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; 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 trans lated. ; the Key -- everything between the '=' and the '>' must be a val id 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_Ter ritory", ; 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_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_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_Overpopulation GCON_Plants GCON_Pollution GCON_Radius GCON_Research GCON_Resistance GCON_ResourcesB GCON_ResourcesL GCON_ResourcesN GCON_ResourcesS GCON_Revolution GCON_Shields 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_ZOC #GAME_CONCEPTS #GCON_Keypad Number Keypad ^ ^ ^With your Num Lock "on," you can use the number keypad to move your units. Thin k 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 affec

ts your cities at different stages. In each city, a number of citizens are born content. Thereafter, the rest are bo rn unhappy. The number born content are as follows. ^ ^ ^{Difficulty Content Citizens} ^* Chieftain 4 ^* Warlord 3 ^* Regent 2 ^* Monarch 2 ^* Emperor 1 ^* Deity 1 ^ ^Overpopulation can also result in $LINK<starvation=GCON_Food>. #GCON_Terrain_Combat Defender Combat Bonus ^ ^ ^{Terrain Bonuses} ^Grasslands 10% ^Plains 10% ^Desert 10% ^Floodplains 10% ^Tundra 10% ^Ocean 10% ^Sea 10% ^Coast 10% ^Fresh Water Lake 10% ^River 25%* ^Forest 25% ^Jungles 25% ^Hills 50% ^Mountains 100% ^ ^{Structural Bonuses} ^Fortified Units +25% ^Fortress +50% ^Town Walls +50% ^City +50% ^Metro +100% ^ ^* This bonus applies to the defender if attacked from the other side of a river . ^ ^Cities with resisters do not give defensive bonuses.

#GCON_Hotkeys_Units Hotkeys: Unit Commands ^ ^ ^{Settler / Worker Actions} ^Build Road ^* Road to ^Build Rail ^* Rail to

R Ctrl-R Shift-R Ctrl-Shift-R

^Build Road/Rail Net ^Build/Join city/colony ^* Road then Colony ^Irrigate ^* Irrigate to city ^Improve Nearest City ^Build Mine ^Build Fortress ^Plant Forest ^Clear Pollution/Forest/Jungle ^* Clear all Forest ^* Clear all Jungle ^* Clear all Pollution ^Automate Worker ^Automate Worker (virgin terrain) ^ ^{Air Missions} ^Bombing ^Recon ^Air Superiority ^Re-Base ^Precision Strike #DESC_GCON_Hotkeys_Units ^{General Unit Commands} ^Hold (don't move) ^Wait (til end of turn) ^Fortify/Garrison/Sleep ^Go to ^* Stack Goto ^Disband ^Load/unload ^Explore ^Pillage ^Bombard ^Airdrop ^Airlift ^Sentry ^* Sentry (Until Enemy Contact) ^ ^{Special Actions and Orders} ^Upgrade Unit ^* Upgrade all Obsolete Units ^Build Army ^Hurry City Production

Ctrl-N B Ctrl-B I Ctrl-I Shift-I M Ctrl-F N Shift-C Shift-F Shift-J Shift-P A Shift-A B R S Shift-R P

Spacebar W or Tab F G J D L E P B A T Y Shift-Y U Shift-U B Ctrl-H

#GCON_Hotkeys_Controls Hotkeys: Game Controls ^ ^ ^{Main Controls} ^End Turn ^Save Game ^Load Game ^Start New Game

Shift-ENTER Ctrl-S Ctrl-L Ctrl-Shift-Q

^Retire ^Quit ^Civilopedia ^ ^{Map Controls} ^Center map on Active unit ^Clear Map ^Zoom in/out ^Map Grid on/off ^Locate City ^Center on Capital ^ ^{Advisors and miscellaneous} ^Domestic Advisor ^Trade Advisor ^Military Advisor ^Foreign Advisor ^Cultural Advisor ^Science Advisor ^Wonders of the World ^Histograph ^Palace ^Spaceship ^Demographics ^Preferences ^Audio Preferences ^Change Governments ^Change Mobilization #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

Ctrl-Q ESC Ctrl-C C Ctrl-Shift-M Z Ctrl-G Shift-L H F1 F2 F3 F4 F5 F6 F7 F8 F9 F10 F11 Ctrl-P Shift-S Shift-G Shift-M

#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=#advisor>

^Increases factory output by 100%. ^ ^ ^$LINK<Solar Plant=BLDG_Solar_Plant> ^Increases factory output by 50%.

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

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

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

^Monarchy ^Communism ^Republic ^Democracy

2 2 0 0 0 4

4 8 0 0

8 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 j obs 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_Moo ds>. ^The number of military units you can have before you must $LINK<support=GCON_Un it_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_Revolu tion>.

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

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

#GCON_Strengths Civilization Strengths ^ ^ ^There are six areas in which civilizations have natural [strengths.] Each stren gth 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=G CON_Commerce>, and less $LINK<corruption=GCON_Corruption> is experienced. ^ ^ ^{Expansionist} ^The civilization starts the game with a $LINK<scout=PRTO_Scout> and can build m ore later, and passive minor $LINK<barbarians=GCON_Barbarians> are friendlier. ^ ^ ^{Industrious} ^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city squar e of all cities produces extra $LINK<shields=GCON_Shields> in cities and metros. ^ ^ ^{Militaristic} ^It is easier to build military improvements (barracks, for example), and combat

$LINK<experience=GCON_Experience> is gained more quickly. ^ ^ ^{Religious} ^Religious civilizations do not experience periods of $LINK<anarchy=GOVT_Anarchy > during $LINK<revolutions=GCON_Revolution>, and religious city improvements (Temples, for instance) are easier to build. ^ ^ ^{Scientific} ^Scientific city improvements (like research labs) are easier to build and the c ivilization receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of ev ery era.

#GCON_Draft Conscription ^ ^ ^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens c an be drafted into military service. Each city can draft some of its population each turn, dependin g 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. ^ ^The draft produces the following $LINK<conscript=GCON_Experience> units, depend ing upon your level of scientific development: ^ ^$LINK<Spearman=PRTO_Spearman> ^$LINK<Pikeman=PRTO_Pikeman> ^$LINK<Musketman=PRTO_Musketman> ^$LINK<Rifleman=PRTO_Rifleman> ^$LINK<Infantry=PRTO_Infantry> ^$LINK<Mech. Infantry=PRTO_Mech_Infantry> ^ ^However, drafting citizens will cause unhappiness in the city.

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

^ ^{These buildings require one gold per turn.} ^$LINK<Aqueduct=BLDG_Aqueduct>, $LINK<Barracks=BLDG_Barracks>, $LINK<Courthouse=BLDG_Courthouse>, $LINK<Granary=BLDG_Granary>, $LINK<Harbor=BLDG_Harbor>, $LINK<Library=BLDG_Library>, $LINK<Marketplace=BLDG_Marketplace>, and $LINK<Temple=BLDG_Temple>. ^ ^ ^{These require two gold per turn} ^$LINK<Airport=BLDG_Airport>, $LINK<Bank=BLDG_Bank>, $LINK<Cathedral=BLDG_Cathedral>, $LINK<Colosseum=BLDG_Colosseum>, $LINK<Hospital=BLDG_Hospital>, $LINK<Mass Transit System=BLDG_Mass_Transit_System>, $LINK<Police Station=BLDG_Police_Station>, $LINK<Recycling Center=BLDG_Recycling_Center>, $LINK<Research Lab=BLDG_Lab>, $LINK<SAM Battery=BLDG_SAM_Missile_Battery>, and $LINK<University=BLDG_University>. ^ ^ ^{These require three gold per turn} ^$LINK<Factory=BLDG_Factory>, $LINK<Manufacturing Plant=BLDG_Manufacturing_Plant>, $LINK<Offshore Platform=BLDG_Offshore_Platform>, and $LINK<all Power plants=GCON_Plants>.

#GCON_Combat Combat ^ ^ ^There are four types of combat: ground/naval combat, bombardment, missile attac ks, and air combat. ^[Ground/Naval combat] occurs when units of different civilizations try to occup y the same square. The two units trade blows until one of them loses its health bar and is destroye d. The winner may be damaged (its health bar is reduced). ^[Bombardment] occurs when a ranged unit or air unit attacks without entering th e defender's square. Bombardment inflicts losses to the defender's health bar but never completely de stroys 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] occur between air units. ^ ^{Repairing Damage} ^A unit that takes damage in combat but survives can heal, adding one $LINK<bloc k=GCON_Experience> per turn back to its health bar. To do so, it

^* must be in friendly or neutral territory. ^* must not move for a complete turn. ^ ^{Repairing Faster} ^A city with a $LINK<barracks=BLDG_Barracks> heals ground units completely in on e turn. ^A city with a $LINK<harbor=BLDG_Harbor> heals sea units completely in one turn. ^A city with an $LINK<airport=BLDG_Airport> heals air units completely in one tu rn. ^A civilization with $LINK<Battlefield Medicine=BLDG_Battlefield_Medicine> heals in enemy territory.

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

#GCON_Air_Missions Air Missions ^ ^ ^Air units are not moved around the map like other units. Instead, they are stat ioned in a city, and assigned missions which they execute immediately against targets within thei r 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 i nner half of its operational range. ^ ^{Bombing Mission (B)}

^The plane flies to the target and attacks, sometimes affecting city improvement s, 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 o perational 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 comm and button when on the main map. ^ ^{Helicopters} ^Helicopters are the only air unit that can [transport] ground units, and they m ay only be foot soldiers. To board a helicopter a ground unit must start its turn in a city with the chopp er and use the Load command button.

#GCON_Espionage Espionage Missions ^ ^ ^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 oth er 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. Click the "Espionage" button on the frame of the Info Box and spend the gold to fund the mission. ^ ^{Expose Enemy Spy} ^If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder. ^ ^{Initiate Propaganda} ^You can use a spy to initiate propaganda against the city where the spy resides . If

successful, the people will revolt and $LINK<defect=GCON_Conversion> to your sid e. ^ ^{Plant Spy} ^You can plant a double agent in a rival city, either in an existing $LINK<embas sy=GCON_Embassies>, or into a clandestine organization there. ^ ^{Sabotage Production} ^Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city. ^ ^{Steal World Map} ^You can send an agent to steal a $LINK<world map=GCON_Maps> from a rival. ^ ^{Steal Plans} ^You can have an agent steal military plans of a rival, which reveals the locati ons of all his or her military units. #DESC_GCON_Espionage

#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 construc tion 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_C ulture> 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 wom an-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 d iplomatic 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 civiliza tion with the largest population. ^ ^ ^{Histograph} ^[Civilization III] runs until the year 2050. If the game ends and no one has wo n 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 p

owerful 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 p eople have never explored. As units move over the surface of the world they reveal the unexplored areas, br ightening 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 gath er 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 civiliz ation's [world map] and can be very valuable in negotiations with other, less knowledgeable, civilizatio ns. 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 u nder 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 eve ry 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 o ne 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 victoriou s in battle. ^ ^ ^{Great Wonders}

^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilizati on strengths. If a civilization builds a Great Wonder (or Wonders) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can be triggered. ^ ^ ^{For example} if the Egyptians (industrious and religious) build the Pyramids ( which is both a feat of construction and a place of worship), Egypt's Golden Age could begin. Or if the Babylonians ( scientific and religious) build the Great Library (scientific) and the Oracle (religious) Babylon's Golden Age could begin.

#GCON_Radius City Radius ^ ^ ^Every city has a [city radius], an area around the city in which its citizens w ork. 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 basi c 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 uni ts that fortify in these terrains are susceptible to [disease]. ^ ^Your workers can $LINK<clear jungles=TFRM_Clear_Jungle> and eliminate that risk . Floodplains continue to be risky until you discover $LINK<sanitation=TECH_Sanita tion>.

#GCON_Agreements Diplomatic Agreements ^ ^ ^When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's cap

ital city, or when a rival builds one in your capital, you can negotiate [Diplomatic Agreements] with that civilizatio n. 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<territo ry=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] t rade 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: {Communication s}. These are introductions to a third civilization you can grant or receive from a rival.

#GCON_Culture Culture ^ ^ ^[Culture] represents the impact of your civilization's customs, arts, and philo sophy on the people in the countryside surrounding your cities, and is represented in the game by $L INK<borders=GCON_Territory>. ^ ^ ^{City Cultural Value and Borders} ^All Wonders of the World and many city improvements generate culture points eve ry 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 con tributes doubles after 1000 years. ^ ^ ^{Civilization Culture Value} ^The sum of the cultural values of all of your cities is your [civilization's cu ltural value.] It comes into play when you conquer an enemy city (and $LINK<resistance=GCON_Res istance> is determined), conduct diplomacy with a rival, or when you and a rival both have a legitimate c

laim 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, a nd nations of the same global culture tend to start near each other and are more tolerant i n diplomacy.

#GCON_Nationality Nationality ^ ^ ^Each civilization produces citizens of its own [nationality], a characteristic that persists until $LINK<assimilated=GCON_Assimilation> into another nationality. ^ ^ ^{Foreign Nationals} ^When a city is captured, this can create a city controlled by one nationality, but populated by another. These citizens are called [foreign nationals]. Foreign nationals retain their te am colors so they can be easily identified. ^ ^ ^Having a city with foreign nationals is not a problem unless you are at war wit h 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 p ropaganda from their mother country. ^ ^ ^Captured workers and settlers retain their original nationality as well, and, i f ordered to join a city, become foreign nationals within that city.

#GCON_Resistance Resistance ^ ^ ^[Resistance] represents the unwillingness of the citizens of a strong culture t o 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 determ ines 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 m inority 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<host ile 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, w hich 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 civilizati on'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 territ ory 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 nego tiations.

#GCON_Colony Colony ^ ^ ^[Colonies] are built and maintained by a worker and enable exploitation of trad able $LINK<resources=GCON_ResourcesN> that lie outside your $LINK<territory=GCON_Territory>. As with all tradable reso urces (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 tha t are [connected] to each other. Any tradable $LINK<resource=GCON_ResourcesN> within your territory that is conne cted to any city is shared by [all] connected cities. Every city that is connected to a resource has that r esource 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 negoti ations. ^ ^ ^{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> r unning 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 th

e only road/rail that connects them passes through enemy territory, or if a harbor is blockaded by ene my 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 vi sible 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 bonuse s 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_Resource sN>. 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_F

ood>, $LINK<shields=GCON_Shields>, and/or $LINK<commerce=GCON_Commerce>. ^ ^{Types Food Shields Commerce} ^$LINK<Cattle=GOOD_Cattle> +2 +1 +0 ^$LINK<Fish=GOOD_Fish> +2 +0 ^$LINK<Game=GOOD_Game> +2 +0 ^$LINK<Gold=GOOD_Gold> +0 +0 ^$LINK<Whales=GOOD_Whales> +1 +1 ^$LINK<Wheat=GOOD_Wheat> +2 +0

+1 +0 +4 +2 +0

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

#GCON_Experience Combat Experience ^ ^ ^Military units are rated according to combat experience: [conscripts, regulars, veterans,] and [elite units]. The more experienced a unit, the more damage it can absorb before being destroye d in combat. The number of blocks in the unit's health bar shows this distinction. ^ ^{Unit Type Blocks} ^Conscripts 2 ^Regulars 3 ^Veterans 4 ^Elite units 5 ^ ^ ^Normally, cities produce regulars. But if a city has a $LINK<barracks=BLDG_Barr acks>, it produces [veterans]. Occasionally your men will discover barbarian tribes that contribute [conscripts

] to your army, and sometimes you may institute the draft, which also produces conscripts. ^ ^ ^[Elite units] cannot be built: they gain this status only through actual combat experience. An elite unit can produce a $LINK<great leader=GCON_Leaders>, if it continues to be successful. ^ ^ ^{Battlefield Promotions} ^When one of your units is victorious in battle, there is a chance it will gain combat experience and be promoted to the next level.

