have $LINK<iron=GOOD_Iron> and $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build this IFV. 


#PRTO_BMP1
^
^
^The Bronevaya Maschina Piekhota was first built in the early 1960s in the former Soviet Union. The [BMP-1] was innovative in that it allowed the infantry being carried to fire their personal weapons from within the vehicle whilst remaining protected by armour. Thus the BMP became the first Infantry Combat Vehicle. Although outdated the unit is still in service in several countries.
^
^A city must have $LINK<iron=GOOD_Iron> and $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build this IFV. 


#PRTO_EF
^
^
^[EF2000 Typhoon], or simply Eurofighter is an highly agile multi-role combat aircraft optimised for air superiority. In a secondary role it can perform ground strike missions.
^Eurofighters can execute all $LINK<air missions=GCON_Air_Missions>, except precision strikes. 
^
^An European city must have $LINK<strategic reserves=GOOD_reserves> and $LINK<aluminum=GOOD_Aluminum> to build an Eurofighter.


#PRTO_Bradley
^
^
^The task of the US [Bradley IFV] is to provide mobile protected transport of an infantry squad to critical points on the battlefield and to perform cavalry scout missions. The Bradley is able to close with and destroy enemy forces in support of mounted and dismounted Infantry and Cavalry combat operations. The Bradley’s main armament is the M242 25mm "Bushmaster" Chain Gun, but when facing heavier enemy armor the crew relies on the TOW Anti-Tank Missile fired from a smooth tube launcher on the turret.
^
^An American city must have $LINK<iron=GOOD_Iron> and $LINK<strategic reserves=GOOD_Reserves> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Bradley IFV.


#PRTO_HLTank
^
^
^This heavy tank is well armoured and equipped with a heavy plasma blaster, a missile launcher and a 125 mm gun.
^
^An European city must have $LINK<titanium=GOOD_Rubber> and $LINK<elerium=GOOD_Horses> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build this unit.












; End Units______________________________________________________________________________End Units

















; City Improvements______________________________________________________________________________City Improvements


#BLDG_Palace
^
^
^[The Headquarters] is the command and control center of your force.
^It eliminates $LINK<corruption/waste=GCON_Corruption> in the base, and decreases it in nearby bases.
^
^Each civilization can have only one Headquarters at a time. But each civilization can also build three additional regional $LINK<Command Centers=BLDG_Forbidden_Palace>. The X-COM already has these command centers in Europe, Asia, and the Pacific region.


#BLDG_Barracks
^
^
^A base with a [Combat Simulator] produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units completely in one turn.


#BLDG_Granary
^
^
^[Living Quarters] effectively doubles the rate of a base's growth by causing only half of the $LINK<food store=GCON_Food> to be depleted when the base grows.


#BLDG_Temple
^
^
^The [Mindhsield] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.


#BLDG_Marketplace
^
^
^[General Stores] increase tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the number of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL>:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces


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


#BLDG_Courthouse
^
^
^The [Alien Containment] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to Alien psi attacks.


#BLDG_Walls
^
^
^[Missile Defences] can be built only in town-size settlements and provide a land bombardment defense of eight, and a 50% defensive bonus to units defending the base. When a base grows in size city, the system does no longer provide an effective defence.


#BLDG_Aqueduct
^
^
^A base with an [Water Purifier] can grow beyond population six.
^Note that a base adjacent to fresh water never requires this facility.


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


#BLDG_Cathedral
^
^
^[The Astrodome] combats $LINK<war weariness=GCON_War_Weariness> and produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have a mindshield in the base in order to build an Astrodome.


#BLDG_University
^
^
^[The Weapons Test Lab] increases the scientific $LINK<research=GCON_Research> in its base by 50%.
^This is in addition to any $LINK<bio lab=BLDG_Library> benefits already in place. You must have a bio lab in the city in order to build the weapons test lab.


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


#BLDG_Factory
^
^
^A [Workshop] increases $LINK<shield production=GCON_Shields> in its base by 50%, but it produces $LINK<pollution=GCON_Pollution>. Building a power plant in the same base increases this bonus. Workshops do not produce $LINK<pollution=GCON_Pollution>.


#BLDG_Police_Station
^
^
^The [Security Station] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in its base.



#BLDG_Recycling_Center
^
^
^The [Recyclotorium] decreases $LINK<pollution=GCON_Pollution> caused by base facilities.


#BLDG_Manufacturing_Plant
^
^
^A [Construction Modul] increases $LINK<shield production=GCON_Shields> in its city by 50%, but it produces $LINK<pollution=GCON_Pollution>. A workshop is required to build the modul.


#BLDG_Coal_Plant
^
^
^The [Coal Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It does produce $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Coal Plant.
#DESC_BLDG_Coal_Plant
^
^
^Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that produce electrical power. 
When electricity became widely and cheaply available, it meant that industries could convert from steam to electrical power to run their 
machinery. One central power plant could supply the electrical needs of a relatively large geographic area. However, increasing demands 
for electricity, by both consumer and commercial customers, led to a rise in the number of power plants. This, in turn, led to problems 
with air pollution. As more plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily 
on electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands.


#BLDG_Hydro_Plant
^
^
^The [Hydro Plant] increases $LINK<workshop=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>. 
^It replaces any other power plant in the city. A workshop is required to build a Hydro Plant.
^
^A city must have a river within its $LINK<radius=GCON_Radius> to build a Hydro Plant.


#BLDG_Nuclear_Plant
^
^
^The [Fusion Reactor] increases $LINK<workshop=BLDG_Factory> output by 100%. 
^It does not create any $LINK<pollution=GCON_Pollution>. A workshop is required to build the reactor.
^
^Fusion Reactors can [explode], causing heyvy destruction and massive pollution
^
^A base must have fresh water within its $LINK<radius=GCON_Radius> to build a Fusion Reactor. It replaces any other power plant in the base.


#BLDG_Solar_Plant
^
^
^The [Elerium Reactor] increases $LINK<workshop=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>, and replaces any other power plant in the base. A workshop is required to build the reactor.


#BLDG_Hospital
^
^
^A base with a [Hospital] can grow beyond population 12.


#BLDG_Lab
^
^
^A [Satellite Uplink] increases $LINK<scientific research=GCON_Research> by 50%.
^This is in addition to any benefits from a $LINK<bio lab=BLDG_Library> and/or $LINK<weapons test lab=BLDG_University>.
A Weapons Test Lab is required to build a Research Lab.


#BLDG_Mass_Transit_System
^
^
^The [Ventilation System] reduces $LINK<pollution=GCON_Pollution> caused by the base´s crew.


#BLDG_SAM_Missile_Battery
^
^
^[Fusion Ball Defences] attack enemy air units that attempt to attack the base where they are built in.


#BLDG_Coastal_Fortress
^
^
^A [Coastal Fortress] gives the city a naval bombardment defense of eight and a 50% defensive bonus against naval attacks.
^The fortress automatically bombards passing enemy ships.
#DESC_BLDG_Coastal_Fortress
^
^
^The construction of defensive structures such as city walls and fortified castles dates back to ancient times. 
City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately 
in such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city 
wall left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of 
the city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses, 
built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or thinning 
out the attacking force and minimizing damage to the city's port.


#BLDG_Harbor
^
^
^Bases with a [Sub Pen] produce $LINK<veteran=GCON_Experience> naval units instead of regulars. Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^A harbor is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL> and $LINK<strategic resources=GCON_ResourcesS> to be traded to other bases.


#BLDG_Offshore_Platform
^
^
^A [Sea Lab} works as deep sea research and production facility, causing all worked coastal, sea, and ocean squares to produce one $LINK<shield=GCON_Shields>.


#BLDG_Airport
^
^
^[Hangers] make it possible to produce $LINK<veteran=GCON_Experience> air units instead of regulars. Hangers are links in the $LINK<trade network=GCON_Trade>, allowing luxuries
and strategic resources to be traded to other bases.


#BLDG_Wealth
^
^
^[Credits] causes shields to be converted to gold at a ratio of  eight to one.
^When your civilization learns $LINK<Rebuilt Economy=TECH_Economics> the ratio is reduced to four to one.


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


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


#BLDG_Commercial_Dock
^
^
^A [Cargo Bay] causes the base it is in to produce one extra Commerce in every water square that already produces one.
A Cargo Bay can only be bult in coastal bases. A Cargo Bay can only be built in a base that has a sub pen.


; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


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




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


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


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


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


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


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


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



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



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


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_Pyramids
^
^
^Alien Supply gives the effects of $LINK<Living Quarters=BLDG_Granary> in every city on the same continent.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Religious civilizations.


#BLDG_Hanging_Gardens
^
^
[Hollywood] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.


#BLDG_Colossus
^
^
^[The Eurotunnel] causes its city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that already produces at least one.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Religious, and Commercial civilizations.


#BLDG_Lighthouse
^
^
^With the GPS all naval unit movement rates are increased by one.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.



#BLDG_Great_Library
^
^
^The civilization that builds the [Alien Artefacts Archive] gets any Civilization Advance already discovered by two other known civilizations for free.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.


#BLDG_Oracle
^
^
^Doubles the effect of all $LINK<Mindshields=BLDG_Temple> of your civilization;
they produce two $LINK<happy faces=GCON_Moods> instead of one.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Loyal civilizations.


#BLDG_Great_Wall
^
^
^Doubles the effects of $LINK<Missile Defences=BLDG_Walls> in cities that have them. 
^Doubles unit combat values versus $LINK<Alien Crews=GCON_Barbarians>. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.


#BLDG_Art_of_War
^
^
^A Battlenet improves communication between combat units in the field and the command centers. It puts a $LINK<Combat Simulator=BLDG_Barracks> in every city on the same continent.
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.


#BLDG_Sistine_Chapel
^
^
^A weather control system decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city .
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.


#BLDG_Circumnavigation
^
^
^The Deep Sea World project creates the first city under the seas with positive effects on maritime research and production. As a result the movement rate of all naval units is increased by one.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial civilizations.


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


#BLDG_Great_Playhouse
^
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. 


#BLDG_Inventor's_Workshop
^
^
^With a weapons test range obsolete military units can be upgraded at half price.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.


#BLDG_Grand_Cathedral
^
^
^The Psidome offers numerous psi entertainment attractions. It doubles the effects of all $LINK<Astrodomes=BLDG_Cathedral> in your cities.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.


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


#BLDG_Trading_Company
^
^
^Cybertrade pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based base facilities ($LINK<Sub Pen=BLDG_Harbor>, $LINK<General Stores=BLDG_Marketplace>, $LINK<Cyberbank=BLDG_Bank>, $LINK<Hangers=BLDG_Airport>, $LINK<Cargo Bay=BLDG_Commercial_Dock> and $LINK<Stock Exchanges=BLDG_Stock_Exchange>).
^
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.


#BLDG_Universal_Suffrage
^
^
^With troop rotation, a certain part of your forces can relax from heavy combat in luxurious holiday sites. This reduces $LINK<war weariness=GCON_War_Weariness> in all cities.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.


#BLDG_Hoover_Dam
^
^
^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all cities on the same continent.
^
^To build the Hoover Dam a city must have a river within its $LINK<radius=GCON_Radius>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations.


#BLDG_Manhattan_Project
^
^
^The Starsword project was launched to find a technology that can counter the threat posed by Alien shockwave weapons. It allows the construction of fusion missiles by all Human civilizations.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.


#BLDG_Cure_for_Cancer
^
^
^A life safe from bio-genetic threats makes one unhappy citizen $LINK<content=GCON_Moods> in every city.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.


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


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




#BLDG_United_Nations
^
^
^The UN, located in New York, initiates the possibility of a $LINK<Diplomatic Victory=GCON_Victory>. However, not in this scenario.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.




#BLDG_SETI_Program
^
^
^A Holo Archive doubles $LINK<scientific research=GCON_Research> in the base where it is built.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.


#BLDG_Internet
^
^
^The X-Net is an advanced version of the Internet destroyed by Alien attacks, which cannot be harmed by Alien EMP weapons. It puts a $LINK<Satellite Uplink=BLDG_Lab> in every base on the same continent. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific and/or Commercial civilizations.


; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<commanders=GCON_Leaders> from victorious combat.
^{Requires:} The civilization must have had a victorious $LINK<combat team=GCON_Armies>.


#BLDG_Great_Ironworks
^
^
^A replicator increases $LINK<Production=GCON_Shields> by 100% in the base where it's built.
^{Requires:} The city that builds it must have Titanium and Elerium in its city radius.