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

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

#GCON_Hurry_Production Hurry Production ^ ^ ^City construction projects (improvements or units) can be hurried to completion if necessary. Use the "Hurry" button on the [City Display]. ^ ^ ^Under $LINK<Despotism=GOVT_Despotism>, and $LINK<Communism=GOVT_Communism> you hurry production in your cities by forced labor. Disillusioned by your harsh rule, citizens will leave your city if you institute this type of rushed production. ^ ^ ^Under $LINK<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>, and $LINK<D emocracy=GOVT_Democracy> you can pay overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends upon how much work remains to be done. ^ ^ ^$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 an d waste it experiences. Also the more cities in your empire, the higher rates of both, overall. Finally, the extent of corrup tion 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 corrup tion 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=#advisor>, nuclear explosions, and large city populatio ns. ^ ^ ^{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 meltdo wns. ^ ^ ^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>, and pollut ion from cities can be lessened by building the $LINK<Mass Transit System=BLDG_Mass_Transit_System> and the $LINK<R ecycling Center=BLDG_Recycling_Center>.

#GCON_Embassies Embassies ^ ^ ^When a civilization learns $LINK<Writing=TECH_Writing>, it can begin to build i ts intelligence network. The first step is to build [embassies] in rival capital cities. That done, you c an 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 Embar goes against third parties. ^ ^Embassies cost gold from your treasury to build, and diplomatic missions cost g old to execute. ^ ^Build an embassy by double-clicking the capital city icon after you have learne d Writing.

#GCON_Worker_Jobs Worker Actions ^ ^ ^{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, an d provides unlimited movement. ^ ^{Build Fortress (Ctrl-F)} ^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%. ^ ^{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 near est city. ^ ^{Clear Jungle (Shift-C)} ^Removes $LINK<jungle=TERR_Jungle>. ^ ^{Clear Pollution (Shift-C)} ^Removes $LINK<pollution=GCON_Pollution>. ^ ^{Build Colony (B)} ^Colonies are built atop $LINK<tradable resource=GCON_ResourcesN>. If $LINK<conn ected=GCON_Trade> to a city, a [colony] provides the resource to that city.

#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 Dome stic 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 disor der=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 tolera ble than offensive campaigns. ^ ^The only way to end [war weariness] is to stop the war. You can use all your no rmal 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, inv ention, and creativity. Its ability to succeed at these pursuits depends in large measure upon your allo cation of revenue to science. You set the allocation on the [Domestic Advisor] by sliding the science slider l eft or right to decrease or increase (respectively) the amount of your tax revenue that you divert into r esearch. By doing this, you determine the percentage of each city's income that will be poured into rese

arch. ^ ^At the start of each turn, the science output of each city is added to the rese arch project currently in progress, eventually resulting in the discovery of a new $LINK<Civilization A dvance=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=GC ON_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 a nd 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 {starv es} and disappears. ^ Food production fundamentally depends upon the terrain within the city radiu s, because citizens laboring there produce food. When the [City Display] is open, you can see what t he 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. ^Note that some $LINK<natural resources=GCON_ResourcesN> provide bonus food as w ell.

#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 [p roduction]. ^ 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 pro ject 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 wha t 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 a s well.

#GCON_Commerce Commerce ^ ^ ^Commerce is the exchange of goods and cash between communities within and aroun d a city, the exchange of knowledge and ideas, travel and shopping. It is the commercial exploitation of g oods 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 wh at 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 r evenue 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_F aces>. ^ ^The allocation of tax revenues into these three categories is set using the Rev enue Slider on the [Domestic Advisor].

#GCON_Treasury Treasury ^ ^ ^The [treasury] is where your empire's wealth is stored. Each turn, the net inco me from each of your cities is combined, costs are deducted, and the remainder is placed into your treasury. On some turn s, 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<governmen t=GCON_Governments> types. ^* Payments you may be making to rival civilizations as part of a $LINK<diplomat ic 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 work ers 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 w ithout 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 fa ces ^* Entertainers happy faces ^* Entertainment happy fa ces ^ ^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 essent ially 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 ev en sabotage to ongoing projects by angry mobs. ^* $LINK<Defection=GCON_Conversion> of the city to a nearby rival civilization w ith a strong culture. ^* An overthrow of your $LINK<government=GCON_Governments> and descent of your e mpire into anarchy. ^ ^ ^Civil disorder erupts when a city has more unhappy than happy citizens. The onl y 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 wa nt specialists. Specialists do not work in the city radius so they don't contribute to city prod uction 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 cur rently 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. ; End Game Concepts_____________________________________________________________ __________________End Game Concepts

; Units_________________________________________________________________________ _________________________________ Units #PRTO_Settler ^ ^ ^{Building a Settler}: A city that builds a [settler] loses two citizens from it s population. ^ ^{Founding Cities}: Settlers are used primarily to found new cities. Move the se ttler to the desired city site, and, when the settler is active in that square, press B. ^ ^{Joining a City}: A settler may also be used to increase the population of an e xisting city; when the settler is active on a city, click the "Join City" button. The settler disappear s and the city's population gains two citizens. #DESC_PRTO_Settler ^ ^ ^When cities grew to a size where the resources were insufficient to adequately

insure a decent standard of living for the populace, adventurous groups of citizens set out on their own in search of a place to build a new city. Once a suitable site was found, the settlers would build their new h omes, and develop the land surrounding the city. Eventually the whole process repeated, and the new city wo uld send out settlers of its own. This process allowed civilizations to grow throughout history, from the empires of the ancient world to the discovery and settlement of the New World.

#PRTO_Worker ^ ^ ^{Building a Worker}: A city that builds a [worker] loses one citizen from its p opulation. ^ ^{Worker Jobs}: Workers can $LINK<improve=GCON_Worker_Jobs> the countryside to m ake it more productive. The efficiency of a worker (how quickly it works) depends upon its $LINK<governm ent=GCON_Governments> type. ^ ^{Joining a City}: A worker may also be used to increase the population of an ex isting city; when the worker is active on a city, click the "Join City" button. The worker di sappears and the city's population gains one citizen. ^ ^Note that workers may be captured and used by rival civilizations. #DESC_PRTO_Worker ^ ^ ^In primitive, hunter-gatherer cultures, there was no division of labor. But eve ry civilization since has had a worker "class," devoted to the production of goods and the unskilled tasks neces sary for the maintenance of society. In most early societies, slaves and peasants fulfilled this role. With the comin g of the Middle Ages, the more specialized workers organized themselves into craft guilds. The technological ad vances of the Industrial Age gave rise to a new class of semi-skilled workers: wage laborers, most of which worked in factories and offices. Continuing trends in the specialization and professionalism of labor during the late 20th century has not altered the fact, however, that civilization still rests upon the shoulders of those who till the fields and build the roads.

#PRTO_Scout ^ ^ ^[Scouts] are unarmed, non-combat units with two movement points. They are good at exploring the countryside. #DESC_PRTO_Scout ^ ^

^Smart application of a nation's military resources often means identifying the points that would benefit from it the most. The use of lightly armed but fleet of foot scouts to survey the situation can pe rmit this effective application of might.

#PRTO_Explorer ^ ^ ^[Explorers] are unarmed, non-combat units that treat all terrain as if it were a road. This makes them very adept at exploring the wilderness. #DESC_PRTO_Explorer ^ ^ ^Throughout history there are those whose thirst for adventure led them from the safe confines of civilized lands. These explorers, frequently funded by government stipends, would then journey into the unknown, charting their progress all the way. These expeditions, and the maps they helped create, became blueprints for t he conquest and domestication of the once uncharted regions of the world.

#PRTO_Warrior ^ ^ ^The [warrior] is late Stone Age infantry, armed with stone axes and clubs. #DESC_PRTO_Warrior ^ ^ ^The earliest military forces were simply the citizens of the city, armed with w hatever implements they could use as weapons. Although a militia made up of warriors was inexpensive, they wer e no match for organized armies. Warriors were usually used as stopgap measures while waiting for superio r units to be trained, or to defend a city that had been temporarily cut off from military support. In a cris is situation, an assembly of warriors is better than no defense at all.

#PRTO_Jaguar_Warrior ^ ^ ^The Aztec [Jaguar Warrior] is a dangerous military unit. It's as strong as norm al warriors, but moves twice as fast. #DESC_PRTO_Jaguar_Warrior ^ ^ ^The most feared predator of their Mexican empire, the Aztecs embraced the wild jaguar as a totem for their warrior elite. These soldiers were ferocious fighters, often emerging victorious even wh en badly outnumbered.

#PRTO_Archer ^ ^ ^[Archers] are late Stone Age warriors armed with sinew bows and flint-tipped ar rows. #DESC_PRTO_Archer ^ ^ ^The bow and arrow, invented in prehistoric times, greatly improved the hunting skills of early man, allowing him to kill his targets from a distance. The bow was eventually adapted for use in battle, and was first used by Egyptian, Persian, and Assyrian armies as early as 5000 BC. The range provide d by the bow allowed small forces of archers to rout armies of superior number armed only with hand-to-hand weapons. Archers were often used to soften enemy resistance prior to sending in mounted and skirmishing forces. R efinements in design and construction allowed the bow to remain an effective weapon until firearms finall y replaced it in the 1500s.

#PRTO_Longbowman ^ ^ ^[Longbowmen] are excellent attackers in the ancient era. #DESC_PRTO_Longbowman ^ ^ ^Longbowmen were highly skilled archers capable of firing up to six arrows a ute over long distances into massed enemy formations. Using bows constructed m a type of wood called Yew, they used arrows specifically designed to penetrate inmail armor -- even plate if close enough. Frequently they would comprise approximately four-fifths of an army, and their devastating attacks ped to reverse the dominance of knights in warfare. Only lightly-armored, they enjoyed a great mobility advantage should their opponents survive their rages. ^ ^Once gunpowder began to find applications in the military, their use began to wane. Guns allowed foot soldiers the same effectiveness against ghts, but without the decades of training required to be proficient with the longbow.

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#PRTO_Bowman ^ ^ ^[Babylonian bowmen] are excellent marksmen of the ancient era. #DESC_PRTO_Bowman ^ ^ ^The Babylonians utilized a number of different archer types, typically categori zed by the amount of armor they wore. These units fulfilled a number of useful roles in the conquest-focused armies of the time, i ncluding sophisticated combined-arms tactics. Their composite bows, when massed in sufficient numbers, could assist chariots a

nd other horse units in disrupting lines and formations. When used in sieges, they would keep the ramparts clear of soldiers so that the infantry could safely close and scale the city walls. Sometimes these skilled warriors enjoyed the benefit of a shield carrier. These wicker, curved shields would help protect the bowman from attack s coming from the front and above.

#PRTO_Spearman ^ ^ ^[Spearmen] are the first and best defensive units of the Bronze Age. #DESC_PRTO_Spearman ^ ^ ^Though early man probably employed spears of fire-hardened wood, spearheads of knapped stone were used long before the emergence of any distinction between hunting and military weapons. Br onze spearheads closely followed the development of alloys hard enough to keep a cutting edge and represented, wi th the war ax, the earliest significant military application of bronze. Spearheads were also among the earli est militarily significant applications of iron, no doubt because existing patterns could be directly extra polated from bronze to iron. Though the hafting is quite different, bronze Sumerian spearheads of the 3rd mil lennium BC differ only marginally in shape from the leaf-shaped spearheads of classical Greece. The spears of anti quity were relatively short, commonly less than the height of the warrior, and typically were wielded with on e hand. As defensive armor and other weapons of shock combat (notably the sword and mounted troops) improved, s pear shafts were made longer and the use of spearmen became increasingly specialized. The Greek hoplite's spear w as about nine feet long; the Macedonian sarissa was twice that length in the period of Alexander's conquests. The Middle Ages would see the evolution of the spear into the pike and halberd. #PRTO_Pikeman ^ ^ ^The [pikeman] is an excellent defender. ^ ^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_Res ourcesS> box to build a pikeman. #DESC_PRTO_Pikeman ^ ^ ^The growing deployment of knights on the battlefield demanded that foot soldier s develop new means of fighting that would lessen their vulnerability to mounted opponents. One of the best ways to do this was to lengthen the reach of the infantrymen by arming them with long, sturdy spears kn own as pikes. Massed infantry armed with pikes -- particularly in conjunction with archers -- managed to even the battlefield odds. Armies equipped in this

manner were able to hold their own until the invention of gunpowder made archers , pikemen, and knights a thing of the past.

#PRTO_Hoplite ^ ^ ^Perhaps the best defender in the ancient era, the [Greek Hoplite] can dominate the Bronze Age world. #DESC_PRTO_Hoplite ^ ^ ^Hoplites were well-trained citizen-soldiers of ancient Greece. Armed with spear s and durable armor, they fulfilled the heavy infantry role in most engagements. ^ ^Hoplites will always be associated with the phalanx unit formation. This tactic involved tightly packed groupings of eight or 16 rows of soldiers, who, against other cit izen-soldiers, move and attack in unison scattering less densely organized enemy forces. This tactic worked wel l, but broke down when facing more mobile and well-trained professional soldiers. The Roman legions victory ov er the Macedonian phalanx at Pydna in 168 BC effectively ended the Hoplite's battlefield usefulness.

#PRTO_Impi ^ ^ ^The [Zulu Impi] is perhaps the first "mechanized infantry"... they are fast def enders that will [withdraw] from combat if they are losing (unless fighting another fast unit). #DESC_PRTO_Impi ^ ^ ^Upon coming to power, one of Shaka's first acts was to reorganize the Zulu army . Shaka first rearmed his men with long-bladed, short-hafted stabbing assegais, which forced them to fight at close quarters. He then instituted a regimental system based on age groups, quartered at separate kraals (villages) a nd distinguished by uniform markings on shields, headdress and ornaments. And he developed standard tactics, which the Zulu used in every battle thereafter. Each impi was divided into four groups. The strongest, termed the "chest," closed with the enemy to pin him down, while two "horns" raced out to encircle and attack the fo e from behind. A reserve, known as the "loins," was seated nearby, with its back to the battle so as not to beco me unduly excited, and could be sent to reinforce any part of the ring if the enemy threatened to break out. Bes ides their prowess in battle, the Zulu warriors could cover tremendous distances, an impi consistently covered 50 miles a day, living off grain and cattle requisitioned from the kraals it passed and accompanied by young boys who carried the warriors' sleeping mats and cooking pots.

; ____________________________________________IRON-AGE UNITS__________________ ___________________________ #PRTO_Swordsman ^ ^ ^The [swordsman] is the first effective unit of the Iron Age. ^ ^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_Res ourcesS> box to build a swordsman. #DESC_PRTO_Swordsman ^ ^ ^The advantages of a long, sharp blade in battle had to await advanced smelting and casting technologies before they could be realized. By about 1500 BC the war ax had evolved into the sickle sword, a bronze sword with a curved, concave blade and a straight, thickened handle. Bronze swords with strai ght blades more than three feet long have been found in Greek grave sites; however, because this length exceeded the tensile strength of bronze, these swords were not practical. As a serious military weapon, the sword had to await the development of ironworking, and the first true swords date from about 1200 BC. Swords in antiqu ity and classical times tended to be relatively short, at first because they were made of bronze and later beca use they were rarely called upon to penetrate armor. The blade of the classic Roman stabbing sword, the gladius, was only some two feet long, though in the twilight years of the empire the gladius gave way to the spatha, t he long slashing sword of the barbarians and forerunner of the great broadswords of medieval Europe.

#PRTO_Legionary ^ ^ ^The [Roman Legionary] is a highly-skilled swordsman good in both offense and de fense. ^ ^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_Res ourcesS> box to build a legionary. #DESC_PRTO_Legionary ^ ^ ^The Roman Legions, created during the early wars of the Republic and tested dur ing the three Punic Wars against Carthage, were the fighting force that conquered and held the Roman Empire toget her for five centuries. Each legion was composed of 6000 men, divided into 60 smaller groups known as centuries. Nearly unstoppable on the attack, the

legion was relatively weak on defense. The legion's demise as a military unit wa s accelerated by the destruction of Emperor Valens' army by gothic knights in the fourth century.