#BLDG_Forbidden_Palace
^
^While the X-COM headquarters is located in America, three additional Command Centers were established in Northern Europe, Central Asia and in the Pacific region. All of them give the same benefits as the $LINK<Headquarters=BLDG_Palace> in their locations.


#BLDG_Military_Academy
^
^
The base with the [X-COM Academy] can build $LINK<combat teams=GCON_Armies> without the benefit of a $LINK<commander=GCON_Leaders>.
^{Requires:} The civilization must have had a victorious $LINK<combat team=GCON_Armies>.


#BLDG_Pentagon
^
^
^[The Holo Simulator] improves combat training of your units, therefore it increases the unit capacity of all the civilization's combat teams from three to four.
^{Requires:} The civilization must have at least three $LINK<combat teams=GCON_Armies> in the field.


#BLDG_Wall_Street
^
^
^After establishing the X-COM Transport Command your $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^{Requires:} The civilization must have at least five Stock Exchanges in cities it controls.


#BLDG_Apollo_Project
^
^
^Completion of the [Space Program] enables the civilization to begin construction of new $LINK<Spaceships=GCON_Spaceship> that can fight UFOs effectively before they enter the earth orbit.


#BLDG_SDI
^
^
^Orbital Defense Platforms offer a 75% chance of destroying Alien Shockwave Emitters.
^{Requires:} The civilization must have built at least five Fusion Ball Defences.


#BLDG_Intelligence_Center
^
^
^The X-COM Intelligence agency allows the player to undertake $LINK<Espionage missions=GCON_Espionage>.


#BLDG_Battlefield_Medicine
^
^
^The X-COM Medical Corps allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least five hospitals in cities it controls.


; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


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



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



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



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



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



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



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


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


#TECH_Writing
^
^
^{New Ability} Can build $LINK<Embassies=GCON_Embassies>.
^{Diplomatic Agreements} Can now negotiate military alliance and right of passage $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Writing
^
^
^The development of writing is considered one of the most important advances of civilization. The earliest forms of writing were simple 
symbols and marks, used to keep accounts and inventories. Some cultures developed pictographic symbols to tell stories and record events. 
Eventually, complete systems of writing were developed, capable of conveying any thought that could be expressed orally. At this point, 
scribes replaced the oral historian as the chief keepers of records. Writing allowed the presentation of information in a form that could be 
reliably transmitted from person to person and made it possible for ideas, history, and knowledge to be stored permanently and passed 
between cultures more reliably than through oral recitation.


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


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


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


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


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


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


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


#TECH_Navigation
^
^
^{New Ability} $LINK<Harbors=BLDG_Harbor> can be $LINK<connected=GCON_Trade> by $LINK<ocean=TERR_Ocean> squares.
^{New Ability} $LINK<Galleys=PRTO_Galley> and $LINK<Caravels=PRTO_Caravel> can safely traverse ocean squares.
#DESC_TECH_Navigation
^
^
^In the early days of seafaring, sailors operated solely through a process known as "piloting", in which the position and course of the ship was 
determined by referring to geographical landmarks. The need to stay in view of the shore severely limited the extent of sea voyages. Through 
experience, sailors learned to apply the science of astronomy to their profession, noting the positions and movement of particular stars. They 
realized that even when the shore was out of sight, they could steer by certain reliable stars. This crude, yet practical application of astronomy 
allowed the adventurous to sail into the unknown with a reasonable chance of finding their way. As a result, ship building technology quickly
improved, producing larger, more stable ships designed for longer voyages.


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


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


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


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


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


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


#TECH_Nationalism
^
^
^{New Ability}  Can $LINK<mobilize=GCON_Mobilization> for war.
^{New Ability}  Can $LINK<draft=GCON_Draft> citizens.
^{New Diplomatic Agreements}  Can now negotiate mutual protection pact and trade embargo $LINK<agreements=GCON_Agreements>.
#DESC_TECH_Nationalism
^
^
^Nationalism is the belief that the affairs of the nation are the primary concern of its citizens. A recent political phenomenon (the first 
major application taking place after the French Revolution), it has nonetheless become the overriding paradigm for modern world politics. It’s 
important to know that nationalism can come in a variety of forms, some permutations bearing little resemblance to each other. Many early 
nationalistic leaders preached the superiority of their country over all others. While this type isn’t extinct today (as evidenced by the 
ethnocentric nationalism in the former Yugoslavia), most promote national determinism. Sanctioned by the United Nations, this is the belief that each 
nation should be responsible for it’s own growth and independence. 


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


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


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


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


#TECH_Electricity
^
^
^
^{New Ability}  Workers can $LINK<irrigate=TFRM_Irrigation> without fresh water.
#DESC_TECH_Electricity
^
^
^Humans have witnessed the phenomenon of electricity in the forms of lightning, static electricity, and magnetism since the dawn of time. 
Electricity was not seriously studied, however, until the 17th century. Early electrical pioneers studied various electrical phenomena, and built 
devices both to generate and to measure electrical charges. In 1892 Hendrik Antoon Lorentz, a Dutch physicist, advanced the electron 
theory. This theory, which explains electricity as a reaction between positively and negatively charged electrons, formed the basis for modern 
electrical theory. Based on Lorentz's work, early engineers such as Thomas Edison pioneered methods allowing the widespread use of 
electricity as a power source.


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


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



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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


#TECH_Recycling
^
^
^Returns 25% of the shield cost when selling improvements in addition to the gold received.
#DESC_TECH_Recycling
^
^
^Increasing world population has led to an inevitable increase in the amount of garbage produced by society. Conventional disposal methods, 
such as burial in a landfill, have proven inadequate to handle the growing waste problem. One solution to this problem is the reuse of 
discarded materials through recycling. Although scrap metals and other materials have been reused in manufacturing processes for some time, 
true recycling is a broad-based, household-by-household effort. The increasing pollution generated by industry and consumerism, added to 
the depletion of natural resources, make the re-use of materials less a concern of efficiency and more as one of necessity for the survival of 
the human species. Not only does the recycling of waste materials prevent the unwanted build-up of garbage, it saves energy and slows the 
depletion of natural resources such as trees and petroleum products.


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


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


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


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


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


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


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


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


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


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


#TECH_Smart_Weapons
^
^
^{New Ability}  Stealth units and F-15s may conduct $LINK<Precision Strikes=GCON_Air_Missions>.
#DESC_TECH_Smart_Weapons
^
^
^Smart weapons are those that utilize targeting mechanisms external to it. A good example of this is the ‘Maverick’ munitions, which 
use a separate laser to ‘designate’ the bomb’s target. The source of this laser can be a plane, a soldier close to the target, or even an orbiting 
satellite. With the target ‘painted’ by this laser, the Maverick can adjust and refine its path to the target based on the laser’s reflection. 
Another type of smart weapon is one that uses a TV camera to feed visual information to a human technician. Using this information they 
could make small or great course changes throughout the flight, right up until impact. A benefit of both these types of guidance is extreme 
precision. Since many modern conflicts  take place among non-combatants, these high tech weapons can ensure that only the 
actual target is affected by the attack.


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

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

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


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Horses
^
^Elerium is a $LINK<Strategic Resource=GCON_ResourcesS> which can be widely used, as a power source as well as for small but extremely effective ammunition. 
^
^[EleriumElerium-115] has the unusual property of generating anti-matter power when bombarded with certain particles. This creates gravity waves and other forms of energy. It is not naturally found in our solar system and cannot be reproduced. However elerium can often be found in crashed UFOs. Our Analysts also believe that the Aliens have secret elerium depots in some regions of the earth.
^
^Elerium appears when your civilization discovers $LINK<Elerium=TECH_Invention>. 
 

#GOOD_Iron
^
^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to produce steel needed for military equipment like rifles, launchers, and personal armor.
^
^Iron deposits are always visible, and can be found in $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.


#GOOD_Saltpeter
^
^[Nitrates] are $LINK<Strategic Resources=GCON_ResourcesS> mainly required for modern ammunition. 
^
^Nitrate deposits appear when your civilization discovers $LINK<Personal Armor=TECH_Feudalism> and can be found in $LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains> and $LINK<desert=TERR_Desert>.


#GOOD_Coal
^
^[Coal] is still a valuable $LINK<Strategic Resource=GCON_ResourcesS> required to build a
$LINK<MagLev=TFRM_Railroad> system and to power $LINK<factories=BLDG_Factory> and $LINK<power plants=GCON_Plants>. 
^
^Coal deposits appear when your civilization discovers $LINK<Steam Power=TECH_Refining> and can be found in
$LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR_Jungle>.


#GOOD_Oil
^
^[Oil] is a $LINK<Strategic Resource=GCON_ResourcesS> required for many modern combat units. Today, with the world’s oil supplies dwindling and the demand for oil constantly rising, oil is a more valuable resource than ever.
^
^Oil are always visible $LINK<Refining=TECH_Refining> and can be found in
$LINK<tundra=TERR_Tundra> and $LINK<desert=TERR_Desert>.


#GOOD_Reserves
^
^Many countries have [Strategic Reserves] of resources like coal and oil stored in giant depots. Since these resources are required to build many modern combat units, in case of an energy crisis those countries remain independent from foreign resources for a certain time, and are able to uphold their military strengh in that way.


#GOOD_Rubber
^
^[Titanium] is a $LINK<Strategic Resource=GCON_ResourcesS> extremely light and durable which makes it a key resource for modern combat vehicles. 
^
^Titanium appears when your civilization discovers $LINK<Plasma Weapons=TECH_Military_Tradition> and can be found in $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>.


#GOOD_Aluminum
^
^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required for many modern units, especially to build air units. Aluminum does never rust, it is lighter than copper, and almost as effective in electricity transmission. It is also soft enough to easily mold for nearly any purpose.
^
^Aluminum deposits are always visible and can be found in $LINK<hills=TERR_Hills> and $LINK<tundra=TERR_Tundra>.


#GOOD_Uranium
^
^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build modern units, weapons of mass destruction and power plants.
^ 
^Radioactive manipulation of uranium atoms can eject neutrons, which can travel at speeds up to 12,000 miles per second. If such a neutron impacts the nucleus of a neighboring atom, the target atom can completely fragment. Not only is the resulting energy released immense, but also the shattered atom can also potentially collide with additional atoms. This chain reaction is 
the phenomenon underlying all nuclear fission applications including nuclear weapons and power.
^
^Uranium sources appear when your civilization discovers $LINK<Elerium Refining=TECH_Refining> and can be found in $LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>.



; ___________________________________________Luxury Resources____________________________________________

#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>


#GOOD_Furs
^
^
^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.


#GOOD_Dye
^
^
^[Dyes] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $$LINK<trade routes=GCON_Trade>.
^
^Dyes are always visible on map and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.


#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.


#GOOD_Spice
^
^
^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.


#GOOD_Ivory
^
^
^[Ivory] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.


#GOOD_Silk
^
^
^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.


#GOOD_Diamonds
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.


#GOOD_XLabs  
^
^
^[X-Labs] are highly valuable $LINK<luxus resources=GCON_ResourcesB> that will improve city production, trade, and research.
^
^X-Labs are always visible in explored areas of the map. They are exclusively built in the vicinity of X-Com regional command centers.




; _______________________________________________Bonus Resources_______________________________________________

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


#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest> and
$LINK<tundra=TERR_Tundra>.


#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish are always visible in explored areas of the map and can be found in Coast, Sea and Fresh Water Lake squares.


#GOOD_Cattle
^
^
^[Cattle] are a $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cattle are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.


#GOOD_Wheat
^
^
^[Wheat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Wheat silos are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<flood plains=TERR_Flood_Plain>.


#GOOD_AlienFood
^
^
^[Alien Food] is a $LINK<bonus resource=GCON_ResourcesB> that enhances the Alien city production. To get the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square.
^
^AlienFood contains various enzymes which are used to digest the body parts of cattle, other animals and even humans. The liquid is then consumed as ready digested food - probably direct to the bloodstream. This suggests a certain dependence on earth for food - a symbiosis between earth and alien society. 
^
^AlienFood is always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.


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


#GOOD_Zrbite
^
^
^[Zrbite] is a maritime $LINK<bonus resource=GCON_ResourcesB> that enhances city production. 
^
^This is an alloy of Alien origin, part gold part Alien Bio-material. When utilised as a power source, small quantities will generate more power than a nuclear unit of 10 times the size. It is beyond our technical ability to replicate this material as most of its constituents are Alien in origin. However, small amounts of Zrbite have been spotted on various coastal locations. Our analysts think that the Aliens brought this material to the Earth.
^
^Zrbite appears when your civilization discovers $LINK<Aqua Plastics=TECH_The_Corporation> and can be found in $LINK<coastal areas=TERR_Coast>.   


#GOOD_Suburbs
^
^
^[Suburbs] are $LINK<bonus resources=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square.
^
^Suburbs are always visible in explored areas of the map and can be found in $LINK<hills=TERR_Hills> and $LINK<plains=TERR_Plains> surrounding big cities.


#GOOD_SeaOil
^
^
^[Sea Oil] is a maritime $LINK<bonus resource=GCON_ResourcesB> that enhances city production.
^
^Sea Oil is always visible in explored areas of the map and can be found in $LINK<coastal areas=TERR_Coast>. 



; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^[Deserts] are arid stretches of land characterized by annual rainfall of less than ten inches. 
^
^Deserts may contain
$LINK<elerium=GOOD_Horses>
$LINK<incense=GOOD_Incense>,
$LINK<oil=GOOD_Oil>, or
$LINK<saltpeter=GOOD_Saltpeter>.
#DESC_TERR_Desert
^
^
^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. 
Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures. Only the 
hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of
useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through 
the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead 
to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.



#TERR_Plains
^[Plains] are vast, open tracts of land, usually with very few trees and covered with
vegetation such as sagebrush and various grasses. 
^
^Plains may contain
$LINK<alien food=GOOD_AlienFood>,
$LINK<aluminum=GOOD_Aluminum>,
$LINK<cattle=GOOD_Cattle>,
$LINK<elerium=GOOD_Horses>,
$LINK<ivory=GOOD_Ivory>,
$LINK<oil=GOOD_Oil>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.
#DESC_TERR_Plains
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.


#TERR_Grassland_with_Shield
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
Some grasslands contain mineral deposits and other useful materials. These have a rock outcropping to symbolize this
and produce a $LINK<shield=GCON_Shields> if worked in a $LINK<city radius=GCON_Radius>.
^
^Grassland may contain
$LINK<alien food=GOOD_AlienFood>,
$LINK<cattle=GOOD_Cattle>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.
#DESC_TERR_Grassland_with_Shield
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Grassland
^The areas of land between desert regions and forests in temperate and tropical climates usually consist of [grassland].
^
^Grassland may contain
$LINK<alien food=GOOD_AlienFood>,
$LINK<cattle=GOOD_Cattle>,
$LINK<wheat=GOOD_Wheat>, or
$LINK<wine=GOOD_Wine>.
#DESC_TERR_Grassland
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Tundra
^Cold, barren permafrost found in polar regions, [tundra] may contain
$LINK<elerium=GOOD_Horses>
$LINK<coal=GOOD_Coal>, 
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>, 
$LINK<oil=GOOD_Oil>, or
$LINK<titanium=GOOD_Rubber>.
#DESC_TERR_Tundra
^
^
^In the far-northern regions of the world, and in isolated regions in the Antarctic, there are thousands of miles of barren plains 
known as tundra. These regions have an extremely low average temperature, and a very short summer season. The primary 
characteristic of the tundra is a layer of permanently frozen soil known as permafrost just below the topsoil layer, which prevents 
many plants from taking root and making agriculture all but impossible. Like deserts, the tundra receives little precipitation; 
however, the flat, frozen ground keeps groundwater from draining, forming bogs where various grasses, moss, and other simple 
vegetation can grow. Despite the harsh environment, a wide variety of animal life flourishes in the tundra, providing possible 
sources of food, and providing trade potential for the fur and trapping industry.



#TERR_Flood_Plain
^Incredibly rich farm land, [flood plains] appear along $LINK<river=TERR_River> banks and, therefore,
produce one extra $LINK<food=GCON_Food>.
^
^Floodplains may contain $LINK<wheat=GOOD_Wheat>.
#DESC_TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
flood plains surrounding them, depositing the nutrients and the water into these areas and making them unparalleled in value.
Many great cultures such as those in the Nile river basin or those dependent on the flooding of the Tigris and Euphrates 
rivers have harvested the bounty of these lands, plains which transform lifeless wastelands into lush oases of life.



#TERR_Hills
^Rolling areas of the countryside often found between plains and more mountainous regions are known as [hills]
or [foothills.]
^
^Hills may contain
$LINK<aluminum=GOOD_Aluminum>,
$LINK<elerium=GOOD_Horses>,
$LINK<coal=GOOD_Coal>,
$LINK<gold=GOOD_Gold>,
$LINK<iron=GOOD_Iron>,
$LINK<incense=GOOD_Incense>,
$LINK<nitrates=GOOD_Saltpeter>, 
$LINK<titanium=GOOD_Rubber>, or
$LINK<wine=GOOD_Wine>,
#DESC_TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold 
and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the belowground 
resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in 
these regions, given the proper climate.



#TERR_Mountains
^[Mountains] are areas of high elevation, usually consisting of a chain of rugged peaks and valleys.
^
^Mountains may contain
$LINK<elerium=GOOD_Horses>,
$LINK<coal=GOOD_Coal>,
$LINK<gems=GOOD_Diamonds>,
$LINK<gold=GOOD_Gold>.
$LINK<iron=GOOD_Iron>,
$LINK<saltpeter=GOOD_Saltpeter>, 
$LINK<titanium=GOOD_Rubber>, or
$LINK<uranium=GOOD_Uranium>,
#DESC_TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. 
Mountains can also be formed by volcanic action, or through the effects of erosion. Generally poor agricultural regions, mountains 
are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, 
mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also 
greatly affect the weather patterns of a region by blocking and diverting wind and storms.



#TERR_Forest
^Extensive areas of land covered by thick growths of trees and related ground vegetation are classified as [forests]. 
^
^Forests may contain
$LINK<dyes=GOOD_Dye>,
$LINK<furs=GOOD_Furs>,
$LINK<game=GOOD_Game>,
$LINK<ivory=GOOD_Ivory>.
$LINK<spice=GOOD_Spice>,
$LINK<silk=GOOD_Silk>, or
$LINK<uranium=GOOD_Uranium>,
#DESC_TERR_Forest
^
^
^There are 
several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type 
exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper 
products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, 
lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government 
regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they 
have harvested, help to prevent major ecological damage as a result of deforestation.



#TERR_Jungle
^[Jungles] cover a significant portion of the equatorial areas of the world. Supplies of $LINK<rubber=GOOD_Rubber> can be
found there, but also $LINK<disease=GCON_Disease>.
^
^Jungles may contain
$LINK<coal=GOOD_Coal>,
$LINK<dyes=GOOD_Dye>,
$LINK<gems=GOOD_Diamonds>.
$LINK<rubber=GOOD_Rubber>,
$LINK<silk=GOOD_Silk>, or
$LINK<spice=GOOD_Spice>,
#DESC_TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through forestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, 
it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and 
animal life are made extinct every day as a result of the destruction of jungles and rain forests.



#TERR_Coast
^Shallow by comparison with sea or ocean squares, [coastal] waters appear along the shorelines of land masses.
Initially, naval units that leave the comfort of coastal areas risk loss in treacherous seas. But after the
discovery of $LINK<astronomy=TECH_Astronomy>, this danger vanishes.
^
^Coastal squares can contain 
$LINK<fish=GOOD_Fish>,
$LINK<sea oil=GOOD_SeaOil>, or
$LINK<zrbite=GOOD_Zrbite>.
#DESC_TERR_Coast
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Sea
^[Sea] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<astronomy=TECH_Astronomy>.
^
^Seas may contain
$LINK<whales=GOOD_Whales> or
$LINK<fish=GOOD_Fish>.
#DESC_TERR_Sea
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Ocean
^[Ocean] squares are significant barriers to $LINK<trade=GCON_Trade> and $LINK<travel=PRTO_Galley> until the
discovery of $LINK<Navigation=TECH_Navigation> or $LINK<Magnetism=TECH_Magnetism>.
#DESC_TERR_Ocean
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.


#TERR_River
^[Rivers] do not run [in] squares: instead they run along the edges of squares.
Any square with a river along its edge produces one extra $LINK<commerce=GCON_Commerce> if
worked by citizen laborers within a $LINK<city radius=GCON_Radius>. Also, rivers are sources of fresh water,
allowing $LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.
#DESC_TERR_River
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 


#TERR_Fresh_Water_Lake
^[Lakes] are bodies of water completely surrounded by land. They contain fresh water, allowing 
$LINK<irrigation=TFRM_Irrigation> of adjacent squares without $LINK<electricity=TECH_Electricity>.
#DESC_TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance of fresh 
water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such resources
is a boon to any nearby settlement.

; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^Your bases can sink into anarchy if the command system falls from prolonged $LINK<mutiny=GCON_Disorder>, or if you sanction a $LINK<change of command level=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. But 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 in Anarchy.
^
^
^Worker efficiency				50%
^Hurry Method					None
^Corruption / Waste				Catastrophic
^Draft Rate						0
^Military Police Limit				0
^Units Support:
^    per town					0
^    per city						0
^    per metropolis				0
^Notes: No production, no research.


#GOVT_Despotism
^
^
^A level 2 command structure was neccessary to maintain order and discipline of your forces during the initial stages of the Alien invasion. Your local commanders rule with absolute power over your fighters which reduces the efficiency of production efforts. It is recommended to change to a higher command level as soon as possible.
^
^
^Worker efficiency				100%
^Hurry Method					Forced Labor
^Corruption / Waste				Rampant
^Draft Rate						2
^Military Police Limit				2
^Unit Support
^    per town					4
^    per city						4
^    per metropolis				4
^In addition, any base production square which produces more than two $LINK<food=GCON_Food>, $LINK<shields=GCON_Shields>, or
$LINK<commerce=GCON_Commerce> in a level 1 command instead produces one less.



#GOVT_Monarchy
^
^
^Under a level 2 command structure production is higher than under level 1, $LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the commander.
^
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Problematic
^Draft Rate						2
^Military Police Limit				3
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8


#GOVT_Communism
^
^
^A level 3 command allows greater production than level 1, but the system is limiting
$LINK<commerce=GCON_Commerce>. Another positive aspect is the effect upon $LINK<corruption and waste=GCON_Corruption>: all bases suffer the same, limited effects.
^
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Communal
^Draft Rate						2
^Military Police Limit				4
^Unit Support
^    per town					2
^    per city						4
^    per metropolis				8


#GOVT_Republic
^
^
^A level 4 command structure allows an increase in $LINK<commerce=GCON_Commerce>, but $LINK<war weariness=GCON_War_Weariness> can cause significant $LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.
^
^
^Worker efficiency				100%
^Hurry Method					Pay citizens
^Corruption / Waste				Nuisance
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0


#GOVT_Democracy
^
^
^Under a level 5 command structure you are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness>
is a significant problem and war must be entered into only after much consideration.
^
^
^Worker efficiency				150%
^Hurry Method					Pay citizens
^Corruption / Waste				Minimal
^Draft Rate						1
^Military Police Limit				0
^Unit Support
^    per town					0
^    per city						0
^    per metropolis				0



; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

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


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


#TFRM_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Flood plains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build roads by pressing [R] or the "Build Road" button.


#TFRM_Fortress
^
^
^Units within a fortress enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build Fortress" button.



#TFRM_Railroad
^
^
^Units moving along a railroad expend zero movement points. Railroads also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.
^
^Workers can build railroads after the discovery of $LINK<Steam Power=TECH_Steam_Power>, but only if your
civilization has access to the $LINK<Strategic Resources Iron and Coal=GCON_ResourcesS>.
^
^Workers are ordered to build railroads by pressing [Shift-R] or the "Build Railroad" button.


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


#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 10 $LINK<shields=GCON_Shields> to the nearest controlled city.
The resulting terrain will be either $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrain beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.



#TFRM_Clear_Jungle
^
^
^A worker can clear the $LINK<jungle=TERR_Jungle> from a square, creating either $LINK<flood plains=TERR_Flood_Plain> 
or $LINK<grasslands=TERR_Grassland>.
^
^A worker is ordered to clear jungle by pressing [Shift-C] or the "Clear Jungle" button in a jungle square.



#TFRM_Plant_Forest
^
^
^After the discovery of $LINK<Engineering=TECH_Engineering>, workers can plant forests in any grassland or
plains square. This transforms the square into a normal $LINK<forest=TERR_Forest> square.
^
^A worker is ordered to plant forests by pressing [N] or the "Plant Forest" button.



#TFRM_Clear_Pollution
^
^
^A worker can clean up pollution in a contaminated square, restoring it to its former production capacity.
^
^A worker is ordered to clear pollution by pressing [Shift-C] or the "Clear Pollution" button.