#PRTO_Immortals ^ ^ ^The [Persian immortals] are highly-trained and skilled swordsmen that are excel lent attackers in the ancient era. ^ ^A Persian city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource= GCON_ResourcesS> box to build immortals. #DESC_PRTO_Immortals ^ ^ ^The Immortals were a strong corps of heavy infantry deployed by the Persian Emp ire in the fifth century BC. Gifted soldiers, they drew their moniker from the fact that regardless of the ca sualties sustained in battle, the unit was restored to full strength, no matter the cost. Equipped with bow an d spear, the front rank would advance upon the enemy while rear ranks rained arrows to ease the assault.

#PRTO_Samurai ^ ^ ^[Japanese Samurai], are dedicated unmounted warriors armed with excellent weap ons. ^ ^A city must have $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_Res ourcesS> box to build a Samurai. #DESC_PRTO_Samurai ^ ^ Similar to the European knights, Japanese samurai were landowners who volunteere d military service in exchange for a larger warlord's protection. Their handsome lacquer armor gave them durable pr otection on the battlefield. The warrior code of "Bushido" placed exacting restrictions on their behavior, bo th on the field of battle and off. One such tenet was that samurai of opposing forces must seek each other out and battle one on one. While their armor provided some safety from early gunpowder weapons, soon more advanced weap onry and skilled marksmen relegated them to administrative and leadership roles. The samurai cast e was abolished in 1868.

; ____________________________________________MOUNTED UNITS___________________ __________________________

#PRTO_Cavalry ^ ^ ^Fast and well-organized, [Cavalry] packs a huge offensive punch but will [withd raw] if losing (unless fighting another fast unit). ^ ^A city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOOD_Saltpe ter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cavalry. #DESC_PRTO_Cavalry ^ ^ ^Cavalry is composed of soldiers trained to fight on horseback. Because of their speed, cavalry units were often used for reconnaissance missions and hit-and-run raids on enemy installations an d troops. Although warriors fighting from horseback with a variety of weapons date back to ancient Egypt, ho rse-mounted cavalry as we generally think of it today actually began in the late 1700s. Under Napoleon, th e cavalry became an elite force, frequently deployed simultaneously with foot soldiers to mask the movemen ts of the main battle force. Cavalry were used extensively in the American Civil War, and in other conflicts throughout the mid to late 19th century. When the repeating rifle replaced earlier single-shot firearms, ho rse-mounted troops became easy targets for infantrymen. The South African War, from 1899 to 1902, was the last major conflict where cavalry played an important role. Today, the roles once performed by horse-mount ed cavalry have been assumed by troops utilizing armored assault vehicles and aircraft.

#PRTO_Chariot ^ ^ ^The first wheeled unit you can build, [chariots] move fast and [withdraw] from combat if losing the battle (unless fighting another fast unit). Chariots may not enter jungles or mountains unless on a road. ^ ^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON _ResourcesS> box to build chariots. #DESC_PRTO_Chariot ^ ^ ^The chariot was the first true fighting vehicle. Ancient armies used it to tran sport archers and other troops to the battlefield, where they would disembark and fight. The Assyrians, whose a rchers and spearmen fought from inside the chariot itself, turned the vehicle into a fearsome offensive wea pon. Few enemies were able to withstand an onslaught of Assyrian chariots. This devastating form of attack was soon adopted by many of the Assyrian's enemies, who used the chariot against them with good effect.

#PRTO_Cossack ^ ^ ^The Russian special unit, [Cossacks] take the place of $LINK<cavalry=PRTO_Caval ry>. Cossacks are fast-moving and will [withdraw] from combat if losing (unless fighting another fast unit). ^ ^A Russian city must have both $LINK<horses=GOOD_Horses> and $LINK<saltpeter=GOO D_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build cossacks. #DESC_PRTO_Cossack ^ ^ ^Skilled horsemen dwelling in the northern steppes of the Black and Caspian Sea regions, the Cossack hosts had a tradition of fierce independence and, after decades of conflict, finally receive d privileges from the Russian government in return for military services. In the 16th century there were six m ajor Cossack hosts: the Don, the Greben (in Caucasia), the Yaik (along the Ural River), the Volga, the Dnieper an d the Zaporozhian (west of the Dnieper). Under the Russian umbrella, the Cossacks expanded eastward from their settlements in the Don and were early colonizers of Siberia. From the 18th through the 20th centuries, the Czars used Cossacks extensively to suppress revolutionary activities and conduct foreign wars. During the Russian C ivil War (1918-20), the Cossacks in southern Russia formed the core of the White armies there and suffered extens ively. Under Soviet rule, the Cossack communities ceased to function as distinctive entities.

#PRTO_Horseman ^ ^ ^The first mounted unit you can build, [horsemen] move fast and will [withdraw] from combat if losing (unless fighting another fast unit). ^ ^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON _ResourcesS> box to build a horseman. #DESC_PRTO_Horseman ^ ^ ^The necessity for speed and mobility in times of war was recognized even in anc ient times. The infantrymen of some ancient armies would ride horses to get from one engagement to another, dis mounting to fight when they reached the battlefield. Because of their speed, horsemen could also be used as scouts to pinpoint enemy positions. In the second century BC, the Chinese invention of the stirrup allowe d this concept of mobility to go one step further. Stirrups provided the stability and leverage necessary to a llow soldiers to fight from horseback, leading to the earliest examples of mounted combat units. Continuing developments in arms and armor eventually led to knights, dragoons, and finally to the advanced cavalry of the

18th and 19th century.

#PRTO_Knight ^ ^ ^[Knights] are fast [and] powerful. They are the first armored unit, and good at attack and defense. Knights will [withdraw] from combat if they are losing (unless fighting another fast uni t). ^ ^A city must have both $LINK<iron=GOOD_Iron> and $LINK<horses=GOOD_Horses> in it s $LINK<Strategic Resource=GCON_ResourcesS> box to build knights. #DESC_PRTO_Knight ^ ^ ^Knights were heavily armored, mounted men-at-arms found primarily in medieval E urope. Like the samurai of ancient Japan, knights followed a strict code that covered their behavior both in battle and in their personal pursuits. Fighting astride powerful horses, armored knights had a distinct advantage over enemies on foot and remained the dominant force on the battlefield when battles were fought primarily hand-to -hand. Occasionally, brilliant infantry tactics allowed knights to be outmaneuvered, but it wasn't until the de velopment of gunpowder that knights were rendered obsolete.

#PRTO_War_Elephant ^ ^ ^Indian [War Elephants] are powerful offensive units, and, like all fast units, will [withdraw] from battle if they are losing the conflict. But when engaged with other fast units, they do no t withdraw. ^Only India can build war elephants instead of $LINK<knights=PRTO_Knight>. #DESC_PRTO_War_Elephant ^ ^ ^The war elephant was first used in India and was known to the Persians by the 4 th Century BC. Using war elephants, Candra Gupta defeated Alexander's successor Seleucus and established the Mauryan Empire. Though Carthage's African war elephants accomplished little subsequently, their presence in Hannibal's arm y during his transit of the Alps into the heart of Rome in 218 BC established their reputation as a fearsome weap on. The elephant's tactical importance apparently stemmed in large part from its willingness to charge both foot soldiers and cavalry and from the panic that it inspired. Although used in Indian military forces until the 20 th Century, as with so many traditional weapons, the utility of elephants in war ended with the widespread u se of gunpowder. #PRTO_Mounted_Warrior

^ ^ ^[Iroquois Mounted Warriors] take the place of $LINK<horsemen=PRTO_Horseman>. Th ey move quickly and will [withdraw] from combat if they are losing (unless fighting another fast unit). ^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON _ResourcesS> box to build a mounted warrior. #DESC_PRTO_Mounted_Warrior ^ ^ ^Around the year 1600 AD, Spanish horses were introduced into the Americas and s pread northward from the region of New Mexico, quickly covering almost the entire Plains and reaching the edges of the Eastern Woodlands by 1750. Horses revolutionized the hunting of game for the North American natives, making it much more profitable and allowing ever larger populations to move beyond subsistence. Although the Iroquo is and other Eastern tribes did not use the horse in warfare as extensively as did the Plains Indians, nevertheless mounted warriors served as scouts and couriers during times of war. By the time of the American Revolution and sub sequent destruction of the Confederacy, many of the chiefs of the Six Nations themselves rode into combat.

#PRTO_Rider ^ ^ ^[Chinese riders] move quickly and will [withdraw] from combat if they are losin g (unless fighting another fast unit). ^A Chinese city must have $LINK<horses=GOOD_Horses> and $LINK<iron=GOOD_Iron> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a Rider. #DESC_PRTO_Rider ^ ^ ^The age of mounted combat has generally been viewed from a European perspective , since it was there that infantry was overthrown and that the greatest and most far-reaching changes in cavalry ta ctics occurred. But it was by no means an exclusively European phenomenon; indeed, the mounted warrior's tactical supremacy was less complete in western Europe than in the vast Asiatic steppes that bordered China. Evidence fr om the region suggests that horses were first mounted about 4000 BC, but their role in warfare was trivial until th e Han dynasty. The fame of the large Parthian warhorses reached the Chinese imperial court and led the emperor Han Wu Ti to send an expedition westward as far as Fergana to bring back specimens of the new breed in 101 BC. T hese were mated with the sturdy Mongolian horses, and for the next several centuries the Chinese emperors employ ed both horse archers and armored horsemen to guard the borders against barbarian incursions and the vital Silk Ro ad caravans from raiders. Ironically, the invading Mongols would eventually turn these against Chinese rul ers themselves.

#PRTO_War_Chariot ^ ^ ^[Egyptian War Chariots] take the place of normal chariots. They move quickly an d will [withdraw] from combat if they are losing (unless fighting another fast unit). ^ ^A city must have $LINK<horses=GOOD_Horses> in its $LINK<Strategic Resource=GCON _ResourcesS> box to build a war chariot. #DESC_PRTO_War_Chariot ^ ^ ^The chariot was the earliest means of transportation in combat other than man's own powers of locomotion. The earliest known chariots, shown in Sumerian depictions from about 2500 BC, were n ot true chariots but four-wheeled carts with solid wooden wheels, heavy and cumbersome and lacking a pivoting fron t axle. The Hyksos apparently introduced the Assyrian chariot into Egypt shortly thereafter, where it was perf ected for transportation and warfare. Within 500 years, Egyptian, Hittite and Palestinian chariots were extra ordinarily light and maneuverable vehicles, the wheels and tires in particular exhibiting great sophistication in design and fabrication. Egyptian war chariots were drawn by either two or three horses, which were harnessed by m eans of chest girths secured by a pole and a yoke. The decline of the war chariot by the end of the 2nd millennium BC was probably related to the spread of iron weaponry, but it was surely related also to the breeding of horse s with sufficient strength and stamina to carry an armed man into battle. Armed horsemen replaced the chariot i n most Mediterranean civilizations. The use of chariots in war lingered in areas of slower technological advance, bu t in classical Egypt they were retained mainly for ceremonial functions.

; ____________________________________________GUNPOWDER FOOT UNITS____________ _________________________________ #PRTO_Musketman ^ ^ ^The first gunpowder unit, [musketmen] are powerful defenders. ^ ^A city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resourc e=GCON_ResourcesS> box to build a musketman. #DESC_PRTO_Musketman ^ ^ ^One of the most important developments in the history of warfare was the invent ion of firearms. Originally developed in the 14th century, firearms evolved quickly, and by the late 17th ce ntury flintlock muskets had

become commonplace in battle. Musketeers, who were relatively inexpensive to equ ip and train, proved a deadly foe for the knights who had dominated the battlefield for so many years. Armies were often comprised of a combination of musketeers, cannon, and knights, each complementing the strengths and weaknesses of the others. Large forces of musketeers within a fortress or behind city walls proved an exce edingly difficult obstacle to an attacking army. Muskets were the primary firearms in use until th ey were replaced by repeating rifles in the mid-19th century.

#PRTO_Musketeer ^ ^ ^[French Musketeers] are troops specifically trained to use the new weapon, the musket. They are better on offense than normal musketmen. ^ ^A French city must have $LINK<saltpeter=GOOD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build a musketeer. #DESC_PRTO_Musketeer ^ ^ ^Although often used to designate the flintlock-armed formations of a number of European countries, the term "Musketeer" generally refers to the King's Guard under Louis XIII and Louis XIV of France, immortalized in Dumas's famous novel. As such, the Musketeers served as a training ground for the young nobility, intended to be the elite of the army. Training not only included mastery of all weapons, from epee to mus ket, but instruction in social skills and military etiquette as well. In peacetime, the Musketeers served as th e King's personal escort. Monsieur Treville, one of the Louis XIII's advisors and ardent sponsor of the Musketeers, and Cardinal Richelieu, who maintained his own company of guards, were political adversaries until the banis hment of Treville following a 1642 plot to assassinate the Cardinal. Following that, the prestige of the Muske teers declined. In the military reforms that followed the death of Louis XIV, the Musketeers were disbanded and absorbed into the ranks of the French army.

#PRTO_Rifleman ^ ^ ^[Riflemen] are powerful defenders. By the time you can build these, saltpeter i s in abundance and is not needed. #DESC_PRTO_Rifleman ^ ^ ^Two developments in the 19th century made early firearms (such as the musket) o bsolete. The first was the invention of a spiral groove, or "rifling", inside the barrel of a gun. Second was the dev elopment of the repeating

rifle, which could fire multiple shots before it required reloading. The rifle w as a better weapon than its ancestors, with much more accuracy over a greater range than the musket and a mu ch higher rate of fire. ^ ^Riflemen were first employed in large numbers during the American Civil War. Th e rifle gave a strong defensive advantage, since riflemen could fire several times while the attackers advanced to within hand-to-hand distance. This was normally enough to hold any position. Riflemen d ominated the battlefield until the appearance of armored attack vehicles.

#PRTO_Infantry ^ ^ ^[Infantry] represents the first well organized ground troops with rifles. They are extremely good defenders but are also formidable on the offensive. ^ ^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON _ResourcesS> box to build infantry. #DESC_PRTO_Infantry ^ ^ ^Modern infantry is given the challenging task of taking and holding terrain, wh ich often involves dangerous, close range fighting. Organized into small squads, their strength lies in their training and equipment (rifle, grenades, helmet, and other critical gear). Often individuals in the squad are t rained to be specialists, allowing them access to anti-tank weapons or light machine guns. Experienced in concealme nt and patrolling close to the enemy, these hard-fighting men play an important and versatile role in modern military conflict. #PRTO_Marine ^ ^ ^[Marines] are infantry units specially trained to execute [amphibious assaults] . They can unload from a sea $LINK<transport=PRTO_Transport> into any coastal land square, including enemy cities and enemy-occupied squares. ^ ^A city must have $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON _ResourcesS> box to build a marine. #DESC_PRTO_Marine ^ ^ ^The Marines Corps is a branch of the military service whose training prepares t hem to carry out integrated land, sea, and air operations. The first marines were commi ssioned during the American Revolution, only to be inactivated after the war. Congress permanently reestabli shed the Marine Corps

in July, 1798. Legendary for their toughness, rigid codes of behavior, and adapt ability, they have played an important role in almost every major war and conflict of the 19th and 20th ce nturies.

#PRTO_Paratrooper ^ ^ ^[Paratroops] are infantrymen specially trained to execute {airdrops}. When a pa ratrooper is active in a city with an $LINK<airport=BLDG_Airport> it may perform an airdrop. Press [ A] then click a target square within range to launch the airdrop. Otherwise, paratroops act as normal i nfantry. ^ ^A city must have $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK <Strategic Resource=GCON_ResourcesS> box to build a paratrooper. #DESC_PRTO_Paratrooper ^ ^ ^Although the idea of the parachute was suggested in the 16th century drawings o f Leonardo da Vinci, the first parachute was not invented until the late 1700s. For years, parachutes wer e standard emergency equipment for balloonists. Claire Chennault, an American pioneer of aviation pur suit tactics during World War I, was the first to suggest using parachutes to drop troops behind enemy lines. This idea was widely used during the World War II. Paratroopers were flown behind enemy lines in transport planes and dropped from low altitude, allowing them to attack the enemy from behind. Today, paratroopers are usually Special Forces personnel, trained to covertly infiltrate enemy territory.