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

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

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

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_ROMANS
^The X-COM is $LINK<militaristic and loyal=GCON_Strengths>. It starts the game with
$LINK<Special Forces=TECH_Warrior_Code> and $LINK<X Files=TECH_Alphabet> and can build $LINK<legionaries=PRTO_Legionary>. 
^
^At the end of the 20th century Unidentified Flying Objects (UFOs) have started appearing with disturbing regularity in the night skies. Reports of violent human abductions and horrific experimentation has struck terror into the hearts of millions. Mass public hysteria has only served to expose Earth's impotence against a vastly superior technology. 
^ 
^On December 11th 1998, representatives from the world's most economically powerful countries gathered secretly in Geneva. After much debate, the decision was made to establish a covert, independent body to combat, investigate and defeat the alien threat. This organisation would be equipped with the world's finest pilots, soldiers, scientists and engineers, working together as one multi-national force.
^ 
^This organisation was named the Extraterrestrial Combat Unit, or {X-COM}. 
^
^Now, in the year 2016, a large scale Alien invasion of the Earth has begun, and the X-COM seems to be our first and last line of defense...


#RACE_EGYPTIANS
^The Aliens are $LINK<militaristic,loyal and industrious=GCON_Strengths>. They start the game with
$LINK<Base Construction=TECH_Masonry>, $LINK<Alien Scanners=TECH_Pottery> and $LINK<Psi Forces=TECH_Ceremonial_Burial> and build $LINK<ethereals=PRTO_Immortals>. 
^
^Not much is known about the Aliens. It is clear that we are fighting a losing battle on earth. The alien hordes are overwhelming in number. The best we currently can do is slow down their progress. So it is absolutely crucial to speed up our research of Alien technology - otherwise we do not have much chances against their vastly superior forces. 
^
^Generally, Alien activities can be categorized as follows:
^
^Alien Attack: contrary to pure acts of terror, Alien attack missions have always the goal to gain control over certain areas or to destroy strong resistance against their activities. 
^
^Alien Infiltration: Earth governments can be infiltrated by alien agents which are human in appearance. This can result in official contact between aliens and governments at the highest level. The aliens will attempt to sign a pact with an earth government by offering knowledge of their superior technology. In return the government will allow the aliens to conduct their activity unhindered. This alien mission represents, except open attacks, the worst threat to X-Com. If a government agrees to a pact then its funding will cease, or, even worse, this government will take concrete steps against X-COM activities.
^
^Alien Base: Aliens will construct their own bases in certain regions, which will play a key role in their military operations. These bases are also known to contain experimental labs for human abductees, and supplies for further activity in the region. The presence of alien bases will generate a large amount of reported alien activity without the presence of UFOs.
^
#DESC_RACE_EGYPTIANS
^
^
^Alien Terror: When the aliens terrorise a city they will deploy some special forces with awesome powers. Civilians will be directly threatened, and governments will be forced to evacuate whole areas. The main purpose behind this activity is to generate sufficient public hysteria so that governments will threaten the XCom project. 
^
^Alien Research: used for collecting basic data on earth and its inhabitants. Small vehicles are predominantly used, with occasional landings in deserted areas. This type of alien activity poses the least threat to XCom, with little concern from governments or the public. 
^
^Alien Harvest: animals are abducted secretly, and returned with various organs removed. Cattle mutilations are predominantly reported along with UFO sightings. This type of alien activity causes great concern by governments and considerable anxiety amongst the population. The theory behind the 'alien harvest' suggests that alien races originally 'seeded' the planet with its flora and fauna, and now they have returned to reap the harvest they have sown. 
^
^Alien Abduction:the most insidious form of alien activity. The abduction by aliens is widely reported, despite the aliens' attempts to erase the experience from their victims' memories. Abductees report being subject to humiliating physical examinations, including impregnation of alien foetuses and bizarre genetic experiments. The purpose behind this activity appears to be linked to genetic mutation and manipulation of the aliens own genetic material.



#RACE_GREEKS
^The Greeks are $LINK<scientific and commercial=GCON_Strengths>. They start the game with
$LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Alphabet=TECH_Alphabet>
and build $LINK<Hoplites=PRTO_Hoplite> instead of $LINK<spearmen=PRTO_Spearman>. 
^
^The period following the catastrophic collapse of the Mycenaean civilization in Greece (about 1200 BC) was marked 
by a series of migrations by barbarian peoples from the north, leading to a number of city-states - prominent among 
these, Sparta and Athens - and a phase of Greek colonization along the shores of the Mediterranean.
For two centuries, Greek history was a provincial tale of neighbors squabbling over scarce resources. 
But it was also the dawn of philosophy and science. There seems to be no good reason why the Hellenes, 
clustered in isolated city-states in a relatively poor and backward land, should have struck out into intellectual 
regions that were only dimly perceived, if at all, by the splendid civilizations of the Yangtze, the Tigris and 
Euphrates, and the Nile valleys but they did.
^    The Persian Wars (492-449 BC) were sparked by a revolt of Greek colonies in Asia Minor and brought the Greeks 
onto the stage of world history. Athens and Eretria sent a small fleet in support of the revolt, which the Persian 
emperors took as a pretext for launching two invasions of the Greek mainland. In 490 BC a Persian army under 
Darius I (522-486 BC) landed unopposed on the plain of Marathon; following an appeal to the Spartans, the Athenian-led 
Greeks won a decisive victory. A second invasion ten years later, blunted by the valiant stand by the Spartans and 
Thespians at Thermopylae (481 BC), ended with the crushing defeat of the Persian fleet at Salamis. Sporadic fighting 
between Greek alliances and Persia continued for another 30 years, before the Peace of Callas (449 BC) finally ended 
the hostilities. The surprising Greek triumph ensured the survival of Greek culture and political structures. 
^    Growing tensions among the victors led to the Peloponnesian Wars (431-404 BC), fought between Athens and Sparta. 
The Athenian league was, in fact, an empire that included most of the island and coastal states around the shores of 
the Aegean Sea, while Sparta was leader of an alliance of independent cities that included most of the major land 
powers of the peninsula. The end finally came in 404 BC when, starved by an impenetrable blockade, Athens capitulated. 
Athens' devastation and decline was perhaps the worst casualty in a war that crippled Greek unity.
#DESC_RACE_GREEKS
^
^
^    By this time, a new power was growing in the north of Greece. In 353 BC, Philip I was in undisputed control of a 
much-enlarged Macedonia. Phalanx tactics were known from ancient Sumer and Egypt, but Philip perfected the tactical 
use of spear-wielding {Hoplites} in dense, massive blocks of eight, or even 16-20 ranks, sacrificing flexibility 
and mobility in order to achieve maximum protection and power. Unless {Alexander} (336-323 BC) was himself 
responsible for his father's assassination in 336 BC, he cannot have foreseen the moment of his succession. 
But he was certainly prepared. Educated by Aristotle and left in charge of Macedonia during Philip's attack on 
Byzantium, Alexander defeated the Maedi; two years later he commanded the left wing at the battle of Chaeronea, 
in which Philip defeated the allied Greek states. By the time of his death at the age of 33, Alexander had moved 
the great centers of civilization westward and initiated a new age, spread Hellenism in a vast colonizing wave 
throughout the Middle East and created, if not politically at least economically and culturally, a single civilization 
stretching from Gibraltar to the Punjab, open to trade and intellectual intercourse.
^    But the Greek empire could hardly survive Alexander's death. During a 40-year (323-280 BC) interregnum, 
the provinces became independent kingdoms, with various of Alexander's generals rising to rule through bloodshed 
and assassination, yet unable to ally against the coming of a new military power. By 350 BC, Rome was encroaching 
on the westernmost Greek settlements, beginning a 200-year conquest of the Hellenic world that Alexander had created. 
With the defeat of Cleopatra and Mark Anthony, Octavian's forces occupied Egypt and the last kingdom of Alexander's 
successors fell to Rome. For two millennia, Greece was part of the Roman, then Byzantine and finally the Ottoman 
empires. Following an uprising supported by Britain, Russia and France, Greece's existence as an independent nation 
gained formal recognition in 1832.



#RACE_BABYLON
^The Babylonians are $LINK<scientific and religious=GCON_Strengths>. They start the game with
$LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<bowmen=PRTO_Bowman> instead of normal $LINK<archers=PRTO_Archer>. 
^
^Because of the historical significance and legendary status achieved by the city of Babylon, the term "Babylonian" 
is often used to refer to all of the ancient cultures and tribes of Mesopotamia. The oldest known urban and literate 
culture in the world was developed by the Sumerians in Mesopotamia beginning in the late 4th millennium BC. 
For centuries, Babylon was an insignificant suburb of the Sumerian capital of Ur until {Hammurabi} (1792-1750 BC) 
came to power. Hammurabi unified the bickering Sumerians and Akkadians and created the famous Code of Hammurabi, 
the most comprehensive code of laws of antiquity with 283 entries covering topics from criminal punishments to 
family laws. Under Hammurabi, Babylon became the commercial and political center of southern Mesopotamia, but 
its prestige and wealth made it a target for foreign conquerors. The city and empire would be ruled, in succession, 
by the Hittites, Kassites, Assyrians, Arameans and Chaldeans.
^    Under the Chaldean leader Nebuchadnezzar II (605-561 BC), Babylon entered its second golden age, spanning 
the 7th and 6th centuries BC. Aside from the destruction of Jerusalem and Judah, Nebuchadnezzar II is best known 
for his efforts to rebuild Babylon and reorganize its military forces, returning it to glory as one of the great 
cities in the ancient world. The fabled Hanging Gardens were constructed at Nebuchadnezzar's decree, reportedly 
to help his Median wife overcome her longing for the "mountainous scenery" of her homeland. He also rebuilt the 
great Temple of Marduk and its ziggurat, collectively known as the Tower of Babel. Following Nebuchadnezzar's 
death, his successor Nabonidus failed to maintain the skilled {Bowmen} formations and the massive fortifications 
of the great city. When the Persians under Cyrus attacked in  539 BC, the capital fell almost without resistance. 
Babylon remained in Persian hands until Alexander the Great 
overthrew the Persian Empire. Alexander planned to make Babylon the center of his expanded Hellenic empire; however, 
he died in Nebuchadnezzar's palace before those plans could be completed. Alexander's empire would not 
#DESC_RACE_BABYLON
^
^
survive his 
death; after a power struggle among Alexander's generals, Babylon passed to the Seleucid dynasty in 312 BC. 
The city's importance was much reduced by the building of a new capital, Seleucia, on the Tigris, to which most of 
Babylon's population was forcibly transferred in 275 BC. In the 2nd century BC Mesopotamia became part of the 
Parthian empire, and Babylon itself a buffer region between the Parthians and the Roman Empire. By the time of 
Christ, the city was an extensive field of ruins and largely deserted. In the 7th century AD, Mesopotamia was 
conquered by Muslim Arabs. Babylon passed into legend, and from that time forward the history of the Babylonian 
realm is that of Iraq and Iran. The city itself would not be re-discovered until the initial surveys by the 
British archaeologist C.J. Rich in 1811 and 1817. Major excavation began in 1899, under the auspices of the 
German Oriental Society, and have continued unabated since, revealing more of the wonders of the lost city of Babylon.


#RACE_GERMANS
^The Germans are $LINK<scientific and militaristic=GCON_Strengths>. They start the game with
$LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Warrior Code=TECH_Warrior_Code> and
build $LINK<panzers=PRTO_Panzer> instead of $LINK<tanks=PRTO_Tank>.
^
^Julius Caesar's Gallic Wars brought the Germanic tribes into the spotlight of history. Although Roman efforts to 
establish hegemony across the Rhine continued for decades, the frontier eventually stabilized along the Rhine and 
Danube rivers. At that time, Germanic culture extended from Scandinavia as far south as the Carpathians. Although 
it was heavily fortified, the frontier was never a barrier to trade or culture. Germanic fear of the Huns meant 
that the Roman Empire could, in moments of crisis, mobilize at least the Goths, Burgundians, and Franks for mutual 
defense. Soon after Attila's death in 453, however, the Hun empire collapsed, and Rome lost this hold over the 
Germans.
^    The Merovingian kings and their Carolingian successors eventually brought much of what would later constitute 
Germany under Frankish control, but the ceaseless blows from Danes, Saracens and Magyars in the later 9th and 10th 
centuries weakened the kingdom's cohesion. Because the Carolingians themselves were unable to provide effective defense 
for the empire, there arose in nearly all the German lands powerful lines of margraves, counts and hereditary rulers, 
their intrigues and wars against each other interrupted only briefly by the rise of strong electors such as Frederick 
Barbarossa (1155-1190). The subsequent history of Germany is, despite the role of the central rule of the Holy Roman 
Empire, one of the rise and fall of feuding principalities. 
^    It would be a thousand years before Germany was again unified under a single ruler. Troubled by the mass 
insurrections and diplomatic defeats that had followed the Napoleonic Wars, William I of Prussia (1861-1888) 
considered abdicating in favor of his son, who was believed to have political views close to those of the liberal 
opposition. He was persuaded, however, to consider forming a new government led by {Otto von Bismarck}, the 
Prussian ambassador to Paris.
^    In September 1862, Europe was startled by the news that a statesman with a reputation 
for conservatism, nationalism and [realpolitik] had become the prime minister of Prussia. The new German Empire was
proclaimed in January 1871, in the aftermath of three short
#DESC_RACE_GERMANS
^
^
and decisive wars against Denmark, Austria and France by 
coalitions of German states. Bismarck had unified Germany.
^    The same nationalism that brought unity would bring disaster. Already staggering under a vengeful peace 
imposed by the Western Allies following World War I, the worldwide economic collapse that began in 1929 proved 
the catalyst for political extremism. Although bitterly opposed to each other, the Nazis and Communists during 
the next decade succeeded in mobilizing the political and economic resentments generated by defeat and depression.  
When Hitler finally became chancellor in January 1933, it was not on the crest of a wave of popular support but as 
the result of ruthless political intrigue.
^    World War II is appropriately called "Hitler's War." Spearheaded by {Panzer} 
formations using revolutionary new tactics, Hitler came close to realizing his aim of establishing German hegemony in 
Europe. But the turning point of the war came with his decision to send his Panzers into Soviet Russia. Though at the 
end of 1942 an ultimate German victory still seemed possible, by spring 1945 the Third Reich was prostrate. As a 
legacy of surrender and the ensuing Cold War, a truncated Germany was divided into two zones of military occupation. 
While under Soviet rule East Germany suffered and stagnated, West Germany's recovery from total economic and political 
prostration at the end of World War II was of such dramatic proportions as to become a modern legend.
^    The swift and 
unexpected downfall of the Soviet order in Europe led to a unification treaty, ratified by the West German Bundestag 
and the East German People's Chamber in September 1990. After 45 years of division, Germany was once again a united 
nation.


#RACE_RUSSIAN
^The Russians are $LINK<scientific and expansionist=GCON_Strengths>. They start the game with
$LINK<UFO Construction=TECH_Bronze_Working> and $LINK<Alien Scanners=TECH_Pottery> and build
$LINK<cossacks=PRTO_Cossack>. 
^
^Russia´s policy after the end of the Soviet Union in December 1991 is marked by the constant struggle to regain a status as global superpower. Due to the large economic problems caused by the conversion from the old communist economic system to a modern market oriented economy the country has still a long way to go, however, despite lots of financial problems the Russian military will be able to offer serious resistance to Alien attacks. On the other hand, large areas of the countries, especially in the north are hard to control, so the potential for Alien infiltration may be very high here.    


#RACE_CHINESE
^The Chinese are $LINK<militaristic and industrious=GCON_Strengths>. They start the game with
$LINK<Special Forces=TECH_Warrior_Code> and $LINK<Base Construction=TECH_Masonry> and build
$LINK<riders=PRTO_Rider>. 
^
^Despite political and social upheavals that frequently ravaged the country, China is unique for its longevity and resilience as a politico-cultural entity. 
^
^Today China has one of the worlds strongest economies, also the progress in other fields is significant. However, the Chinese military is still mainly equipped with outdated weapons, so it must be doubted that the country can resist a full Alien attack for long. 


#RACE_AMERICAN
^The Americans are $LINK<expansionist and industrious=GCON_Strengths>. They start the game with
$LINK<Alien Scanner=TECH_Pottery> and $LINK<Base Construction=TECH_Masonry> and build $LINK<F-15s=PRTO_F-15>. 
^
^The United States is still the only true military, political, and economic superpower in the world today, so the country will hopefully the backbone of human resistance against the Alien threat. However, this key role also means a major problem for the USA itself, since it will probably the main target of Alien activities in several fields, including open attacks, acts of terror or Alien infiltration.


#RACE_JAPANESE
^The Japanese are $LINK<loyal and militaristic=GCON_Strengths>. They start the game with
$LINK<Psi Forces=TECH_Ceremonial_Burial> and $LINK<Alien Sub Construction=TECH_The_Wheel> and build
$LINK<samurai=PRTO_Samurai>.
^
^Although Japan has lost its position as the Asia´s leading economy to China in recent years, the country has still one of the world´s biggest economies. 
^
^Japan was the first nation that established an own anti-alien combat force, however after five months of expensive operations the success of this force was still very low. The lesson was clear: this was a worldwide problem which could not be dealt with by individual countries, so the Japanese experiences played a big role during the foundation of the X-COM. 



#RACE_FRENCH
^The French are $LINK<commercial and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<The Alphabet=TECH_Alphabet> and build
$LINK<musketeers=PRTO_Musketeer> instead of $LINK<musketmen=PRTO_Musketman>.
^
^Modern France has its roots in ancient Gaul. In the 2nd century BC Rome intervened on the side of Massilia (Marseilles), 
a Greek colony founded in 600 BC, in its struggle against the barbarian tribes of the hinterland. The result was the 
formation, in 121 BC, of the Roman Provincia; between 58 to 50 BC Caesar seized the remainder. From 395 the internal 
problems of the Empire encouraged barbarian penetration of 
Transalpine Gaul. By 418, the Franks and Burgundians were established west of the Rhine, and the Visigoths had settled 
in Aquitaine. The period of the Merovingian and Carolingian Frankish dynasties (476-887) frames the Early Middle Ages. 
^    Following his ascension, the first Merovingian, Clovis (481-511), consolidated the position of the Franks in northern 
Gaul. Clovis came to believe that his victories were due to the Christian God. Clovis' subsequent conversion assured 
the Frankish rulers of the support not only of the Catholic Church but of the majority of their own subjects. By the 
rise of the house of Valois in 1328, France was the most powerful kingdom in Europe. Its ruler could muster larger 
armies than rivals; he could tap enormous fiscal resources; and the king's courts maintained royal supremacy. The 
history of France in the Late Middle Ages is dominated by efforts of its kings to maintain their suzerainty, efforts 
that, despite French advantages, were long frustrated. 
^    The Hundred Years War was an intermittent struggle between 
England and France in the 14th-15th centuries over a series of dynastic disputes, including the legitimate succession 
to the French crown. The war's turning point was reached in 1429, when an English army was forced to raise its siege 
of Orléans by a relief force organized by {Joan of Arc}. Her insistence that only consecration at Reims could make a 
true king, chosen by God, led to further victories. Charles III was anointed in Reims in July 1429. By 1453, England 
retained only Calais, which it finally relinquished in 1558.
^    With the ascension of the infant Louis XIII (1610-1643), the security of the country was again threatened as factions 
disputed the throne. Crown and country, however, were rescued by the most controversial 
#DESC_RACE_FRENCH
^
^
^figure of the Bourbon dynasty: 
Armand-Jean du Plessis, Cardinal de Richelieu. He proved an 
indefatigable servant of the French crown, intent on securing absolute obedience to the monarchy and on raising 
its international prestige through the military prowess of the King’s elite {Musketeers}. Under the last Bourbons, 
France became the industrial and commercial center of Europe.
^    These developments, although significant by themselves, 
gave rise to a still more momentous change: the French Enlightenment, a cultural transformation based on rationalism, 
empiricism, and an amorphous concept of freedom found in the influential writings of Rousseau (1712-78). Hence, what 
began in 1787 as a conflict between royal authority and aristocrats became a triangular struggle, with "the masses" 
opposing both absolutism and privilege. By any standard, the fall of the Bastille to the Parisian crowd was a monumental 
event, a seemingly miraculous triumph of the people. But the Revolution soon degenerated in a reign of terror and chaos. 
Unlike others before him, Napoleon terminated the bloodshed, but at the price of suppressing freedom altogether. 
In utter contrast to the Revolution, militarism became the defining quality of the Napoleonic regime. However, the 
revolutionary fervor of the French citizenry was undiminished by the Napoleonic experience, and led to further 
revolutions in 1830 and 1848, the latter leading to the Second Republic followed by the Second Empire (1852-1870). 
^    Following defeat in the Franco-Prussia War, the Third Republic was formed - surviving the First World War but 
collapsing in the face of the German invasion in 1940. The period of the short-lived Fourth Republic (1947-59) 
was succeeded by the Fifth, adopted in September 1958 by popular referendum.


#RACE_INDIAN
^The Indians are $LINK<commercial and religious=GCON_Strengths>. They start the game with
$LINK<Psi Forces=TECH_Ceremonial_Burial> and $LINK<X-Files=TECH_Alphabet> and build
$LINK<war elephants=PRTO_War_Elephant>. 
^
^The Indian subcontinent is the home of one of the world's oldest and most influential civilizations. 
^
^Like China, also India is on a good way to a more modern state with constantly growing economy, more social stability and more political influence in the region. The Indian military is in relatively good condition due to the endless tensions on the border to Pakistan, however, the Indians lack a number of highly mobile special forces which are needed to react quickly on Alien activities. 


#RACE_PERSIAN
^The Persians are $LINK<industrious and scientific=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Bronze Working=TECH_Bronze_Working>  and build
$LINK<Persian Immortals=PRTO_Immortals> instead of $LINK<swordsmen=PRTO_Swordsman>.
^
^
^The term Persia has been used for centuries, chiefly in the West, to designate a region of southern Iran formerly known as Persis or Parsa, the name of the Indo-European nomadic people who migrated into the region about 1000 BC, 
eventually supplanting the Assyrians and Chaldeans. The first mention of the Parsa occurs in the annals of Shalmanesar 
III, an Assyrian king, in 844 BC. Cyrus II (559-529 BC), heir to a long line of ruling chiefs in Mesopotamia, was a 
tolerant and venerated monarch, called the father of his people by the ancient Persians. After a successful revolt 
against his Achaemenian overlords in 550 BC and inheriting the kingdom of the Medes, Cyrus consolidated his rule on 
the Iranian Plateau and extended it westward across Asia Minor.
^    In October 539 BC, Babylon, the greatest city of the ancient world, fell to his Persian forces. Following the 
death of Cyrus' heir, Darius I (522-486 BC), a leading general and one of the princes of the Achaemenid family, 
proclaimed himself king following suppression of a number of provincial rebellions and challenges from other pretenders 
to the throne. Darius was in the mold of Cyrus the Great - a powerful personality and a dynamic ruler. To consolidate 
his accession, Darius I founded his new capital of Parsa, known to the Greeks as Persepolis ("Persian City") and 
expanded the ranks of his personal bodyguard, the {Immortals}.
^    Although Darius consolidated and added to the conquests of his predecessors, it was as an administrator that 
he made his greatest contribution to Persian history. During his reign, political and legal reforms revitalized the 
provinces and ambitious projects were undertaken to promote imperial trade and commerce; coinage, weights and measures 
were standardized and new land and sea routes explored and established.
^    Such activities, however, did not prevent Darius from following an active expansionist policy. Campaigns in the 
east confirmed gains made by Cyrus the Great and added large sections of the northern 
#DESC_RACE_PERSIAN
^
^
^Indian subcontinent to the list 
of Persian-controlled provinces. Expansion to the west began about 516 BC when Darius moved against the Greek colonies 
along the coast of Asia Minor.
^    {Xerxes} (486-465 BC), son and successor of Darius I, was determined to continue the Persian conquest of the west 
and is best known for his massive invasion of Greece from across the Hellespont in 480 BC, a campaign marked by the 
battles of Thermopylae, Salamis and Plataea. Although successful in the pacification of Egypt and suppression of a 
Babylon revolt, his defeat by the allied Greek city-states spelled the beginning of the decline of the Persian Empire. 
Soured by these reversals, Xerxes retired to his palaces at Susa and Persepolis. In his last years, he squandered the 
once-enormous treasury he had gathered through trade and taxation by launching vast construction programs, most never 
finished.
^    The death of Xerxes was the final turning point in Persian influence. Occasional flashes of vigor and ability by 
some of Xerxes' successors were too infrequent to prevent eventual collapse. The final act was played out during the 
reign Darius II (423-404 BC), who rose to the throne through palace intrigue. Darius was able to put down yet another 
rebellion in Egypt in 337-336 BC, but the beginning of the end came soon afterward with his defeat at the Battle of 
Granicus (334 BC) by Alexander the Great. Persepolis fell to the young Macedonian conqueror in April 330 BC, and Darius, 
the last Achaemenid, was murdered in the summer of the same year while fleeing the Greek forces. In the struggle for 
power after Alexander's death, Seleucus I brought under his control the Persian provinces of Alexander's empire. But 
this unity was short-lived, as the Indian holdings successfully revolted and the Seleucid kingdom broke into the 
competing nations of Parthia and Bactria. The last vestiges of Persian culture disappeared with the advent of Islam 
and the Arab conquest (640-829 AD) of Iran.