; ____________________________________________MECHANIZED UNITS________________ _____________________________ #PRTO_Mech_Infantry ^ ^ ^[Mechanized infantry] are fast-moving defensive units that will [withdraw] from combat if losing (unless fighting another fast unit). ^ ^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build mechanized infantry. #DESC_PRTO_Mech_Infantry ^ ^ ^The introduction of armored tanks meant that armies could quickly break through enemy defensive positions

and move aggressively forward on the battlefield. Such a quick advance, however, left the ground won in the advance largely undefended. Mechanized infantry, which was first used during Wor ld War II, was designed to move in quickly and defend the conquered area behind the tanks. Infantry were mo unted in armored vehicles, such as half-tracks and Armored Personnel Carriers (APCs), to carry them quickly and safely along with the rapidly-advancing armored divisions.

#PRTO_Tank ^ ^ ^[Tanks] are fast-moving offensive units that can [attack multiple times] in a s ingle turn and [withdraw] from combat if they are losing (unless fighting another fast unit, of course). ^ ^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build tanks. #DESC_PRTO_Tank ^ ^ ^The rise in the use of semi-automatic and automatic firearms in the late 19th a nd early 20th century led to the demise of horse-mounted cavalry. As a result, attackers lost a significant a dvantage in both scouting and deployment. It was only with the development of tanks, armored mobile attack vehicles equipped with high caliber-guns, that a weapon was found which could on ce more punch a hole through enemy field forces. First appearing in World War I, armored attack vehicles move quickly and strike with power, while still possessing an effective defensive strength. Tanks are powerful weapon against any ground unit.

#PRTO_Panzer ^ ^ ^The [German Panzer] is an awesome offensive and screening unit that can [attack multiple times] in a single turn and [withdraw] from combat if losing the fight (unless fighting another fast unit, of course). ^ ^A city must have both $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Panzers. #DESC_PRTO_Panzer ^ ^ ^The increased speed of the German Panzer makes their blitz maneuvers much more dangerous to their enemies, a power which is noted by all nations foolish enough to stand against Germany in the ind ustrial age.

#PRTO_Modern_Armor

^ ^ ^[Modern armored units] are faster and much more powerful than ordinary tanks. T hese are truly awesome war machines that can [attack multiple times] in a single turn and [withdraw] fr om combat if losing the fight (unless fighting another fast unit, of course). ^ ^A city must have $LINK<aluminum=GOOD_Aluminum>, $LINK<oil=GOOD_Oil> and $LINK<r ubber=GOOD_Rubber> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build modern armor. #DESC_PRTO_Modern_Armor ^ ^ ^Modern armor's goal is to provide versatile firepower that can operate in any b attlefield condition, while at the same time ensuring the safety of its crew. Sophisticated electronics allows mode rn tanks to operate in any weather, day or night, with no significant performance degradation. Capable of nearly 50 mph in rugged terrain, these fighting vehicles are often in the 50-60 ton range. Though their firepower varies, most of these advanced tr acked vehicles are equipped with 100mm+ cannons, in addition to other smaller caliber machine guns. Depending on the ass ignment, some versions include "reactive" armor, which helps to thwart the advanced armor-penetrating munitions seen on today's battlefields.

; ____________________________________________ARTILLERY UNITS_________________ ____________________________ #PRTO_Catapult ^ ^ ^Primitive artillery, [catapults] are devastating siege weapons in Ancient Times . They are used to $LINK<bombard=GCON_Combat> city defenses to soften the attack for accompanying s oldiers. Catapults have no attack or defense power, so they should be protected by an esc ort. Finally, they are wheeled so they may not enter $LINK<mountains=TERR_Mountains> or $LINK< jungles=TERR_Jungle> unless following a road. #DESC_PRTO_Catapult ^ ^ ^The catapult was one of the earliest forms of artillery. It was a large mechani cal arm that propelled heavy stones and other missiles from a great distance, battering down walls and inflic ting damage on buildings and defenders. Though cumbersome and nearly useless on the battlefield, the catapult was an effective weapon for siege operations.

#PRTO_Cannon

^ ^ ^The cannon is a more advanced artillery unit, capabale of bombarding adjacent t argets to reduce them before other units attack outright. Cannons have no attack or defense value, so they sh ould be protected by an escort. Further, they are wheeled units, so they cannot enter $LINK<mountains=TERR_Mount ains> 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 cannon. #DESC_PRTO_Cannon ^ ^ ^Closely following the invention of gunpowder, the development of the cannon cau sed a revolution in siege warfare. Invented by a German monk in the 14th century, early cannons used gunpo wder charges to fire rocks or metal balls. The cannon forced a redesign of most fortifications because the straight, high walls surrounding most cities could be easily destroyed by direct fire. This was the f ate of the walls of Constantinople, which had held against countless sieges for over a thousand year s. The cannon quickly assumed an important role on the battlefield.

#PRTO_Artillery ^ ^ ^The first long range unit, [Artilley] can bombard targets two squares distant. Artillery has no attack or defense value, so they should be protected by an escort. #DESC_PRTO_Artillery ^ ^ ^Artillery is a general term covering several varieties of large-caliber weapons including mortars and field guns. Mortars fire an explosive projectile in a high arc, and are particularly e ffective against small, concealed targets. Field guns, long-range weapons that fire their projectiles in a flat arc, are used primarily for their ability to penetrate hard targets. Powerful enough to batter opposing forces even behind the strongest fortifications, artillery is also able to move quickly from one fi ring position to another. This is an important capability when fighting a moving battle or when avoiding e nemy fire.

#PRTO_Radar_Artillery ^ ^ ^Radar Artillery are highly advanced stand-off attack units. The radar allow the m to see up to two squares distant, regardless of blocking terrain, and fire that far as well. Radar Artillery has n

o attack or defense value, so it should be protected by an escort. ^ ^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource= GCON_ResourcesS> box to build radar artillery. #DESC_PRTO_Radar_Artillery ^ ^ ^Modern radar has had two major impacts on field artillery. The first is that it can accurately 'trace' fire from enemy artillery back to their firing location. The second is to better aim their own a rtillery to return fire more quickly and accurately. While increasing the technical sophistication of indirect fire w eapons (including the support personnel required to maintain such high tech devices), it has also increased their flexib ility. Radar has enabled the precise targeting of enemies at any time of day, in any weather condition.

#PRTO_Cruise_Missile ^ ^ ^Cruise missiles are long-range, fire-and-forget weapons that can find the targe t on their own. Like all artillery-type units, cruise missiles have no attack or defense values, only bombardment. ^ ^A city must have $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource= GCON_ResourcesS> box to build cruise missiles. #DESC_PRTO_Cruise_Missile ^ ^ ^One of the most effective weapons in modern military arsenals is the cruise mis sile. The AGM-86 and the Tomahawk can be launched against a strategic target hun dreds of miles away, traveling low to avoid radar and other means of detection, and hitting their target with unner ving accuracy. They can also be used against short-range, tactical targets such as ships. In this role, it is often possible for a single, one million dollar missile to seriously damage or even destroy 80 million dollar warships.

#PRTO_Nuke ^ ^ ^Tactical nuclear missiles have a long range and devastating effect. They can be loaded onto nuclear subs and launched from the sea. If used, nuclear weapons have a tremendous negative effect upon world o pinion. ^ ^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build tactical nuclear missiles . #DESC_PRTO_Nuke ^ ^ ^Tactical nuclear weapons are those whose payload is typically less than five ki

lotons. These weapons are designed to be used in close range of friendly troops, and attempt to minimize collateral damage. On e method of this involves 'boosting' the radiation effects of a nuclear blast, which reduces the destructive fireball. Su ch bombs have the added benefit of irradiating tanks and other instruments of war. During the blast any crew of suc h a vehicle would be instantly killed from radiation 10 times stronger than the documented 'lethal' dose. Should that vehic le be manned within the next 24-48 hours, the new crew would suffer the same fate. While fears of blurring the line betwee n conventional and nuclear warfare have restricted deployment of these weapons, many world powers continue to investigat e the concept of battlefield nuclear weapons.

#PRTO_ICBM ^ ^ ^An [ICBM] (inter-continental ballistic missile) has an unlimited range, and lik e the tactical nuke, has a devastating effect. They cannot be moved from the city that builds them but can strike any target on the map. Nuclear weapons, if used, have a tremendous negative effect upon world opinion. ^ ^A city must have $LINK<aluminum=GOOD_Aluminum> and $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build ICBMs. #DESC_PRTO_ICBM ^ ^ ^The use of atomic bombs at Nagasaki and Hiroshima at the end of World War II ch anged the world's standards for measuring military power. Nuclear weapons can eradicate ground for ces and armored divisions, and flatten cities with their awesome explosive power. In the years following Wo rld War II, arsenals of nuclear weapons were rapidly built by opposing nations, each fearing the capabil ities of the other. This massive arms buildup has acted as a deterrent to full-scale war, since all the g overnments involved are aware of the consequences should such a war take place. The threat imposed by th e huge nuclear arsenals of the world powers may one day be eradicated by the development of the Strategic D efense Initiative, or SDI, a system designed to destroy enemy missiles in flight before they can reach thei r targets.

; _______________________________________________NAVAL UNITS____________________ _________________________

#PRTO_Galley

^ ^ ^The [galley] is the first naval unit you can build. These tiny, primitive ships must end each turn in a $LINK<coastal=TERR_Coast> square -- they are in danger of sinking if they end their turn in a $LINK<sea=TE RR_Sea> or $LINK<ocean=TERR_Ocean> square. If $LINK<The Great Lighthouse=BLDG_Lighthouse> is built, galleys may safely end turns at sea, but never ocean squares. #DESC_PRTO_Galley ^ ^ ^The galley was the first ship designed for war. Introduced by the Greeks, galle ys were powered by banks of oars on each side, manned by well-trained oarsmen. These oarsmen were highly paid professionals or patriotic citizens, not slaves and prisoners as depicted in fiction. A huge, bro nze "beak" mounted at the bow of the ship was used to ram and sink enemy ships. Because of its long, narro w hull, the galley was very unstable in all but the calmest waters, and as a consequence its crew rarely ven tured out of sight of land for long periods of time, lest the ship be caught in a storm and sunk.

#PRTO_Caravel ^ ^ ^The [Caravel] is a sea-going vessel that may safely traverse $LINK<coast=TERR_C oast> and $LINK<sea=TERR_Sea> squares. If it ends a turn in an $LINK<ocean=TERR_Ocean> square, it is in danger of sinki ng. #DESC_PRTO_Caravel ^ ^ ^The caravel was a small sailing ship with three or four masts, a broad bow, and a high, narrow stern. Though often used as a warship, the caravel could also carry just over 100 metric tons of cargo. The Spanish and the Portuguese used caravels for both commerce and exploration. Christopher Columbus ' three ships, the "Nina", "Pinta", and "Santa Maria", were caravels that risked the hazards of an ocean crossing.

#PRTO_Frigate ^ ^ ^The [Frigate] is the first purely military naval unit. It can safely traverse a ny water, bombard into adjacent squares, and attack other naval vessels. ^ ^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpe ter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build Frigates. #DESC_PRTO_Frigate ^ ^

^The frigate was a fast and powerful warship that evolved to fill several import ant roles, but one of its primary roles was to raid enemy shipping. These three masted ships were lighter and faster than the European great ship or man-of-war, and usually carried 36 or fewer guns. The frigate was powerf ul enough to overcome most of its prospective opponents and fast enough to escape those it could not outgun . Because of their speed and strength, frigates were often employed as escorts for merchant vessels during ti mes of war. The frigate remained the most useful and dominant naval vessel until the development of the ironclad.

#PRTO_Man-O-War ^ ^ ^The English [Man-O-War] is a powerful $LINK<frigate=PRTO_Frigate> that only the English may build. ^ ^An English coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GO OD_Saltpeter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build the Man-O-War. #DESC_PRTO_Man-O-War ^ ^ ^By the middle of the 17th century cannons arrayed along the sides of fighting s hips had become the decisive weapon of naval warfare. Heavy guns required a gun deck and a short, sturdy hull, which were at odds with the galley's requirements of lightness and length. The late Elizabethan galleon that became t he true man-o-war class reached its culmination in England's Prince Royal of 1610 and the larger Sovereign of th e Seas of 1637, mounting guns on three decks; the Sovereign of the Seas, the most formidable ship afloat in its t ime, carried 100 guns. By the mid-1700s, great ships-of-the-line such as the British Victory and French L'Orie nt dominated naval warfare, and would continue to do so until the advent of the ironclad.

#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 ci vilization's shipping without precipitating war. ^ ^A coastal city needs both $LINK<iron=GOOD_Iron> and $LINK<saltpeter=GOOD_Saltpe ter> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build privateers. #DESC_PRTO_Privateer ^ ^ ^Privateers were men who owned their own ship and were commissioned by a nation to attack the naval traffic of their

foes. To facilitate anonymity, very little compensation was paid to the crew and captain by their patron government. Rather, they were given a portion of the cargo and goods seized in the execution of thei r duties. While this made the profession popular with their crew, it eventually became a critical element of the practice s disbanding. When nations attempted to staff their own navies for brewing conflicts, they frequently were unable to sec ure the manpower needed (all able bodied sailors already in privateering). Privateers were wide-spread throughout most European h istory, but they finally vanished during the 19th century.

#PRTO_Galleon ^ ^ ^The [Galleon] is a large, lightly-armed, wooden transport. It is incapable of b ombardment but can carry numerous units. #DESC_PRTO_Galleon ^ ^ ^By the late 15th century, oar-powered vessels had all but disappeared from the world's oceans, to be replaced by sailing vessels of various types. The galleon was one such vessel. Galleons w ere three- or four-masted ships, built high in both the forecastle and the stern. Developed in the 15th an d 16th century, these versatile ships were mainly used as cargo vessels, although they were sometimes outfitted as light warships as well. Ships of this type served European nations well into the 1700s.

#PRTO_Ironclad ^ ^ ^The forerunner of the modern battleship, the [Ironclad] is a tough defender aga inst anything but more modern warships. ^ ^A coastal city needs $LINK<coal=GOOD_Coal> and $LINK<iron=GOOD_Iron> in its $LI NK<Strategic Resource=GCON_ResourcesS> box to build an ironclad. #DESC_PRTO_Ironclad ^ ^ ^Ironclads were the forerunners of future generations of armored naval vessels. Instead of the simple wooden hulls found on the other ships at the time, ironclads were covered with strong m etal plating. This plating made them nearly impervious to large-caliber explosive shells that would easily penetrate and destroy wooden vessels. Ironclads made their first appearance during the American Civil War, an d quickly gained dominance over other ships of that era. Perhaps the most famous naval battle of the Civil War was the battle between the Confederate ironclad "Merrimack", and the Union ironclad "Monitor", which la sted for several hours before the "Merrimack" was forced to withdraw.

#PRTO_Transport ^ ^ ^While barely able to defend itself, the [Transport] can move large quantities o f military forces over the bounding main. A transport carrying $LINK<Marines=PRTO_Marine> can be a sign ificant off-shore threat to any nation. ^ ^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_R esourcesS> box to build a transport. #DESC_PRTO_Transport ^ ^ ^The troop transport ship, which in peacetime serves as a cargo or passenger ves sel, is the principle means used by modern powers to move large quantities of military equipment and personn el over long distances. Because transports lack offensive weaponry, they require armed vessels as escort s during times of war. A properly escorted transport can move large military forces to a new area quickly to act as reinforcements or as an attacking force.

#PRTO_Carrier ^ ^ ^[Aircraft Carriers] carry air units and are legitimate airbases. Air units may $LINK<re-base=GCON_Air_Missions> to carriers, and can launch missions from them. Carriers are equipped with [Rada r], so they can see two squares in all directions, regardless of any blocking terrain. ^ ^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_R esourcesS> box to build a carrier. #DESC_PRTO_Carrier ^ ^ ^The aircraft carrier first came into widespread use during World War II. Carrie rs act as floating airfields, carrying fighters and bombers far from friendly territory to be launched against enemy targets. This allows an air strike against targets on both land and sea that would otherwise be far o ut of range. The range of the aircraft launched from carriers forever changed the methodology of naval battles. Opposing fleets could now engage in battle wit hout either fleet ever entering the other's visual range, ending the dominance of the battleship as the stronges t vessel on the sea.