#RACE_AZTECS
^The Aztecs are $LINK<religious and militaristic=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Jaguar warriors=PRTO_Jaguar_Warrior> instead of normal $LINK<warriors=PRTO_Warrior>. 
^
^The origin of the Aztec people is uncertain, but elements of their own tradition suggest that they were a tribe 
of hunter-gatherers on the northern Mexican plateau before their appearance in Meso-America in the 12th century. 
The Aztec were so called for Aztlán ("White Land"), an allusion to their origins in northern Mexico. It is possible 
that their migration southward was part of a general movement of peoples that followed, or perhaps helped trigger, 
the collapse of the Toltec civilization. The Aztecs settled on islands in Lake Texcoco and in 1325 founded Tenochtitlán, 
which remained their chief city. The basis of the Aztec's success in creating a great state and ultimately an empire was 
their remarkable system of agriculture, which featured intensive cultivation of all available land, as well as elaborate 
systems of irrigation and reclamation of swampland. The high productivity gained by these methods made for a rich and 
populous state. The empire the Aztecs established was equaled in the New World only by that of the Incas of Peru, and 
the brilliance of their civilization is comparable to that of other great ancient cultures of the New and the Old World.
^    Under a succession of ambitious kings they established a dominion that eventually stretched over most of 
present-day Mexico. By commerce and conquest, Tenochtitlán came to rule an empire of 400 to 500 small states, 
comprising by 1519 some five- to six-million people spread over 80,000 square miles. Valor in war, notably in 
the feared {Jaguar Warrior} formations, was the surest path to advancement in Aztec society, which was caste- 
and class-divided but nonetheless vertically fluid. The priestly and bureaucratic classes were involved in the 
administration of the empire, while at the bottom of society were classes of serfs, indentured servants, and 
outright slaves. The incredible story of a wandering tribe that was able to build an empire in one century 
(from the beginning of the 14th century to the beginning of the 15th) can be largely explained by three main factors: 
the Aztec religion, the thriving trade routes centered on Tenochtilán, and Aztec military organization. 
In 1502 the ninth

#DESC_RACE_AZTECS
emperor {Montezuma} II (1502-1520) succeeded his uncle Ahuitzotl as the leader of an empire 
that had reached its greatest extent, stretching from what is now northern Mexico to Honduras and Nicaragua. 
The Aztec empire was still expanding, and its society still evolving, when its progress was halted in 1519 by 
the appearance of Spanish adventurers. Montezuma was taken prisoner by Hernándo Cortés and died in custody. 
Montezuma's successors, Cuitláhuac and Cuauhtémoc, were unable to stave off the conquistadors and, with the 
Spanish sack of Tenochtitlán in 1521, the Aztec empire came to an end.


#RACE_ZULU
^The Africans are $LINK<expansionist and militaristic=GCON_Strengths>. They start the game with $LINK<Alien Scanners=TECH_Pottery> and build
$LINK<Impi=PRTO_Impi>. 
^
^The African Union (AU), formerly the Organization of African Unity (OAU) is an organization loosely modelled on the European Union and will have the right to intervene in the affairs of its member states, in cases of genocide and war crimes. It was founded to take up the multifaceted challenges that confront the African continent and peoples in the light of the social, economic and political changes taking place in the world.
^
^However, most African nation still have major economic and social problems, so the continent may be an easy prey for the Aliens without foreign help.



#RACE_IROQUOIS
^The Iroquois are $LINK<expansionist and religious=GCON_Strengths>. They start the game with
$LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<Pottery=TECH_Pottery> and build
$LINK<mounted warriors=PRTO_Mounted_Warrior> instead of normal $LINK<horsemen=PRTO_Horseman>. 
^
^Loosely speaking, Iroquois is the term for any member of the Five (later, Six) Nations composed of several 
Native American tribes speaking a language of the Iroquoian family: the Cayuga, Mohawk, Oneida, Onondaga, Seneca, 
and Tuscarora (after 1722). At its greatest extent, the Five Nations occupied a vast territory around Lakes Ontario, 
Huron and Erie, in present-day New York state and Pennsylvania and southern Ontario and Quebec. Tradition credits 
the formation of the Iroquois Confederacy, forged between 1570 and 1600, to Dekanawidah, born a Huron, who is said 
to have persuaded {Hiawatha}, an influential Onondaga who had become the Mohawks' war chief, to abandon cannibalism 
and advance "peace, civil authority, righteousness, and the great law" as sanctions for confederation. Cemented mainly 
by their desire to stand together against invasion, the five tribes united in a common council composed of clan and 
village chiefs; each tribe had one vote, and unanimity was the rule. In this form, the Iroquois used a combination 
of military prowess and skilled diplomacy to conquer an empire. Until their internal unity finally failed them during 
the American Revolution, the Iroquois dealt with even the European powers as equals.
^    For nearly two centuries before the American Revolution, the Iroquois stood athwart the path from the Eastern 
coast to the Great Lakes, blocking the route to permanent settlement by the French and containing the Dutch and the 
English. Throughout the 18th century the Six Nations remained consistent and bitter enemies of the French, who were 
allied with their traditional foes, the Algonquins and Hurons. The Iroquois' success in maintaining their autonomy 
from both the French and English was a remarkable achievement for an aboriginal people. But during the American War 
of Independence, a schism developed within the Iroquois Confederation. The Oneida and Tuscarora espoused the American 
cause, while the rest of the league, led by Chief Joseph Brant's Mohawks, fought for the British, decimating isolated 
American settlements.
#DESC_RACE_IROQUOIS
^
^
^Eventually, the villages, fields, orchards and granaries, as well as the morale of the Iroquois, were destroyed 
in 1779 when Major-General John Sullivan led a retaliatory expedition of 4000 American regulars, and crushed their 
assembled warriors near present-day Elmira. Having finally acknowledged defeat in the Second Treaty of Fort Stanwix 
(1784), the Iroquois Confederacy effectively came to an end by ceding western Pennsylvania, New York and Kentucky to 
the United States. At the end of the Revolutionary War, there were less than 8000 Iroquois left. Even the 1940 U.S. 
census listed only 17,000 Iroquois in both the United States and Canada, but current figures approach 70,000 in about 
twenty settlements on eight reservations in New York, Wisconsin, Oklahoma, Ontario and Quebec.



#RACE_ENGLISH
^The Europeans are $LINK<scientific and commercial=GCON_Strengths>. They start the game with
$LINK<X-Files=TECH_Alphabet> and $LINK<Alien Scanners=TECH_Pottery> and build
$LINK<men-o-war=PRTO_Man-O-War>. 
^
^The European Union (EU) is built on an institutional system which is the only one of its kind in the world.
^
^The Member States delegate sovereignty for certain matters to independent institutions which represent the interests of the Union as a whole, its member countries and its citizens. The Commission traditionally upholds the interests of the Union as a whole, while each national government is represented within the Council, and the European Parliament is directly elected by citizens. Democracy and the rule of law are therefore the cornerstones of the structure.
^
^This "institutional triangle" of Commission, Council and Parliament is flanked by two more institutions - the Court of Justice and the Court of Auditors - and five other European bodies. In addition thirteen specialised agencies have been set up to handle certain essentially technical, scientific, or management tasks.



#RACE_Mongols
^The Mongols are $LINK<expansionist and militaristic=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Pottery=TECH_Pottery> and build
$LINK<Keshik horse archers=PRTO_Keshik> instead of $LINK<knights=PRTO_Knight>. 
^
^    The history of the Mongol tribe began with the birth of {Temujin}, born in c.1167 AD in the wild steppe-land of Mongolia, 
which is bordered by Modern Day China and Russia.  When Temujin was nine years old, tribal rivals poisoned and murdered 
his father Yesugei, creating a power vacuum in the tribe that resulted in the exile of young Temujin and his family as 
fugitives.  In time Temujin would return to claim his inheritance, forge political alliances, and vanquish old rivals. 
In 1204 AD he summoned a kuriltai war council and proceeded to unite all local nomad tribes by force.  It was at 
this time he received the title 'Genghis Khan', meaning 'Great Ruler'.
^    China, at the time, was divided by three sects:  the Ch'in, who were the most powerful, reigned in the north at 
Peking; the Sung occupied the South; and the Hsi-Hsia, the weakest of the 3, inhabited the western flank of the Great Wall.  
^    The Mongol conquest against China began in 1211 AD when the consolidated tribes of the Great Khan struck at the 
Hsi-Hsia, with tremendous success.  Not impressed with the defeat of his weaker neighbor, the new Emperor of Ch'in insisted 
on a public display of servitude from Temujin. Temujin reacted by ordering a general advance against the Ch'in Empire.  
The resulting war lasted for approximately 23 years, and ended in the complete destruction of the Ch'in. During this 
campaign Temujin ensured that the epic war upon the Ch'in did not occupy all of his resources and time; there were older 
enemies to address.
^    Amid the war against the Ch'in the Mongols also rallied against the Kara-Khitay, one of the original Kuchlug tribes 
that had fled from defeat during Temujin's war of unification.  Victory over the Kara-Khitay provided the Mongols a common 
frontier with the Shah of Khwarizm, who ruled a large Muslim state that stretched from modern day Iran to the southern 
Soviet Union as far as the Caspian and Aral seas.  In 1219 AD the Mongol horde gathered for the first of several large 
operations against Muslim and Persian enemies.  After defeating the Shah, the Mongols had access to Russia.  Not content 
with remaining a peaceful neighbor, Temujin permitted his generals 
#DESC_RACE_Mongols
^
^
^to lead an extraordinary campaign into southern Russia, which would be staged largely in the winter months.  Three years, 
and numerous victories later, they returned to rendezvous with the main Mongol force and to contribute in the war against 
the Ch'in and their Muslim enemies.
^    Mongol children were taught to ride on horseback from the age of three, and were given bow and arrows to use for hunting 
at the age of five.  Horseback became a natural way for the Mongols to conduct war.  When speed was essential, a Mongol rider 
could even sleep while in the saddle; and by using a system that consisted of approximately four remounts, Temujin's army was 
capable of traversing 130 miles in two days, with no breaks for food.
^    Another defining characteristic of a Mongolian army was the speed and voracity with which it was able to accept and 
prepare for battle.  The Mongol's harsh, nomadic lifestyle had prepared them well for the rigors of war; and they often 
thrived in conditions that would be considered intolerable by any other military of its time.  When the need arose they 
could last up to ten days at a time without cooking food, during which they would sustain themselves by drinking the blood 
of their horses.
^    Every victory wrought by the Mongols was followed by slaughters of incredible scale.  No citizens, with the exception of 
those who were useful to the Mongol war effort, were spared in these attacks.  In 1221 AD, the Islamic city of Merv was 
captured; 700,000 were murdered, and a rearguard was assembled to dispatch any citizens who were fortunate enough to have 
escaped the original slaughter, this was routine for the Mongol army.
^    By the end of the 13th century Mongol armies had been involved in action in countries including: Poland, Japan, Korea, 
Hungary, Russia, Palestine, Persia, India, Cambodia, Burma, and Vietnam.  After Temujin's death in 1227 five more Khans 
would follow, including, Kublai Khan, whose triumph was the union of all of China under his rule.  However, the death of 
Kublai Khan in 1294 AD marked the end of an era for Mongol conquests, and the march of Mongol armies was never again 
resumed, leaving its populace to be absorbed into the sedentary life style of the neighboring people.

#RACE_Spanish
^The Spanish are $LINK<commercial and religious=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Conquistadors=PRTO_Conquistador> instead of $LINK<explorers=PRTO_Explorer>. 
^
^    The Kingdom of Spain is located in the extreme southwest of the European continent, and occupies approximately 85-percent 
of the Iberian Peninsula.  Spain is bordered on the west by Portugal, in the Northeast by France, and by the great wall of the 
Pyrenees Mountains.  The Iberian Peninsula that the Spanish inhabited was occupied by various other civilizations, including 
the Phoenicians, Carthaginians, Romans, Visigoths, and Muslims, and Spain is now associated with having a very rich, eclectic 
culture as a result.
^    The development of Christian society and culture in the first 300 years following Islamic conquest in Spain was slow, but 
major changes occurred for the Spanish in the 12th and 13th centuries.  The population grew, communication with northern 
Europe intensified, commerce and urban life gained in importance, and the kingdoms of the Castile, Aragon, and Navarre, and 
Portugal emerged as the governing bodies of the Iberian Peninsula.  These kingdoms reached the frontiers that they would keep, 
with minimum amount of alteration, until the end of the Middle Ages, when {Isabella I} became Queen of Castile.
^    Isabella began participating in the royal court at the age of 13; and when Portugal, Aragon, and France offered their 
marriage candidates, she favored Ferdinand of Aragon.  Isabella ascended to the throne as Queen of Castile to rule sensibly 
and with a prudent political program.  Her unification of the states of the Iberian Peninsula into a single entity, the 
maintenance and control over the Strait of Gibraltar, policy of expansion into Muslim North Africa, reform of Spanish 
Catholicism, and support for the exploration and expansion in the unknown was evidence of her wisdom and capabilities as 
Queen.
^    On October 12, 1492 Columbus, with the blessing and financial backing of Isabella, sought a route to the legendary rich 
markets of China and Japan, but instead discovered what would become known as "The New World", the present day Americas.  This 
voyage gave way to a new golden age of expeditions and conquest, as the Americas contained gold, a valuable resource that Spain 
happened to be desperately bereft of at the time.

#DESC_RACE_Spanish
^
^
^
^    Following Columbus' lead, a Spanish military group known as $LINK<Los Conquistadores=PRTO_Conquistador>, 'The Conquerors', were directed by Hernan 
Cortes to the New World with the sole purpose of seeking out new frontiers and riches in the unknown.  The Conquistadores 
undertook their expeditions in the vast landmasses of the Americas at their own expense, risking their lives without aid from 
the Spanish royalty.  Their conquests included campaigns in Guatemala, Peru, Cuzco, Columbia, Chile, the Bay of Honduras, and 
as far as the Pacific Coastal regions.  The Conquistadors, however, were given to fighting and searching for gold, and were 
swiftly replaced by administrators and settlers from Spain who governed in their place.
^    Once the Spanish Kingdom established its presence in the Americas their operations inevitably became high-profile targets 
of pirates and other raiders who were endorsed by European powers such as England.  The Monarchy of Spain endeavored to 
retaliate by building an armada of warships that was dubbed "The Invincible Armada".  The armada was a collection of over 130 
naval warships and transport-ships, which contained approximately 8,000 seamen and 19,000 soldiers.  King Philip II directed 
this armada to invade England when the various and frequent raids on Spanish commerce in the Caribbean became intolerable.  
England's success in repelling the Spanish fleet saved England and the Netherlands from potential consolidation into the 
Spanish empire, but despite the armadas' defeat, the blow dealt by the Spanish upon England's reputation as the greatest 
European power was palpable.
^    Thereafter, Spain declined in power quickly; and by the 19th century, Spain became somewhat marginal in international 
politics.  Spain's period of imperial power and exploration left a legacy that consisted of 18 Latin American states, Puerto 
Rico, and the ever-growing Spanish-speaking population in the United States today.  In 1969 Spain transitioned into a 
constitutional monarchy by way of a democratic constitution and is now recognized for its eclectic culture as well as for 
the glory and mystique that it once possessed in its youth.

#RACE_Vikings
^The Vikings are $LINK<militaristic and expansionist=GCON_Strengths>. They start the game with
$LINK<Pottery=TECH_Pottery> and $LINK<Warrior Code=TECH_Warrior_Code> and build
$LINK<Berserks=PRTO_Berserk> instead of $LINK<Longbowmen=PRTO_Longbowman>.
^
^    The suggested reasons for the appearance of the Vikings at the end of the 8th century in Scandinavia are 
varied.  The most logical explanation to date is the possible overpopulation of the region.  An explosion in 
Nordic population throughout Norway, Sweden, Finland, and Denmark during the 7th and 8th centuries may have 
forced the indigenous people to explore and settle in more favorable territories.  In addition, the gradual 
establishment of government throughout most of Western Europe augmented mercantile trade greatly as well as the 
opportunities for piracy.  At home, these Scandinavians were independent farmers, but at sea or on the fields of 
war they were some of the fiercest warriors in the world.
^    The Scandinavian art of shipbuilding evolved during the course of the 8th century and greatly facilitated these 
early Viking expeditions and raids.  The most distinct differences between the Viking ships and their merchant 
vessel victims, was that the merchant ships were short, broad and relied on sail power, while Viking warships 
were longer, thinner and had a far greater number of oars and men.  This made the Viking ships notably faster, 
and was instrumental in allowing the Vikings to penetrate long distances up rivers.  Small armies of Viking 
longships negotiated the seas, utilizing hit-and-run tactics on the cities, towns, and villages that dotted the 
coasts of Europe.  These longships were the very tools of Viking expansion.  The Vikings were able to raid far 
afield and subsequently colonize the lands that they plundered.
^    Viking hordes attacked England at the end of the 8th century, after which followed a period of relative calm 
that was shattered years later when attacks began renewed.  At first, the Vikings led nothing more than predatory 
aids in the summer months in search of booty and slaves, with no attempts permanent settlement.  Beginning in 850 
however, there appeared to be changes in Viking strategy, for the first time, Vikings occupied entire villages 
and regions in the winters following their raids… they had come to stay.
^    In 865 a massive fleet arrived that carried some of the fiercest Viking leaders, including sons of the Danish 
{King Ragnar Lodbrok} ("Hairy-Breeches"), whose family was regarded as representing the very 
#DESC_RACE_Vikings
^
^
^epitome of true Vikings.  Ivar the Boneless, Halfdan, and Ubbi (or 'Hubba') brought military ambitions with them.  
Ragnar's sons captured York at the end of 867; and then proceeded to overrun most of Northumbria, Anglia, and 
Mercia.  Ivar advanced to Dublin to conquer it, later dying in the Battle of Ashdown in 871.  Halfdan became the 
chief leader following Ivar, where he defeated the English at Basing, Meretun, Reading, and Wilton.  For the next 
few years the Vikings concentrated on securing conquests in eastern and northern England.  They divided Northumbria 
and Mercia amongst themselves, and Halfdan followed in Ivar's footsteps in another attempt to secure Dublin from 
Ireland, only to be defeated by Norwegian Vikings in 877.
^    The Scandinavian countries seemed to possess an inexhaustible supply of able-bodied warriors and manpower.  In 
land battles Vikings favored overlapping shield-wall formations, which consisted of approximately 5 or more ranks 
deep of the most heavily armed and armored Vikings forming the exterior of a line, wedge, or circle formation to 
absorb the brunt of enemy attacks.  In the pagan era, before Scandinavia was converted to Christianity, the 
{berserkir} warriors were looked upon as possessing supernatural powers attributed to the Viking's chief god, Odin; 
and a belief in lycanthropy.  These warriors were known to rush into battle without armor, as mad as wolves, and 
as strong as wild boars.  This infamous berserkir frenzy reportedly allowed them to kill men in single blows with 
great bearded axes, and shrug off blows from fire and iron alike.  Today it is believed that these frenzies were 
the result of epileptic attacks.
^    The era of the Viking lasted only 300 years, ending at approximately 1066AD; around the time of the approximated 
death of Harald Hardrada, who died heroically in battle.  Harald has been dubbed 'the last Viking'.  Most 
remaining Viking conquests and exploits never amounted to those of their predecessors, and Viking lineage 
gradually integrated into their surrounding civilizations.

#RACE_Celts
^The Celts are $LINK<militaristic and religious=GCON_Strengths>. They start the game with
$LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build
$LINK<Gallic Swordsman=PRTO_Gallic_Swordsman> instead of $LINK<Swordsmen=PRTO_Swordsman>. 
^
^    In the 1st century BC, Strabo wrote of the Celts: 'The whole race...is madly fond of war, high-spirited and 
quick to battle...and on whatever pretext you stir them up, you will have them ready to face danger, even if they 
have nothing on their side but their own strength and courage'.  Much of what we know about Celtic culture today 
has been derived from the insights of the various writers and geographers of the time; coupled with finds from 
Celtic burial sights located in Bavaria, Bohemia, and Upper Austria.  The Celts once formed a loose-knit 
'empire', inhabiting territory that stretched in a chaotic band across central Europe.  The writings and 
findings of modern archeologists place Celtic civilization as ranging from the Atlantic Coast of the British 
Isles and northern Spain, to as far east as Transylvania and the Black Sea.
^    The Celts lived as extended families, or clans, which banded together, in order to form larger tribes that 
would occupy territory together.  A Knight and a High Chieftain typically governed these tribes, while a third 
privileged class known as 'men of art', who are better known today as the Druids and Bards, extolled the feats 
of Celtic warriors in song and craft.  Celtic society was held together by a complex web of family ties and 
other obligations, within which, the warrior nobles would strive to attain wealth and prestige through 
agriculture, trade, and success in war; which they often used to create and fund their own family or tribe.
^    At the age of fourteen, Celt boys attained manhood and were permitted to bear arms, while girls became 
eligible for marriage.  Young nobles and sons of freemen who reached their fourteenth birthday became clients 
of a famous lord or well reputed Celtic Knight.  Such warrior retinues were called 'Fianna'.  These junior 
warriors sought out and followed experienced warriors whose success could provide them with greater chances 
at their own wealth and glory.
^    While the bulk of a Celtic army would typically consist of poorly armored spearmen, it was the warrior 
nobles who wielded swords that were the most feared.  These {Gallic Swordsmen} were wealthier than their peers, 
and could afford to equip themselves not only 
#DESC_RACE_Celts
^
^
^with their slashing and stabbing sword, but also with a helmet and shield.  They often charged into battle 
bare-chested or completely naked, occasionally wearing vividly patterned pants or cloaks.  Similar to the 
Viking Berserker, they began their battles by viciously taunting their enemies, and followed it with a mad 
rush against enemy lines.  This was standard behavior for skirmishes between clans, which were frequent in 
Celtic society.  These tribal conflicts provided starting points for young Celts who sought to openly display 
their bravery and skill as a warrior.  Celtic warriors were also known to serve as mercenaries to numerous 
armies of the classical period.  The best known of instance of this, is when Celtic mercenaries joined Hannibal 
in his invasion of Italy during the 2nd Punic War, contributing to victories against Rome.
^    The Celts previous capture and sack of Rome, headed by {Brennus}, also remained an indelible mark on Roman 
folk memory, and was likely the instigator for Rome's merciless treatment of the Celts in subsequent wars.  
This mutual hostility did not cease until the Gauls and Britons were later formerly incorporated into the Roman 
Empire.
^    Despite the writings and other information that paints the Celts as uncultured savages, the relatively 
sophisticated weapons, pottery, jewelry, and other equipment found at burial sites serves to remind us that 
they were in-fact very far from being the savages they were once depicted as.  On the contrary, it in fact 
appears that the Celts maintained a rich culture that is survived by the modern Celtic and Gallic speakers of 
Ireland, Highland Scotland, the Isle of Man, Wales and Brittany.
	