#PRTO_Submarine ^ ^

^[Submarines] can operate invisibly to enemy units because they travel beneath t he waves. They remain invisible until they attack a surface ship, after which they again disappear. However, other submarin es and $LINK<AEGIS Cruisers=PRTO_AEGIS_Cruiser> can see them plainly. ^ ^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_R esourcesS> box to build a sub. #DESC_PRTO_Submarine ^ ^ ^A submarine is a submersible warship, designed to attack enemy vessels while re maining hidden underwater. Although defensively weak, submarines are feared because of their ability to mak e a stealthy approach and attack without warning. Often, the presence of a submarine is not detected until the first of the sub's torpedoes strikes its target. The Germans first used submarine warfare extensive ly during World War I. Developments after the war, such as sonar, made the submarine even more effectiv e. During World War II, submarines were used extensively by all the world's naval powers. Today's submar ines, in addition to their role as fast attack vessels, also carry nuclear weapons that can be fired from u nderwater positions just off the coast of an enemy country.

#PRTO_Destroyer ^ ^ ^[Destroyers] are fast surface warships capable of bombardment and normal naval combat. ^ ^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_R esourcesS> box to build a destroyer. #DESC_PRTO_Destroyer ^ ^ ^Destroyers are small escort ships that serve a variety of useful functions. The se light, fast vessels were used extensively in World War II to provide air and sea cover for carrier groups . One of the primary functions of the destroyer is to locate and destroy enemy submarines. Using their sonar eq uipment to locate the subs, and their batteries of depth charges and torpedoes to destroy them, the destroye r forces of World War II were the key to the success of many crucial naval operations. Modern destroyers are s till used in much the same role, as escorts for larger vessels and as submarine hunters. In addition to fiv e-inch guns, the arsenal of today's destroyer includes anti-submarine helicopters, anti-ship cruise missiles , and the Phalanx system for defense against anti-ship missiles.

#PRTO_Battleship ^ ^

^"The Queen of the seas," the [Battleship] has a bombardment range of two and pa cks a terrific punch both in traditional naval engagements and in offshore bombardment. ^ ^A coastal city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_R esourcesS> box to build a battleship. #DESC_PRTO_Battleship ^ ^ ^The battleship was once the most powerful vessel on the seas. Heavily armored a nd difficult to destroy, its massive guns could accurately fire heavy projectiles at targets miles away. The battleship had two primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets , usually in preparation for an invasion. The battleship's importance began to decline in World War II when t he increasing use of fighters and bombers launched from aircraft carriers greatly extended the range of naval conflicts. Ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups. Th e last of the U.S. Navy's battleships was decommissioned shortly after the Vietnam War, but the four battl eships of the Iowa class were remodeled and re-commissioned in the 1980s.

#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_Urani um> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an AEGIS Cruiser. #DESC_PRTO_AEGIS_Cruiser ^ ^ ^Cruisers have long served in the role of escort and defensive vessels, screenin g carrier task forces and amphibious assaults from enemy ships and aircraft. In recent years, the abilitie s of the cruiser have been upgraded significantly. In addition to their traditional five-inch guns, cruiser s also carry batteries of Harpoon and Tomahawk missiles. The latest development in cruiser armament is the AEGIS surface-to-air missile system, which allows cruisers to target and fire their missiles more accurately and more effectively than ever before. The cruisers of today are highly capable of intercepting and destroying enemy submarines, surface ships, aircraft, and missiles.

#PRTO_Nuclear_Submarine ^ ^ ^[Nuclear Submarines] are faster than normal subs and have the ability to carry a Tactical Nuclear Missile on board. They can launch these from the sea. ^ ^A coastal city needs $LINK<uranium=GOOD_Uranium> in its $LINK<Strategic Resourc e=GCON_ResourcesS> box to build a Nuclear Submarine. #DESC_PRTO_Nuclear_Submarine ^ ^ ^Nuclear submarines are sea vehicles that are capable of remaining underwater fo r months at a time. This was possible because of the transition into nuclear, rather than diesel, generators. Typically equipp ed with both nuclear and anti-submarine missiles, they presented a new threat to those nations engaging in nuclear deter rence. Since these mobile, virtually invisible ships could close to within a few dozen miles of a target, the reactio n time to a nuclear attack could be reduced to minutes. Any nation who relied solely on land based missile launch systems stood a very good chance of being crippled before any opportunity to retaliate. This imbalance was righted however, as all announc ed nuclear powers soon had their own fleet of nuclear attack submarines. The difficulty in detection of nuclear subma rines means that only other nuclear submarines had a viable chance at stopping one.

; ____________________________________________ AIR UNITS______________________ _______________________

#PRTO_Fighter ^ ^ ^[Fighters] may execute all $LINK<air missions=GCON_Air_Missions> except precisi on strikes. They may be based in any city or aircraft carrier on the map. ^ ^A city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_Resources S> box to build a fighter. #DESC_PRTO_Fighter ^ ^ ^The earliest military aircraft were used primarily in a reconnaissance role. In 1915, during World War I, aircraft designer Anthony Fokker developed a gear system that allowed a plane-mo unted machine gun to fire through the propeller, giving birth to the first fighter aircraft. The fighter's mission was to shoot down enemy reconnaissance and fighter planes. Later, as the use of bombers became mor e widespread, fighters were called upon to act as interceptors against enemy bombing runs and escorts for fr iendly bombers. The best way to ensure the safe passage of friendly bombers to their selected targets is the destruction of enemy fighters.

#PRTO_Bomber ^ ^ ^[Bombers] are not as versatile as fighters, but they have a larger operational range and greater bombardment power. They may be based in any city or aircraft carrier on the map. ^ ^A city needs $LINK<oil=GOOD_Oil> in its $LINK<Strategic Resource=GCON_Resources S> box to build a bomber. #DESC_PRTO_Bomber ^ ^ ^The bombing of strategic targets from the air dates back to the beginning of Wo rld War I, when the Germans used zeppelins to bomb Paris and London. Because zeppelins proved to be extremely vul nerable, they were withdrawn from war in favor of airplanes. By the end of World War I planes were being desi gned specifically as bombers. The bomber's job is to carry bombs into enemy territory, normally beyond the ran ge of artillery, and destroy targets of military and economic value. Bombers were often designed for specific missions, such as attacking ships, bombing vehicles and railroads, daylight precision bombing, and carpet-bo mbing.

#PRTO_Helicopter ^ ^ ^[Helicopters] are essentially air transports that can carry one unit to any squ are within their operational range, regardless of enemy units. Helicopters may carry foot soldiers only -- no mechan ized units allowed. ^ ^A city needs $LINK<oil=GOOD_Oil> and $LINK<rubber=GOOD_Rubber> in its $LINK<Str ategic Resource=GCON_ResourcesS> box to build a helicopter. #DESC_PRTO_Helicopter ^ ^ ^The concept that was to become the modern helicopter was first explored by arti st/engineer Leonardo da Vinci. He made sketches of a rotor-driven aircraft in the early 16th century. It was no t until 1939, however, that the first practical helicopter design was developed. Helicopters have a distinct adv antage over fixed-wing aircraft in that they can take off and land vertically. This makes it possible for helico pters to operate in many places that would be too small to accommodate a runway. Today, helicopters are used in civilian roles as rescue vehicles and by law enforcement agencies. All branches of the military utilize m any different types of helicopters, from giant cargo and troop carriers to fast and maneuverable gunshi ps used as air support for ground troop operations.

#PRTO_Jet_Fighter ^ ^ ^[Jet Fighters] are faster versions of their predecessor. They may execute all $ LINK<air missions=GCON_Air_Missions> except precision strikes. Jet Fighters have [radar] that allows the unit to "see " two squares regardless of blocking terrain. They may be based in any city or aircraft carrier on the map. ^ ^A city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK <Strategic Resource=GCON_ResourcesS> box to build a jet fighter. #DESC_PRTO_Jet_Fighter ^ ^ ^The introduction of jet engines to fighter aircraft changed the way man wages w ar in the skies. The primary impact was that of speed, since even early jet engines were able to outperform their rotary peers by three to one. While this improvement was certainly appreciated by their pilots (speed advantages often translate to m ore options in air combat), it was some time before the nature of this change was fully understood. Dogfighting became a significantly more difficult task, since the window to 'take a shot' was reduced to an instant. The introduction of guided mi ssiles helped address this, as well as increase engagement ranges to beyond what the pilot could visually see. Thoug h missiles dramatically changed air combat, cannons still remained a staple of the vehicles' arsenal. Missiles could be jamm ed, and early attempts were frought with unreliability. Without a backup weapon, pilots were often at the mercy of inferi or planes, but ones where the pilot wasn't relying on shaky, emerging technologies.

#PRTO_F-15 ^ ^ ^Like other jet fighters [F-15s] are faster versions of their predecessor and F15s pack very potent attack power. They may execute all $LINK<air missions=GCON_Air_Missions> and have [radar] that allows them to "see" two squares, regardless of blocking terrain. They may be ba sed in any city or aircraft carrier on the map. ^ ^An American city needs $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $LINK<Strategic Resource=GCON_ResourcesS> box to build an F-15. #DESC_PRTO_F-15 ^ ^ ^The successor to the Grumman F-14 Tomcat, the F-15 was the first military aircr aft with a genuine "look-down/shoot-down" capability, the product of pulse-Doppler radars that coul d detect fast-moving targets against cluttered radar reflections from the ground. Also designated the Eagle, the American F-15 was a twin-engine jet fighter produced by the McDonnell Douglas Corporation. Based on

a design proposed in 1969 for an air-superiority fighter, it has also been extensively used in fighter-bomber ver sions. For two decades, it was the primary fighter of the American Air Force. F-15s were delivered to the U.S. Air Force between 1974 and 1994, and since have been sold to American allies and assembled under contract in Japan. T he "Strike" Eagle carried out much of the nighttime precision bombing of Iraqi installations during the Persian Gul f conflict (1990-1991), as well as sweeping the Iraqi Air Force from the skies.

#PRTO_Stealth_Fighter ^ ^ ^[Stealth fighters] can do almost everything normal jet fighters do and more. Th ey can execute all $LINK<air missions=GCON_Air_Missions>, except air superiority. Due to their stea lth technology, stealth fighters are very difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet _Fighter>, and/or $LINK<SAM=BLDG_SAM_Missile_Battery> batteries. And they have [radar] that allows them to see two squares, regardless of blocking terrain. ^ ^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $ LINK<Strategic Resource=GCON_ResourcesS> box to build a stealth fighter. #DESC_PRTO_Stealth_Fighter ^ ^ ^Starting in the Second World War, radar technology came into widespread use bot h for detection and targeting of aircraft. Because of this, aeronautical engineers began searching for ways to ma ke aircraft less "visible" to electronic tracking and weapon systems. The earliest stealth technologies consis ted of coating aircraft with materials that would absorb rather than deflect a radar signal. In the late 1970 s, designs incorporating this technology, as well as a unique fuselage shape designed to deflect radar away fr om its source, were prototyped. The first true stealth fighter, the Lockheed F-117A, flew for the first time on June 18, 1981. This fighter, incorporating the latest anti-radar and anti-thermal innovations, is capable of entering enemy territory, delivering its payload, and returning to base with little chance of detection. T hese unique, black aircraft served well in the Persian Gulf War in 1991, and have served as the basis for fu rther development of stealth aircraft technology.

#PRTO_Stealth_Bomber ^ ^ ^[Stealth Bombers] can do everything normal bombers can do and more. They can ex ecute all $LINK<air missions=GCON_Air_Missions>, except air superiority. Due to their stea

lth technology, stealth bombers are very difficult to intercept by enemy air superiority $LINK<fighters=PRTO_Jet _Fighter>, and/or $LINK<SAM=BLDG_SAM_Missile_Battery> batteries. ^ ^A city must have $LINK<oil=GOOD_Oil> and $LINK<aluminum=GOOD_Aluminum> in its $ LINK<Strategic Resource=GCON_ResourcesS> to build a stealth bomber. #DESC_PRTO_Stealth_Bomber ^ ^ ^Concurrent with the development of a stealth fighter, aeronautical engineers be gan to apply stealth technology to a full-scale bomber. The B-1B bomber, which went into service in 1986 as a re placement for the B-52, incorporated some of these innovations. The radar signature of the B-1B was redu ced to a mere one percent that of the B-52 due to its low cross-section and its minimal use of radar-reflective, h ard-edged surfaces. Soon after the B-1B entered service, the U.S. Air Force commissioned Northrop to develop a true stealth bomber as an eventual replacement. First revealed to the public in 1988, the B-2 stealth bomb er uses a flying wing design similar in shape to the F-117A stealth fighter. The flying wing design reduces t he profile of the B-2 by incorporating its engines into the body of the plane. The engine exhausts and in takes are shielded to prevent infrared tracking. The B-2 also makes use of curved surfaces and radar-absorbing materials to enhance its "invisibility", and make it far less detectable than the B-1B. As of the late 19 80s, it was announced that 132 B-2's would be constructed, and would enter service sometime in the 1990s. ; ____________________________________________LEADER / ARMY UNITS_____________ ________________________________

#PRTO_Leader ^ ^ ^[Leaders] can arise when an $LINK<elite unit=GCON_Experience> wins a battle. Th e leader may be used either to create an $LINK<army=GCON_Armies> or to $LINK<hurry=GCON_Hurry_Production> production i n a city. When the leader does either of these things it disappears. #DESC_PRTO_Leader ^ ^ ^Throughout history special individuals have come to prominence on the world sta ge. Each embodied in some way the ideals and dreams of their people, causing legions to follow their lead. These great leader s of mankind were capable of feats that created benefits well beyond what they could achieve by themselves. On the battl efield, they inspired their troops to conquer their fear and accomplish goals thought impossible. Within civilian society, the se figures corralled diverse goals and opinions into a powerful, unified focus. Once organized, these social entities b ecame capable of pushing their society

steadily into the bright future they all hoped to visit.