#RACE_Carthaginians
^The Carthaginians are $LINK<commercial and industrious=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<Masonry=TECH_Masonry> and build
$LINK<Numidian Mercenaries=PRTO_Libyan_Mercenary> instead of $LINK<spearmen=PRTO_Spearman>. 
^
^    Carthaginians were 8th century BC Phoenician emigrants who fled from the Persian-held city of Tyre and sought to fashion 
their own identity in the fertile peninsula of northern Africa.  The effort of these refugees was realized in the foundation 
Carthage.  The Romans knew the people of Carthage as "Poeni", a derivation of the word "Phoenicians", from which the 
adjective "Punic" is also derived.  Carthage is located in modern-day Tunisia, bordered by Algeria, Libya, and the 
Mediterranean Sea.  Located roughly center of the triangular Cap Bon peninsula, it is surrounded by low hills and backed 
by the lake of Tunis, allowing for safe anchorage and an abundant supply of fish.  The resulting city site was well 
protected, and easily defensible.  Carthaginian control extended as far southwest as Theveste in northern Algeria; 
throughout which, a thriving agriculture developed.
^    The actual stages of growth in Carthaginian power are unknown, but the process was largely complete by the start of 
the 4th century BC.  Ancient sources indicate that Carthage had perhaps become the richest city in the world via trade in 
perishable goods such as textiles, un-worked metals, food, and slaves.  Tin, silver, gold, and iron were obtained in 
exchange for these manufactured and consumer goods.  Carthage maintained a monopoly of trade from the 6th to 3rd century 
BC by sinking all intruders and exacting recognition of its position from neighboring Mediterranean states.  This wealth 
was attested by the vast mercenary armies it was able to maintain with a mintage of gold coins far exceeding that known 
for any other advanced state of its time. 
^    While frequently led by Carthaginian soldiers, the majority of the Carthaginian armies was comprised of mercenaries.  
Celts and Iberians contributed large numbers of infantry and horsemen, but {Numidian Infantry} dominated their ranks.  These 
Numidian mercenaries were equipped with loot from assorted engagements against Rome, and were generally regarded as capable 
soldiers and spearmen.
^    The First Punic War between Rome and Carthage resulted from attempts to garner control over lands and trade routes 
through Corsica and Sicily.  Carthaginians intervened in a dispute between the

#DESC_RACE_Carthaginians
^
^
^two principal cities on the Sicilian coast, Messana and Syracuse, in order to establish their presence on the island.  Rome 
responded by attacking Messana, forcing the Carthaginians to withdraw and later surrender, ceding Sicily and the Lipari 
islands to Rome.  The great Carthaginian general, Hamilcar, led Carthage against Rome in the First Punic War, and his son 
{Hannibal} was made to swear eternal hostility against Rome at an early age as well.  From the death of Hamilcar in 229 BC 
until his own death in 183 BC, Hannibal's life was one of constant struggle against the Roman Republic.  Hannibal made 
good on his oath by instigating a second Punic war.
^    During the Second Punic War Hannibal established base in Spain, from which he could wage war against Rome.  Hannibal 
refused Rome's demand to withdraw from the Iberian Peninsula, and Rome renewed war on Carthage once again.  Rome controlled 
the Sea, forcing Hannibal to lead his army overland through Spain, Gaul, and the Alps to reach Rome.  After this spectacular
achievement, Hannibal undermined Rome through battlefield tactics and shrewd political maneuvering.  Once Hannibal's hold 
over northern Italy was established he maintained it until 203 BC, when he was ordered to return to Africa.  Roman forces 
maintained pressure on Carthaginian strongholds, however, and eventually forced the Carthaginians out of Spain.  Carthage 
accepted the terms of peace, surrendering its navy and ceded Spain as well as the Mediterranean islands to Rome.
^    The first and second Punic wars effectively deprived Carthage of its political power, but did nothing to quell its 
commercial trade, which continued to expand rapidly.  This inevitably drew the envy of Rome's growing mercantile community, 
and was reason enough for the Roman Republic to goad the people of Carthage into one final war.  Despite determined and 
ingenious resistance against a siege that lasted for two years, Carthage fell.  The third and final war between the Roman 
Republic and the Carthaginians resulted in the final destruction of Carthage, the enslavement of its population, and Roman 
hegemony over the western Mediterranean.


#RACE_Ottomans
^The Ottomans are $LINK<scientific and industrious=GCON_Strengths>. They start the game with
$LINK<Masonry=TECH_Masonry> and $LINK<Bronze Working=TECH_Bronze_Working> and build
$LINK<Sipahi=PRTO_Sipahi> instead of $LINK<cavalry=PRTO_Cavalry>. 
^
^    Fables and legends that feature the origins of the Ottoman Empire indicate that {Osman}, a Turkish tribesman, 
was the original ruler responsible for founding the civilization that nearly brought Christian Europe to its 
knees.  Narratives indicate that Osman's tribe, the Kayi, fled west from the Mongols in the 13th century and took 
control of a freebooting army of nomads and Muslim peasants who inhabited the rugged stretch of wasteland along 
the Byzantine frontier.  This band of refugees enjoyed close ties to Muslim guilds and religious brotherhoods in 
local towns that were led by Sheikh Edebali, who allowed Osman to form a tiny state around his castle of 
Karacahisar.  Turkish warriors and religious leaders who also fled from the pagan Mongols in the east quickly 
populated this region, ruled by Osman.  Osman directed his community through the Kara Su valley to seize 
Yenisehir, and establish it as the first true Ottoman capital.  The Ottoman state emerged, poised above the 
fertile shores of the Sea of Marmara.
^    Osman continued to wage a slow but persistent war against the Byzantine Empire who endeavored to defend 
their territories along the Asiatic shores that were opposite of Constantinople (now Istanbul).  His first 
victory over a Byzantine army at Koyunhisar in 1301 AD perpetuated Osman's fame, and settlers flocked to Ottoman 
territory as a result.  Osman extended his control over several other Byzantine fortresses, providing the 
Ottomans with strong bases from which they could lay siege to Bursa and Nicaea in northwest Anatolia.  The 
pinnacle of Osman's reign occurred at the conquest of Bursa shortly before his death.
^    Initially, Ottoman war tactics were no different than those used by the tribal Turks.  They would first 
harass the foe with horse-archers, employing hit and run tactics, only closing in on the enemy when they became 
completely disorganized.  Thus, the earliest Ottoman successes were won against isolated Byzantine garrisons, 
but rarely against a field army.  In order to capture fortified towns the Ottomans ravaged the countryside and 
imposed blockades.  Afterwards, the Ottomans would revive the town's trade and increase its population so that 
it could then be consolidated into the Empire as a productive  
#DESC_RACE_Ottomans
^
^
^and functioning city.  During their earliest exploits, the Ottomans were frequently frustrated by fortifications 
and the exhausting sieges that were required in order to overcome these defenders.  This changed in the 15th 
century and beyond as imported expertise in firearms and gunpowder led to some of the most massive artillery of 
the time.  A form of Turkish heavy cavalry, known as {Sipahi}, became the predominating military unit utilized by 
the Ottoman Empire.  The earliest variations of these soldiers were well-armored men on well-armored horses, 
who typically used a mace as their primary weapon.  During the 17th century the Sipahi replaced their archaic 
weaponry with sabers and pistols, establishing them as a fearsome presence on the battlefield.  While European 
infantry were more than a match for the standard Ottoman infantry, the Sipahi were far superior to any 
medieval knights.
^    During their period of expansion, the Ottomans visualized Europe, as Americans would later see their Western 
frontier, a land of destiny.  The conquest of Istanbul in 1453 AD initiated this by uniting Muslim Anatolia and
Christian Rumelia under the Ottoman Sultan's protection.  However this attitude would change as the Ottomans 
were forced to go on the defensive during the 17th and 18th centuries.  Ottoman defeats were followed by mass 
slaughters of Muslim minorities.  These massacres characterized the war between Christian and Turk in the 19th 
century.
^    At its height, the Ottoman Empire included territory such as: Hungary, Serbia, Bosnia, Romania, Greece, the 
Ukraine, Iraq, Syria, Israel, Egypt, a large section of North Africa, and most of the Arabian Peninsula.  Over 
time however, Sultans grew weary of their administrative duties and withdrew from public affairs.  The office of 
Grand Vizier was created to act second only to the sultan in authority and revenue, but while the Grand Vizier 
was able to stand in for the sultan in an official capacity, he could not take his place as a focus of loyalty 
among the different classes and social groups in the empire.  This separation of political loyalty and 
centralized authority led to a decline in the government's ability to impose its will, which inevitably led to 
the Ottoman Empire's end in 1922, when it was replaced by the Turkish Republic.


#RACE_Arabs
^The Arabs are $LINK<expansionist and commercial=GCON_Strengths>. They start the game with
$LINK<Alien Scanners=TECH_Pottery> and $LINK<Psi Forces=TECH_Ceremonial_Burial> and build
$LINK<Ansar Warriors=PRTO_Ansar_Warrior>. 
^
^The {Arab League}, so the informal name of the League of Arab States, a voluntary association of independent countries whose peoples are mainly Arabic speaking. Its stated purposes are to strengthen ties among the member states, coordinate their policies, and promote their common interests.
^
^The League was founded in Cairo in 1945 by Egypt, Iraq, Lebanon, Saudi Arabia, Syria, Transjordan (Jordan, as of 1950), and Yemen, ather Arab states joined the organization later.
^
^Originally, the Arab League was involved in political, economic, cultural, and social programs designed to promote the interests of member states. The Arab League has served as a forum for member states to coordinate their policy positions and deliberate on matters of common concern, it also served as a platform for the drafting and conclusion of almost all landmark documents promoting economic integration among member states. It has played an important role in shaping school curricula, and preserving manuscripts and Arab cultural heritage. 
^
^However, since the beginning of the Alien invasion, the Arab League was quickly transformed from a voluntary association of independent countries into a military alliance to resist the Alien forces in its sphere of influence.



#RACE_Koreans
^The Koreans are $LINK<commercial and scientific=GCON_Strengths>. They start the game with
$LINK<Alphabet=TECH_Alphabet> and $LINK<Bronze Working=TECH_Bronze_Working> and build
$LINK<Hwach'a=PRTO_Hwacha> instead of $LINK<cannon=PRTO_Cannon>. 
^
^	Long before 3000 BC, the tribal immigrants of Manchuria and Siberia settled along the coasts and river valleys of the 
modern day Korean peninsula.  These settlers were the original founders of what we know today as the Korean civilization.  
The immigrant tribes solidified into three rival kingdoms: Koguryo, Paekche, and Silla; and nearly simultaneously, the 
kingdoms achieved a complete centralization of power through wars of expansion, organized military systems, training 
institutions, and tribal aristocracies assembled within the capital cities.  The maturation of monarchies in the kingdoms 
eventually eliminated the influence of the aristocracies however, and the balance of power waxed and waned as each kingdom 
endeavored to unite Korea under their exclusive rule.
^	By 935 AD a general named {Wang Kon} established the Koryo dynasty, which ruled the Korean peninsula until 1392 AD.  Koryo, 
from which the western word "Korea" is derived, was proclaimed as the successor to all of the conquered kingdoms and states.  
It was during the Koryo dynasty that Korea began to construct its own distinct cultural identity among the rest of the East-
Asian civilizations.  A bureaucratic system was created in order to replace the archaic tribal system that had previously 
governed the country, and civil service examinations were utilized as a means to select only the most capable officials and 
provincial magnates.  The new bureaucratic force reaped by the civil service examinations held the applied precepts of Buddhism 
in disdain however, and with the assistance of Confucian-scholar General Yi Song-gye, the disgruntled officials seized power 
and established reforms that brought about the end of the Koryo dynasty, replacing the Buddhist-based system with Confucianism.  
The Yi dynasty named Hanyang (modern day Seoul) as the new capital of Korea, and operated from it for approximately 500 years 
until the Japanese annexation of Korea occurred in 1910.
^	During the reign of the Koryo and Choson / Yi dynasties the advent of popular arts, as well as the introduction of 
Roman Catholicism in the 17th and 18th centuries, propelled Korea even closer to the modern state that exists today.  A 
series of changes transpired that
#DESC_RACE_Koreans
^
^
^would impact virtually every sector of Korean society.  Korean agriculture prospered as farming technology advanced.  
The cultivation of special crops such as tobacco and ginseng became possible, providing new and profitable trades products; 
which consequently, improved the standard of living for peasants drastically.  The government began to mint coins and collect 
farm rent in cash.  Markets were established across the country, creating a national trade network.  Scholars switched focus 
from theory and speculation to matters of practical relevance, including the needs of society and state, while popular 
literature and artistic works also came into fashion.
^	At the onset of World War II in 1941, Japan attempted to obliterate Korea as a nation.  Hundreds of thousands of Koreans 
were drafted to fight and work for Japan during the war while the Japanese continued to commit numerous atrocities upon the 
Korean populace.  The Korean provisional government organized the Korean Restoration Army to fight alongside Allied forces in 
China until August of 1945, when Japan surrendered.
^	The end of Japanese rule caused great political confusion among the liberated Korean population. The U.S. and the U.S.S.R. 
supervised the permanent removal of Japanese forces and government from Korea, dividing it along the 38th parallel and sharing 
the task.  The Soviet army however, was accompanied by a group of expatriated Korean Communists who were placed into key 
positions of power.  The Soviet Union installed a Communist-controlled government in the North, which adopted the political 
structure of the Soviet Union.  This new agency became the only lawful Korean government recognized by the U.S.S.R, essentially 
declaring war upon South Korea.  South Korea was largely unprepared to resist a total invasion; aware of this, the U.S. 
Congress approved monetary and military aid to support South Korea.  The resulting war lasted for approximately three years, but 
in that time over two-fifths of Korea's industrial facilities, and one-third of its homes were destroyed.  On July 27, 1953 an 
armistice was arranged establishing a cease-fire and a demilitarized zone between the two Korean factions, which still exists 
today.

#EOF