#PRTO_Army ^ ^ An [Army] is a group of ordinary units that move and fight together. To form an army, you must build the Army unit and then 'load' other units into it. You can load up to three units, though the $LINK<Pentagon=BLDG_Pentagon> increases this limit to four, if you have built it. ^ ^{Building an Army} ^Armies can be built in cities that have the $LINK<Military Academy=BLDG_Militar y_Academy> or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create. ^ ^{In Battle} ^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight. #DESC_PRTO_Army ^ ^ ^Armies are the military forces of a nation, commissioned to defend the security of their country, as well as to protect its interests across the world. Complex organizations, armies are capable of support ing extended campaigns in lands far from home. They are frequently large groups of soldiers, though armies can be comprised of diverse combat specialties. Since these organs wield considerable force, their integration and power within a nation's ruling b ody is heavily scrutinized. ; End Units_____________________________________________________________________ _________End Units

; City Improvements_____________________________________________________________ _________________City Improvements #BLDG_Palace ^

^ ^[The Palace] marks the capital city and center of your empire. ^It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decre ases it in nearby cities. Each civilization can have only one palace at a time. But each civilization can also build the $LINK<Forbidden Palace=BLDG_Forbidden_Palace>. #DESC_BLDG_Palace ^ ^ ^When populations began to organize their communities into cities, their governm ents became more structured and formalized. At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often expanded into immense, sprawling palaces. These richly adorned, imposing buildin gs were a source of civic pride, and helped to reinforce the aura of power surrounding the ruler. #BLDG_Barracks ^ ^ ^A city with a [Barracks] produces $LINK<veteran=GCON_Experience> ground units i nstead of regulars and heals ground units completely in one turn. #DESC_BLDG_Barracks ^ ^ ^Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. Although war is not a desirable situation, it is important that even the most pe aceful of societies be prepared for the possibility of war. When warring nations are closely matched in technology and m anpower, the army with the best training usually wins battles. Military schools and academies exist all over the world, established for the pur pose of training military personnel in the latest methods, tactics, and technology. Men and women who grad uate from such facilities possess higher than average command and military and technological skills, making them more effectiv e in combat situations. #BLDG_Granary ^ ^ ^The [Granary] effectively doubles the rate of a city's growth by causing only h alf of a city's $LINK<food store=GCON_Food> to be depleted when the city grows. #DESC_BLDG_Granary ^ ^ ^Early humans were nomadic, settling in specific regions only for brief periods of time. When the food supply was exhausted in one area, the nomads would move on to search for more. Cities became possible on ly when the development of agriculture made the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout all four seasons. To do so, the citizens had to come up with a way to store seas

onal crops for later use. The Granary was designed for the storage and protection of surplus food. Food storage technology meant th at a smaller percentage of the population could produce and store enough food for everyone, allowing the remainder to pursue oth er jobs and activities. #BLDG_Temple ^ ^ ^The [Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy ci tizen content. #DESC_BLDG_Temple ^ ^ ^In ancient times, almost every city had a temple dedicated to the city's patron god. Many cities also had temples dedicated to other gods as well. In modern times temples are thought of as places of worship, like churches and cathedrals. Ancient societies, however, considered temples to be the local dwelling place for the god or goddes s to whom they were dedicated. The faithful citizens brought gifts of food, rare metals, and spices to the temple as a sign of homage and respect. The presence of a temple in the city had a comforting effect on the population, and wise rulers often constructed one as soon as the city began to grow. #BLDG_Marketplace ^ ^ ^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Co mmerce> by 50%. It also increases the number of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_Resources L>: ^* 1 luxury = 1 happy face ^* 2 luxuries = 2 happy faces ^* 3 luxuries = 4 happy faces ^* 4 luxuries = 6 happy faces ^* 5 luxuries = 9 happy faces ^* 6 luxuries = 12 happy faces ^* 7 luxuries = 16 happy faces ^* 8 luxuries = 20 happy faces #DESC_BLDG_MarketPlace ^ ^ ^As cities grew and prospered, trade between the farmers, artisans, and craftsme n who lived in the vicinity contributed to the economic health of the city. It soon became apparent that the best way for condu cting trade within the city was to have a central location, or marketplace, where the people offering goods and services, or seeki ng them, could meet and conduct business. As a city's marketplace grew larger and more active, the economic vitality of the city grew as well. #BLDG_Library ^ ^ ^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Resear ch> than it would without one.

#DESC_BLDG_Library ^ ^ ^The development of writing meant that the accumulated knowledge of a society co uld be written down and stored rather than memorized and passed along by word of mouth. The accumulated written material was stored i n a library. The libraries of the ancient world, especially those at Alexandria and Pergamum, became leading centers of science a nd scholarship. The librarians actively collected the books of the world, accelerating the spread of knowledge. #BLDG_Courthouse ^ ^ ^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city and ma kes the city more resistant to propaganda. #DESC_BLDG_Courthouse ^ ^ ^As kingdoms and empires expanded, it became increasingly difficult for the rule rs to maintain control over the more distant regions of their realm. To ensure that the far-flung cities of the empire contributed th eir expected share of duties and taxes to the government, local magistrates and courts were established. In the courthouse, the ruler's re presentatives listened to the grievances of the people and defined and enforced the laws that governed social interaction. This reduced cri me, and thereby kept the local population productive. #BLDG_Walls ^ ^ ^[Walls] can be built only in town-size settlements and provide a land bombardme nt defense of eight, and a 50% defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive bonus. #DESC_BLDG_Walls ^ ^ ^Before the establishment of centralized governments capable of supporting stron g, national armies, individual cities were left to fend for themselves when it came to defense. As a result, many cities constructed city wa lls to protect against raiders and bandits. City walls represented a major investment in both time and materials, requiring years to co mplete and constant repairs to maintain their strength and integrity. However, these walls turned the city into a fortress capable of withs tanding all but the most determined attack. #BLDG_Aqueduct ^ ^ ^A city with an [Aqueduct] can grow beyond population six. ^Note that a city adjacent to fresh water never requires an aqueduct. #DESC_BLDG_Aqueduct ^ ^ ^A major obstacle to population growth and expansion in early cities was the sca rcity of water. In many cases, the solution to this problem

was an aqueduct. Aqueducts were large, elevated stone "canals" through which wat er from nearby hills and mountains was channeled into the city. Aqueducts allowed cities to grow much larger by significantly increasing t he amount of available water. At the same time aqueducts reduced the chance of contracting water-borne diseases, by reducing the dependen ce on stagnant ponds and wells as water sources. Aqueducts also allowed cities to be built in normally inhospitable environments, such as d eserts, by providing an outside water source. Modern day Los Angeles, for example, obtains its water supply from the Colorado River, through a system of aqueducts over 200 miles long. #BLDG_Bank ^ ^ ^A [Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50% , in addition to any $LINK<marketplace benefit=BLDG_Marketplace>. You must have a Marketplace to build a Bank. #DESC_BLDG_Bank ^ ^ ^A highly developed banking system is one of the cornerstones of an advanced civ ilization. Banks lend money to individuals or groups, providing capital for industrial and real estate development. Banks also contrib ute to the economic growth of a city or region by stimulating the development of production facilities. Individual citizens can also benefit b y investing their own surplus money in the bank and earning interest on it. #BLDG_Cathedral ^ ^ ^[The Cathedral] produces three $LINK<content faces=GCON_Happy_Faces>, making th ree unhappy citizens content. You must have a Temple in the city in order to bui ld a Cathedral. #DESC_BLDG_Cathedral ^ ^ ^Throughout the Dark Ages that followed the fall of the Roman Empire, the Christ ian Church was a major influence in the revival of European civilization. In recognition of the expanding influence of the church, great cathedrals were built in the largest towns and cities, to act as centers of religious study and worship. In addition to their r eligious significance, cathedrals acted as the center of social and cultural activity in the town. They brought great pride, stability , and tradition to the citizens of the community. #BLDG_University ^ ^ ^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%. This is in addition to any $LINK<library=BLDG_Library> benefits already in place . You must have a Library in the city in order to build an University. #DESC_BLDG_University ^ ^ ^Universities are institutions of higher learning. Early universities, establish

ed in the Middle Ages, were usually built in cities that had a large or important cathedral. Studies at these institutions focused on mat ters concerning the church. The curricula quickly expanded to include classical art, literature, and languages. Modern universities provide the opportunity to study a wide array of subjects. They have also become centers for research into many fields, serving as the source of majo r advances in computers, medicine, physics, and a variety of other subjects. #BLDG_Colosseum ^ ^ ^The [Colosseum] produces two $LINK<content faces=GCON_Happy_Faces> that make tw o unhappy citizens content. #DESC_BLDG_Colosseum ^ ^ ^The original colosseum provided entertainment for the common people of Roman so ciety by presenting them with spectacles and events as a temporary escape from day-to-day life. This concept has been revived in the 20th Century. Modern-day stadiums and civic centers provide an arena for entertainment ranging from concerts to professional sporting events. A lthough the violent spectacle of gladiatorial combat is a thing of the past, today's colosseums still provide entertainment and diversion for the masses. #BLDG_Factory ^ ^ ^A [Factory] increases $LINK<shield production=GCON_Shields> in its city by 50%. Building a power plant in the same city increases this bonus. Note that facories produce $LINK<pollution=GCON_Pollution> . #DESC_BLDG_Factory ^ ^ ^Early examples of factory-like production, where a number of individuals work c ooperatively to produce goods for sale or trade, can be found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of specialized labor, where each worker performed a single step in the overall production of an item. This specializatio n allows factories to increase the speed and efficiency of the manufacturing process, far surpassing earlier means of production. The devel opment of the factory system as a means of production played a key role in the Industrial Revolution. #BLDG_Police_Station ^ ^ ^The [Police Station] combats $LINK<war weariness=GCON_War_Weariness> and decrea ses $LINK<corruption=GCON_Corruption> in its city. #DESC_BLDG_Police_Station ^ ^ ^The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient Rome. In the Middle Ages, noblemen protected their estates by appointing constab

les to enforce the law and to arrest and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 1829, this organization became the model for law enforcement organizations in th e United States and many other industrialized nations around the world. The presence of a police force serves t o uphold the laws of society, and to control civil unrest. A strong, visible police force strengthens confidence of t he community by keeping the citizens safe. #BLDG_Recycling_Center ^ ^ ^The [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by city improvements. #DESC_BLDG_Recycling_Center ^ ^ ^The continual growth in city populations leads to an inevitable increase in gar bage. Eventually, existing landfills and garbage dumps are filled, forcing new dumping sites to be established. This leads to the gradu al but steady destruction of the local environment. To reverse this problem, many areas have established recycling centers, where mu ch of the garbage is sorted and reduced to reusable components through various means. These components are then used to manufacture new products. In this way, much of the trash produced is turned into raw materials for production, rather than contributing to the eve r-increasing pollution problem. #BLDG_Manufacturing_Plant ^ ^ ^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its city by 50%. Note that manufacturing plants produce $LINK<pollution=GCON_Pollution>. A Factory is requi red to build a Manufacturing Plant. #DESC_BLDG_Manufacturing_Plant ^ ^ ^Manufacturing plants are large industrial complexes that produce goods of all t ypes, although they are generally used to produce durable consumer goods such as automobiles. Essentiall y, a manufacturing plant is a large, sophisticated factory that employs specialization of labor, complex machinery, and assembly lines to gain efficiency and economies of scale. This combination of manpower an d automation increases productivity and reduces production costs. #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 nec essary to run generators that produce electrical power. When electricity became widely and cheaply available, it meant that industries c ould convert from steam to electrical power to run their machinery. One central power plant could supply the electrical needs of a relati vely 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 t o generate power. Because modern society depends so heavily on electricity, researchers are constantly searching for alternate forms of ener gy to satisfy ever-increasing demands. #BLDG_Hydro_Plant ^ ^ ^The [Hydro Plant] increases $LINK<factory=BLDG_Factory> output by 50%. ^It produces no $LINK<pollution=GCON_Pollution>. ^It replaces any other power plant in the city. A Factory is required to build a Hydro Plant. ^ ^A city must have a river within its $LINK<radius=GCON_Radius> to build a Hydro Plant. #DESC_BLDG_Hydro_Plant ^ ^ ^One alternative to power generation utilizing coal or petroleum fuels is the hy droelectric power plant. This facility utilizes the energy of rapidly moving water to turn the turbines of its generato rs and produce electricity. In locations where a source of moving water is available, hydro plants offer a clean, safe al ternative to coal, petroleum, and nuclear power generation. Hydro plants have their own set of environmental dangers, how ever. The disruption of a river's normal flow and the massive flooding of the land behind the facility's dam can destroy the habitat of the wildlife inhabiting the river basin. #BLDG_Nuclear_Plant ^ ^ ^The [Nuclear Plant] increases $LINK<factory=BLDG_Factory> output by 100%. ^It does not create any $LINK<pollution=GCON_Pollution>. A Factory is required t o build a Nuclear Plant. ^Nuclear Plants can [meltdown], causing all hell to break loose... ^ ^A city must have fresh water within its $LINK<radius=GCON_Radius> to build a Nu clear Plant. It replaces any other power plant in the city. #DESC_BLDG_Nuclear_Plant ^ ^ ^Nuclear power plants utilize radioactive materials and the process of nuclear f ission to generate the heat and steam needed to run electrical generators and produce electricity. Because nuclear pow

er doesn't cause the air pollution associated with the burning of coal or petroleum products, this means of generating power i s considered a viable alternative energy source. However, the toxic nature of the byproducts produced by the fission process crea tes serious problems of its own. No method of safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of the reactor core if the reaction is not properly controlled. Because of these pr oblems, the future of nuclear power is uncertain.

#BLDG_Solar_Plant ^ ^ ^The [Solar Plant] increases $LINK<factory=BLDG_Factory> output by 50%. ^It produces no $LINK<pollution=GCON_Pollution>, and replaces any other power pl ant in the city. A Factory is required to build a Solar Plant. #DESC_BLDG_Solar_Plant ^ ^ ^One of the greatest natural sources of energy available on Earth is the sun. So lar energy can be converted directly into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively, large solar collectors known as heliostats can be used to focus solar energy int o a water boiler, generating steam to run conventional electrical turbines. Unfortunately, at our current level of tec hnology, both of these systems are prohibitively expensive to construct. However, because of the dwindling supply of fossil fuels and increasing concern over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way to harness the clean and endless supply of energy provided by our sun. #BLDG_Hospital ^ ^ ^A city with a [Hospital] can grow beyond population 12. #DESC_BLDG_Hospital ^ ^ ^Hospitals are institutions that focus on the diagnosis and treatment of disease and trauma. While dispensing these services, they also provide housing. With technological innovation in medicine, hospitals have increasingly become community hubs, expanding their role to include teaching and research. Throughout history a hosp ital's role has shifted from a place to secure the ill or insane, to one of hope and health. #BLDG_Lab ^ ^ ^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%. ^This is in addition to any benefits from a $LINK<library=BLDG_Library> and/or $ LINK<university=BLDG_University>. A University is required to build a Research Lab.

#DESC_BLDG_Lab ^ ^ ^Historically, libraries and universities have acted as the primary centers of r esearch for new ideas and technologies. The growth of private industry in the Modern Age has also given birth to hundreds of privat ely owned research facilities. These private laboratories, usually dedicated to research in a single field related to their founding compan y, have made tremendous advances in many fields including physics, biology, chemistry, and medicine. The growth of privately-funded resea rch has vastly increased the speed at which mankind achieves new advances in science and technology. #BLDG_Mass_Transit_System ^ ^ ^The [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by pop ulation. #DESC_BLDG_Mass_Transit_System ^ ^ ^Within a few decades of the invention of the automobile, the horse-drawn carria ge disappeared from city streets. Along with all the advantages offered by the automobile, this new means of transportation quickly b ecame a significant source of air pollution. As larger cities became more crowded, the number of cars increased, making travel difficul t and adding to the pollution problem as automobile traffic clogged the streets. The development of mass transit systems, including busses, trolleys, subways, and light rail, led to a reduction in traffic and, as a result, a reduction in air pollution. #BLDG_SAM_Missile_Battery ^ ^ ^[SAM batteries] attack enemy air units that attempt to attack the SAM site's ci ty. #DESC_BLDG_SAM_Missile_Battery ^ ^ ^The use of airplanes in warfare began in earnest during World War I. By the end of World War II, the use of fighter aircraft and bombers was commonplace and the importance of air warfare continued to grow, as did the importance of effective anti-aircraft defenses. During the 1950s, the refinement of rocket tec hnology allowed for the construction of compact missiles which were used to deliver explosive warheads to targets swi ftly and accurately. Batteries of surface-to-air missiles, or SAMs, were built to protect cities and ground ins tallations against airborne attacks. The long range and high accuracy of SAM batteries provided a much more effective defense than the anti-aircraft guns of World War II. #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 castl es dates back to ancient times. City walls were designed primarily to repel an attack launched by ground-based f orces, 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 ^ ^ ^Cities with a [Harbor] produce $LINK<veteran=GCON_Experience> naval units inste ad 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<luxur ies=GCON_ResourcesL> and $LINK<strategic resources=GCON_ResourcesS> to be traded to other harbors. #DESC_BLDG_Harbor ^ ^ ^Just because a city is built in a coastal region doesn't guarantee that the cit y is readily accessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake t hat shelters ships from waves and high winds. Although some coastal cities are established in areas where a natura l harbor exists, most seaports are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide channels deep enough to accommodate large vessels. #BLDG_Offshore_Platform ^ ^ ^An [Offshore Platform} causes all worked coastal, sea, and ocean squares to pro duce one $LINK<shield=GCON_Shields>. #DESC_BLDG_Offshore_Platform ^ ^ ^Mankind's dependence on wood and coal as a main source of fuel ended when the f irst commercial oil well went into production in Pennsylvania in 1859. Crude oil could be refined into many differe nt byproducts, and soon replaced wood and coal in many parts of the world. The growing dependence on oil caused the pe troleum industry to grow rapidly and wells were drilled all over the world. Most wells were initially drilled on land

, but after World War II it was found that many of the largest oil deposits could be found below the sea floor. Shallo w water drilling from platforms supported by pylons resting on the seabed proved very successful. Today, large floating pl atforms can drill for oil at water depths of more than 3300 feet. #BLDG_Airport ^ ^ ^A city with an [Airport] produces $LINK<veteran=GCON_Experience> air units inst ead of regulars. ^An [airport] is a link in the $LINK<trade network=GCON_Trade>, allowing luxurie s and strategic resources to be traded to other airports. #DESC_BLDG_Airport ^ ^ ^Since the middle of the 20th century, the airplane has been one of the chief me ans of long-distance transport in the world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and ticketing, as well as facilities for refueling and repairing the aircraft that l and there. Beginning in the 1940s, the growing role of airplanes as combat vehicles led to the widespread construct ion of military air bases. Nearly 400 of these facilities in the U.S. alone act as bases and maintenance facilities fo r aircraft assigned to all branches of the military. #BLDG_Wealth ^ ^ ^[Wealth] causes shields to be converted to gold at a ratio of eight to one. ^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is redu ced to four to one. #DESC_BLDG_Wealth ^ ^ ^Manufactured goods can provide an excellent source of income. Cities throughout time have become manufacturing centers of one sort or another, trading the goods and services generated within by its arti sans and craftsmen. Modern manufacturing operations currently employ all sorts of workers, from laborers to managers to e xecutives, and are the primary driving forces of many cities' and nations' economies. ; SPACESHIP COMPONENTS__________________________________________________________ ________________SPACESHIP COMPONENTS #BLDG_SS_Thrusters ^ ^ ^One of ten components of the spaceship, which is used to achieve the $LINK<Spac e Race=GCON_Victory> victory type. #DESC_BLDG_SS_Thrusters

^ ^ ^The massive Thrusters are, much like the Engine, designed to function in a myri ad 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 arr ay until they run out of fuel, at which point they are jettisoned. After that, the powerful electromagnets built into th e 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 Spa ce Ship into the planet's gravity well and providing a counter thrust to slow the vessel to a manageable velocity to se ttle into a geo-synchronous orbit. In order to fulfill all of these functions, the Thrusters array had to be capable o f the ultra-sensitive duty of accelerating high energy ions as well as be able to handle the hundreds of thousands of pound s 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<Spac e 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 na vigation and systems control computers necessary for interstellar travel and interplanetary colonization as well as pro viding for all of the long-term necessities of its occupants. A fully encased component, the Cockpit has no unsh ielded 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 navig ation, heads up displays for a 360 degree range of vision around the Space Ship, and the most advanced sensors avai lable 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 fli ght that may be encountered in the regions that no human has ever before penetrated. The CAM System continually mon itors radiation fields and particle positions, judging the best way to deal with any potential threat and alerting t he 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<Spac e 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 hum an technology. The Docking Bay module allows for the transfer of personnel and materials both during the initial loadi ng 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 trav el 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 magneti c locks, allowing the Space Ship to join to the International Space Station prior to its departure during the final phases o f 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<Spac e Race=GCON_Victory> victory type. #DESC_BLDG_SS_Engine ^ ^ ^The Space Ship Engine is actually a four part launch vehicle, designed to enabl e the Space Ship to complete its journey both within the high gravity space-time bends surrounding star systems and throu gh 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 pa rt to the Engine is the Space Ship's solar sail, which was designed both to use the radiation emitted from our sun and Jupi ter for propulsion and to collect atomic particles for further future fuel and materials. The third part of the Engine ar ray 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 Ce ntauri's planetary system.

#BLDG_SS_Fuel_Cells ^ ^ ^One of ten components of the spaceship, which is used to achieve the $LINK<Spac e 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 electromagnet ic and solar energy collected by the solar sail are converted to electricity, which is used to slowly build the free hydrog en collected into fuel, which is stored in the fuel cell. The fuel cells also contain small, controlled amounts of fissiona ble 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 t he energy and prevent the escape of excess energy which could produce a dangerous meltdown. One byproduct of this nuclear r eaction is heat, which is absorbed in the Fuel Cell walls and converted to the electrical energy which powers the computer s, 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<Spac e 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 t he 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 in jected into large vats of algae which consume the waste or processed into fertilizer for the Space Ship hydroponics ga rden. 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 a ir filtration system, which electrically divides water into hydrogen and oxygen molecules and separates them for oxygen a nd fuel uses. Excess heat produced by the Fuel Cells is also absorbed into steam pipes, which are used to keep the interio r of the vessel warm and to separate pure water out of waste water to a 99.44% purity. Extraplanetary travel has never bef ore been attempted on this scale, and the Life Support System has been carefully crafted to provide indefinitely for the n

eeds of the colonists as well as giving them a basis for redeveloping a food chain on the eventual planet of colonizatio n. #BLDG_SS_Stasis_Chamber ^ ^ ^One of ten components of the spaceship, which is used to achieve the $LINK<Spac e Race=GCON_Victory> victory type. #DESC_BLDG_SS_Stasis_Chamber ^ ^ ^With a journey predicted to take decades, if not centuries, one of the most imp ortant considerations of the engineers was the aging of the crew. Recent advances in cryogenics and chemical therapy have e nabled 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 a s 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 minut e. This is essential to the survival of the craft in a situation in which the computer is unable to determine a course o f action and a pilot or navigator must be roused to assess the danger, or in a situation in which a technician must be rou sed to effect repairs. This system has been used very effectively in tests on pigs and monkeys, and it has been shown that s uch 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 scienti sts have not yet tested the effects of long-term freezing on human beings, they are completely confident that there wil l 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<Spac e 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 t he final destination has been reached. The large Storage/Supply module fulfills many functions for the colonists, all of wh ich 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 f urther reaches of the galaxy. In addition

to the non-organic elements stored there are also complex amino acid chains stor ed for eventual use to ensure the survival of organic material in the transition period during which the planet is being te rraformed. Perhaps more important, though, is the storage of the terraforming machines and vehicles which are expected to b e 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 th e Storage/Supply unit, in the eyes of many scientists, is Project: ARK. A catalogue and series of samples of over 150 milli on species are included, cryogenically frozen and preserved to rebuild as much of Earth's plant and animal kingdom by t he 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 P lanetary Party Lounge is the ultimate in terrestrial entertainment. With a full copy of the Library of the National Archi ves, including all human data able to be put on disk, the Planetary Party Lounge computers allow the colonists to read bo oks, 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 t o belly dancing, to help keep cultural traditions alive and archived for future generations of colonists. The finest en tertainers 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 b ack into their Stasis Chambers!

#SS_Exterior_Casing ^ ^ ^One of ten components of the spaceship, which is used to achieve the $LINK<Spac e Race=GCON_Victory> victory type. #DESC_SS_Exterior_Casing ^ ^ ^Although humankind has mastered space flight, the concept of interstellar and d

eep space travel presents many new problems to engineers and physicists. The Exterior Casing of the Space Ship is itself a t echnological marvel. Designed around a composite system of layered ceramic, zero-gee manufactured aluminum-titanium all oy, and high density polymers, the Exterior Casing is made to withstand both the dangers of debris within star systems and o f radiation throughout its travel. Built into the Exterior Casing is also a complex web of electric wiring, capable of ca rrying a very high positive or negative electromagnetic charge, providing a shield from radiation and literally funnelin g 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 pictur e to the navigational computer and to the pilots of what is going on outside of the vehicle. Although this composite desig n for an Exterior Casing is expensive, the protection and potential scientific information that it affords is well worth th e cost of manufacture. ; GREAT WONDERS ________________________________________________________________ ____________________ GREAT WONDERS

#BLDG_Pyramids ^ ^ ^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious or Religious civi lizations. #DESC_BLDG_Pyramids ^ ^ ^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinn acle of ancient Egyptian cultural achievement. Constructed on the Giza plateau outside modern-day Cairo, these structures were burial tombs and monumen ts for the Pharaohs, and may have taken generations and tens of thousands of workers to complete. The Pyramids are the only one of the genera lly accepted man-made wonders of the ancient world that remains in existence today.

#BLDG_Hanging_Gardens ^ ^ [The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and one unhappy citizen content in all other friendly cities. ^ ^ ^

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

#BLDG_Colossus ^ ^ ^[The Colossus] causes its city to produce one extra $LINK<Commerce=GCON_Commerc e> in every square that already produces at least one. ^ ^The Colossus may be built only in a coastal city. ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Religious civ ilizations. #DESC_BLDG_Colossus ^ ^ ^The Colossus of Rhodes was a bronze statue of Helios, the Greek God of the Sun, erected near the mouth of the city harbor. It stood over 100 feet high, about two-thirds the height of the Statue of Liberty. Unfortunately, an ea rthquake toppled it only 56 years after its construction. Taking the counsel of an oracle, the city elected to leave the statue where it lay. For ove r 900 years, people from all over the ancient world came to Rhodes to see the Colossus. It remained where it was until 654 AD when the Muslims who plu ndered the city sold the statue for scrap.

#BLDG_Lighthouse ^ ^ ^$LINK<Galleys=PRTO_Galley> can move safely in and out of $LINK<sea=TERR_Sea> sq uares, and all naval unit movement rates are increased by one. ^ ^The [Great Lighthouse] may be built only in a coastal city. ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial ci vilizations. #DESC_BLDG_Lighthouse ^

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

#BLDG_Great_Library ^ ^ ^The civilization that builds the [Great Library] gets any Civilization Advance already discovered by two other known civilizations for free. ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations. #DESC_BLDG_Great_Library ^ ^ ^The Great Library of Alexandria was one of the two most important libraries of the ancient world. Ptolemy I founded it around 300 BC, and was enhanced and expanded by his successors. The library attempted to obtain copies of all scrolls of any consequence, and eventually contained over 700,000 volumes. Religious fanatics destroyed the library in 391 AD, after nearly 700 years of operation. During this period, Alexandria served as the cultural center of the Hellenistic world. Today, only p art of the catalog remains, providing us with a mere hint of what treasures the library contained.

#BLDG_Oracle ^ ^ ^Doubles the effect of all $LINK<Temples=BLDG_Temple> in the Empire; they produce two $LINK<happy faces=GCON_Moods> instead of one. ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations. #DESC_BLDG_Oracle ^ ^ ^In ancient Greek religion, an oracle was a priest or priestess through whom the gods spoke in response to questions. The oracle interpreted dreams, the actions of entranced persons, and physical signs found in the entrai ls of sacrificed animals. The most famous oracle resided in the shrine of Apollo at Delphi, located on the slopes of Mount Parnassus. Greeks, Ro mans, and others consulted this oracle for centuries about

public policy and private matters. A priestess called the Pythia would, for a fe e, make public predictions for the future. These ecstatic pronouncements became infamous for their ambiguity.

#BLDG_Great_Wall ^ ^ ^The [Great Wall] doubles the effects of $LINK<Walls=BLDG_Walls> in cities that have them. ^Doubles unit combat values versus $LINK<Barbarians=GCON_Barbarians>. ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious c ivilizations. #DESC_BLDG_Great_Wall ^ ^ ^The Great Wall of China, a huge stone structure stretching from the Yellow Sea to the Asian deserts, was built over a period of approximately 1,800 years. The wall is 25 feet high and 12 feet thick, and runs nearly 1,500 m iles across northern China. The purpose of the Great Wall was to make it difficult for raiders to escape with their booty, and thereby discour age invasion. Despite its overwhelming size, the wall was not intended to keep invaders out, since manning such a defensive structure would have been p rohibitively expensive.

#BLDG_Art_of_War ^ ^ ^Puts a $LINK<barracks=BLDG_Barracks> in every city on the same continent. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations. #DESC_BLDG_Art_of_War ^ ^ ^One of the earliest pieces of military literature is "The Art of War", written by Chinese general Sun Tzu in the 6th century BC. This book contained a detailed explanation and analysis of the Chinese military, from weapons and st rategy to rank and discipline. Sun Tzu also stressed the importance of intelligence operatives and espionage to the war effort. Because Sun Tzu has long been considered to be one of history's finest military tacticians and analysts, his teachings and strategies formed the basis of advanced military training for centuries to come.

#BLDG_Sistine_Chapel ^

^ ^Doubles the effects of all $LINK<Cathedrals=BLDG_Cathedral> in your cities. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations. #DESC_BLDG_Sistine_Chapel ^ ^ ^The beauty of Rome's Sistine Chapel has long served as a testament to the mixtu re of strong religious beliefs and the love of art shared by the people of Renaissance Europe. Michelangelo devoted four years to painting the mu ral that adorns the ceiling, a work depicting events in the book of Genesis and other Biblical stories. Few visitors to the Sistine Chapel have f ailed to be moved by the artist's dedication to his subject, or his feeling for the nature of human struggle, suffering, and spiritual triumph.

#BLDG_Circumnavigation ^ ^ ^The movement rate of all naval units is increased by one. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist or Commercial ci vilizations. #DESC_BLDG_Circumnavigation ^ ^ ^In 1519, Ferdinand Magellan sailed from Spain with the intention of reaching th e spice-rich Malouccas Islands of Indonesia by sailing west, instead of east. Although natives in the Philippines killed Magellan, his expedi tion went on to prove conclusively that the world was round. More importantly, it proved that the Americas were indeed a New World. Magellan's exp edition was one of the great sea voyages of history, and it inspired further expeditions by other explorers. The discoveries made along the way reduced the dangers to all the sea expeditions that followed.

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

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

#BLDG_Great_Playhouse ^ ^ ^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. #DESC_BLDG_Great_Playhouse ^ ^ ^Most of the plays of William Shakespeare were first performed on the stage of L ondon's Globe Theater during the 1600s. Theaters offered people a diversion from their everyday lives by allowing them to enjoy comedies, traged ies, and triumphs acted out on stage. Similar theaters, such as the Comedie Francaise in Paris, and La Scala in Milan, fulfilled similar roles by of fering entertainment to the citizens of their cities. Although the original Globe Theater burned down, Shakespeare's plays are still performed in a new thea ter bearing his name, and in other theaters throughout the world.

#BLDG_Inventor's_Workshop ^ ^ ^Obsolete military units can be upgraded at half price. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations. #DESC_BLDG_Inventor's_Workshop ^ ^ ^Leonardo da Vinci was one of the most celebrated painters of the Italian Renais sance. His most famous works include the "Mona Lisa" and "The Last Supper". Although best known for his art, da Vinci was also an accomplished observer and designer. Preserved in his sketchbooks are ideas for dozens of inventions, many of them centuries ahead of their time. These incl ude designs for such devices as drawbridges, construction equipment, parachutes, and even helicopters. His scientific and technical drawings became t he basis for the development of many of these modern devices.

#BLDG_Grand_Cathedral ^ ^

^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city . ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations. #DESC_BLDG_Grand_Cathedral ^ ^ ^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, t he most well known member of a gifted family of German musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote numerous choral and orchestral pieces. During his lifetime, he was renowned as an organist and music director of St. Thomas' Churc h in Leipzig, and many of his compositions were religious in nature. After his death, Bach's music gained worldwide appreciation. #BLDG_Great_University ^ ^ ^Doubles $LINK<scientific research=GCON_Research> in the city where it is built. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations. #DESC_BLDG_Great_University ^ ^ ^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He is credited with many important discoveries including the laws of gravity, the color spectrum of light, calculus , fluid dynamics, and an understanding of ocean tides. He also built the world's first reflecting telescope. For 32 years, he held an important teaching post at Cambridge University, where he continued his own research while instructing a generation of students.

#BLDG_Trading_Company ^ ^ ^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improve ments ($LINK<Harbors=BLDG_Harbor>, $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=B LDG_Bank>, and $LINK<Airports=BLDG_Airport>). ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial civilizations.

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

#BLDG_Universal_Suffrage ^ ^ ^Reduces $LINK<war weariness=GCON_War_Weariness> in all cities. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations. #DESC_BLDG_Universal_Suffrage ^ ^ ^After decades of struggle, women in the United States won the right to vote in 1920 with the passage of the 19th Amendment to the U.S. Constitution. The achievement of women's suffrage was accelerated by the excelle nt record of women working in jobs traditionally held by men during World War I. Full voting rights were granted to women in Great Britain in 1928. Since that time, women have gained the right to vote in most countries in the developed world.

#BLDG_Hoover_Dam ^ ^ ^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all cities on th e same continent. ^ ^To build the Hoover Dam a city must have a river within its $LINK<radius=GCON_R adius>. ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious civilizations. #DESC_BLDG_Hoover_Dam ^ ^ ^For centuries, mankind has been harnessing the power of rivers to move waterwhe els for various purposes. With the advent of electrical power, it was found the rivers were also very useful for generating electricity. Hydroelec

tric power plants derive power from rivers by constructing dams to ensure a dependable supply of water. The overflow is then released through speci al chambers where the moving water turns giant turbines, generating electricity. When planned and engineered properly, this system provid es an excellent power source with very limited environmental impact. The Hoover Dam, constructed on the Colorado River near Las Vegas, was on e of the earliest hydroelectric power plants.

#BLDG_Manhattan_Project ^ ^ ^Allows the construction of nuclear weapons by {all} civilizations. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious c ivilizations. #DESC_BLDG_Manhattan_Project ^ ^ ^The Manhattan Project was the code name for an intensive and costly research ef fort during World War II that resulted in the development of atomic weapons. The first two such weapons, the bombs dropped on Nagasaki and Hi roshima in 1945, brought an end to the Second World War. For a short time, the United States held a monopoly on atomic weapons. Howe ver, by 1949 the Soviet Union had also developed similar technology, based in part on Manhattan Project information obtained through espi onage. The nuclear standoff that has resulted from this balance of power may be largely responsible for the absence of major wars since World Wa r II. #BLDG_Cure_for_Cancer ^ ^ ^Makes one unhappy citizen $LINK<content=GCON_Moods> in every city. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations. #DESC_BLDG_Cure_for_Cancer ^ ^ ^Despite the huge outlays of cash for research and study, cancer still looms as a terrifying and deadly plague on the human race. Although scientists and doctors have discovered many different forms of cancer, and have identified some of the factors that can trigger the disease, a true cure still eludes modern medical science. A cure for cancer would put an end to the source of much suffering and anguish, and allow millions of people, who would otherwise be doomed, to lead happy and productive lives.

#BLDG_Longevity ^ ^ ^All 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. #DESC_BLDG_Longevity ^ ^ ^As the lifespan of a human being has slowly increased over the centuries, a shi ft in medical focus began to take place. Infectious diseases, once the leading cause of death, began to be tamed by modern vaccinations. This allowed t he field to spend more time combating those ailments associated with advanced aging, such as cancer and heart disease. This trend shows no signs of slowing, but rather accelerating. Modern technology permits sophisticated diagnosis and treatment of illness, while at the same time identif ying their genetic roots. #BLDG_Theory_of_Evolution ^ ^ ^Grants two Civilization Advances as soon as completed. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations. #DESC_BLDG_Theory_of_Evolution ^ ^ ^Charles Darwin, the main proponent of the theory of evolution based on natural selection, built up much of his evidence for this theory during a five-year voyage around the world. His voyage aboard the H.M.S. Beagle was instr umental not only in the establishment of his theory, but also in the application of the scientific method to the study of nature. Darwin publi shed his theory of evolution in his book "On the Origin of Species by Means of Natural Selection". His studies were so thorough that the scientific world ne ver challenged his findings. However, his findings were, and continue to be, challenged on philosophical and religious grounds. Darwin's research opened many new lines of inquiry, and inspired a wave of new biological research.

#BLDG_United_Nations ^ ^ ^Initiates the possibility of a $LINK<Diplomatic Victory=GCON_Victory>. ^ ^ ^

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

#BLDG_SETI_Program ^ ^ ^Doubles $LINK<scientific research=GCON_Research> in the city where it is built. ^ ^ ^ ^ ^ ^ ^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations. #DESC_BLDG_SETI_program ^ ^ ^The Search for Extraterrestrial Intelligence (SETI) was officially initiated by the United States in the latter half of the 20th Century. The purpose of the program was to find some sort of conclusive evidence that intelligent life e xisted beyond the confines of our planet. Employing banks of radio telescopes and other detection equipment, SETI scans the skies hoping to find pr oof of extraterrestrial life in the form of radio transmissions and other activity. Although the program has yet to find such proof, the effort has produced many useful benefits to astronomy, telecommunications, and other high-tech fields. ; END GREAT WONDERS ____________________________________________________________ _____________ END GREAT WONDERS

; SMALL WONDERS_________________________________________________________________ _____________SMALL WONDERS #BLDG_Epic ^ ^ ^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from vic torious combat. ^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies> . #DESC_BLDG_Epic ^ ^ ^The Epic of Gilgamesh documents the adventures of this Middle Eastern hero. Of special interest to biblical scholars, the document was found among the ruins of Nineveh. More than 3000 lines, scribed across 12 tablets, thi s tale was written around 2000 BC. Gilgamesh was a king of Uruk, which now lies within the borders of Iraq. #BLDG_Great_Ironworks ^ ^ ^$LINK<Production=GCON_Shields> increased by 100% in the city where it's built. ^{Requires:} The city that builds it must have Iron and Coal in its city radius. #DESC_BLDG_Great_Ironworks ^ ^ ^As mankind s dependence on metals increased through the ages, it became very impo rtant to cheaply and effectively separate the base metal from impurities. The process of smelting, through the use of a structure called a bla st furnace, achieved just that. Using carbon dioxide created from oxidized coke to absorb the oxygen from the molten iron, it leaves the metal slag to sink to the bottom of the furnace. This separation allows for a pure iron to be derived, which is then used for numerous purposes, including t he creation of steel. #BLDG_Forbidden_Palace

^ ^ Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city tha t builds it. ^{Requires:} The civilization must have at least eight cities (on a standard siz e map) under its control. #DESC_BLDG_Forbidden_Palace ^ ^ ^A collection of imperial structures in Beijing, it stands as a testament to the Chinese architectural ingenuity and aesthetic. Ornamental gardens, terraces and fountains surround the magnificent structure, which became the capi tal of China in 1421. #BLDG_Military_Academy ^ ^ The city with the [Military Academy] can build $LINK<armies=GCON_Armies> without the benefit of a $LINK<leader=GCON_Leaders>. ^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies> . #DESC_BLDG_Military_Academy ^ ^ ^Methods of passing down the tactics and arts of war from generation to generati on vary based on culture and era. The United States solution, which up to that point relied on foreign instructors, lay in creating the United State s Military Academy, located at West Point, New York. Established on the site of a 18th century fortress in 1802, West Point went on to craft most of the nation s military leaders. Cadets are selected for training via a diverse number of methods, including competitive and non-competitive methods. Gr aduates earn the commission as Second Lieutenants and receive a Bachelor of Science degree. One paramount function of this institution is to s tay current in the practice of warfare, typically by having officers from previous conflicts become instructors. #BLDG_Pentagon ^ ^ [The Pentagon] increases the unit capacity of all the civilization's armies from three to four. ^{Requires:} The civilization must have at least three $LINK<armies=GCON_Armies> in the field. #DESC_BLDG_Pentagon ^ ^ ^The Pentagon is the largest office building in existence. The structure was com pleted on January 15, 1943, during the height of the Second World War, after a c rash building effort of only 16 months. The 83 million dollar facility covers more than six million square fe et, roughly three times that of the Chicago s Sears Tower (the second largest offi ce building). Originally an US Army facility, it soon became the nerve center for all military branches of the United States. #BLDG_Wall_Street ^ ^

The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a m aximum cap of 50 gold per turn. ^{Requires:} The civilization must have at least five banks in cities it control s. #DESC_BLDG_Wall_Street ^ ^ ^The location of the New York Stock Exchange, Wall Street has become the epitome of the modern financial district. A narrow street running from Broadway to the East River, it houses some of the world's most prestigious and p owerful banks and commodity exchanges. In 1653 Dutch colonists erected a barricade along this route to ward off the British and unfriendly nati ves. #BLDG_Apollo_Project ^ ^ Completion of the [Apollo Program] enables the civilization to begin constructio n of the Alpha Centauri $LINK<Spaceship=GCON_Spaceship>. #DESC_BLDG_Apollo_Project ^ ^ ^The Apollo Program was begun by the United States in the late 1960s. Following the success of the manned orbital missions of the Mercury and Gemini missions, the destination of the Apollo Program was the moon. The early A pollo flights concentrated on orbital observations of the moon, and testing the docking systems of the Apollo craft. Apollo 11 accomplished the ultimate goal of the Apollo Program on July 20, 1969, when Neil Armstrong became the first human to walk on the moon. Several other landings fol lowed, the last being Apollo 17 in December, 1972. The Apollo Program truly represented a "giant leap for mankind". The U.S. manned lunar miss ions are unparalleled feats in space exploration, and the technology originally developed for the Apollo Program was later found to be inv aluable in designing future space vehicles and orbital platforms. #BLDG_SDI ^ ^ Offers a 75% chance of intercepting enemy ICBMs. ^{Requires:} The civilization must have at least five SAM Batteries in cities it controls. #DESC_BLDG_SDI ^ ^ ^Historically, research in the area of warfare has seen the development of power ful new weapons closely followed by the development of defenses to counteract the weapons' destructive power. The development of nuclear weapons se emed to be the exception to this rule: for the first time, mankind had created a weapon to which there was apparently no effective defense. SDI (St rategic Defense Initiative), however, could be the answer to this problem. Using laser-equipped orbital satellites or ground-launched ABMs (Anti-b allistic Missiles) to intercept and destroy enemy nuclear missiles in mid-air, the SDI Defense offers the first hope of negating the threat posed b y nuclear missiles. #BLDG_Intelligence_Center ^

^ ^The intelligence agency allows the player to undertake $LINK<Espionage missions =GCON_Espionage>. #DESC_BLDG_Intelligence_Center ^ ^ ^The benefits of using spies and espionage in military matters were identified e arly in mankind s history. Both the pharaohs of Egypt and Caesars of Rome setup embassies in neighboring nations in order to monitor the expansion an d movement of military forces. As technology increased the potential scale of warfare, it became critical to know from where and when threa ts would emerge. This can be seen in the plethora of methods used in acquiring information on a not-so-friendly nation. These include high altitud e reconnaissance photography, actual battlefield observation, and covert missions. All this information usually focuses at the Intelligence Center , which collates and analyzes this valuable data from their diverse and remote sources. #BLDG_Battlefield_Medicine ^ ^ Allows military units to heal in enemy territory. ^{Requires:} The civilization must have at least five hospitals in cities it con trols. #DESC_BLDG_Battlefield_Medicine ^ ^ ^While fundamentally in conflict with the destructive goals of war, physicians m ust still proffer aid to those in need. The practice of repairing the personal damage of war, sometimes actually during the fight itself, has a number of benefits beyond the obvious. A paramount one is that of morale, since the soldiers of an army that contains surgeons are assured care if they fa ll in battle. ; END WONDERS __________________________________________________________________ __________________ END WONDERS

; ADVANCES______________________________________________________________________

_________________ ADVANCES #TECH_Bronze_Working ^ ^ ^ ^ ^ ^$LINK<Scientific Civilizations=GCON_Strengths> start the game with [Bronze Work ing]. #DESC_TECH_Bronze_Working ^ ^ ^Evidence of the use of bronze, an alloy of copper and tin, dates back to Thaila nd in 4500 BC. Several hundred years later, bronze working was discovered in the Middle East. Artifacts from this period show that bronze w as initially used for decorative purposes only. This is because tin was not readily available. It wasn't until approximately 2000 BC, wh en tin was regularly imported from neighboring regions, that bronze replaced copper in the construction of larger items. Bronze was harder an d less brittle than copper, and it held a sharper edge. Tools, weapons, and armor made from bronze were also cheaper to produce and more durabl e. 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 i ron 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 r eadily 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 ea rliest 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 Gre at Pyramids in Egypt, which are still standing after thousands of years.

#TECH_Alphabet ^ ^

^ ^ ^ ^$LINK<Commercial Civilizations=GCON_Strengths> start the game with the [Alphabe t]. #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 pict ographic symbols known as North Semitic, was developed between 1700 and 1500 BC. Four other alphabets, South Semitic, Canaanite, Aramai c, and Greek, had evolved from the North Semitic alphabet by 1000 BC. The Roman alphabet, used by all the languages of Western Eu rope including English, was derived from the Greek alphabet sometime after 500 BC. The Roman alphabet became one of the most widesp read due to the extensive use of the Latin language during the reign of the Roman Empire. The development of alphabets was significa nt in the development of advanced civilizations because it allowed history and ideas to be written down, rather than memorized and passed a long 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 socie ties. To get the most out of seasonal crops and domesticated animals, a tribe needed sturdy, waterproof containers in which to store and prot ect 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 dat e back to as early as 6500 BC. Most of the examples from this period were strictly util itarian. 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 fro m 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 civilizat ion. 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 re placed the sledge as a means of transportation. Rapid developments, such as wheels consisting of a ring with radial spokes, made the w heel even more practical by reducing its weight. By using the wheel, mankind gained the ability to work more efficiently and travel more q uickly. 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 [Warr ior 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 main tained if the rules of the code were followed. A similar code of behavior known as chivalry was later developed under the feudal system in med ieval Europe. Although the strict adherence to both Bushido and chivalry were abandoned along with the feudal system in the 1800s, c ertain 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 B urial]. #DESC_TECH_Ceremonial_Burial ^ ^ ^Groping for an explanation of the world around them, the earliest humans develo ped the first concepts of religion. Gradually, rites of worship grew to include sacrifices, ceremonies, vigils, symbology, sacred items, and pra yer. One significant step in the advance of worship was the ceremonial burial, often a ritual preparation of the deceased's body for the aft erlife 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 f or tools, weapons, and other practical purposes did not become common until much later. Prior to this time, bronze was the most widely u sed metal for such purposes. Although the term "Iron Age" denotes a period of time starting around 1000 BC, iron replaced bronze as the me tal of choice at different times in different places. Iron is more common than copper and tin, the component metals of bronze, but iron is sel dom 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 se parated from the ore. Once this technique was developed, and forges hot enough to melt the iron were developed, iron working became commo nplace. 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 passag e $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 develope d 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 all owed the presentation of information in a form that could be reliably transmitted from person to person and made it possible for ideas, histo ry, 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 su rrounding them. Earthquakes, storms and other phenomena were generally regarded as signs from heaven. Individuals and groups arose to fo rmulate 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 th e first, tenuous links with the powers that shaped their world, and represented the first move toward the organized polytheistic and mono theistic religions to come.

#DESC_TECH_Mathematics ^ ^ ^Rudimentary arithmetic was purely quantitative, used to keep track of quantitie s and measurements in trade. Building on this fundamental base, ancient civilizations began to formulate more complex mathematical concept s. As early as 1800 BC, the Egyptians had developed a system for working with fractional numbers and simple algebraic problems. They a lso formulated geometric formulae for finding area and volume, and came up with a constant for determining the area of a circle that wa s very close to the value of pi. By about the 5th century BC, the mathematicians of Greece had greatly contributed to both geometry and algebr a. Around the same time, advanced mathematics was applied to other sciences and fields of study such as astronomy and mechanics. O ne 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 ancien t Greece, literacy and an interest in the natural world were common in a burgeoning upper class. In their leisure time, these people con templated principles of thinking and being, logic and mathematics, and the natures of reality and existence. In ancient times, the stu dy of philosophy was indistinguishable from the study of science, and many of the theories formulated by the early philosophers became th e basis for studies in the fields of astronomy, medicine, chemistry, and physics. The teachings and writings of the ancient philosophers o f 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 beli efs. A tribal chieftain, who acted as an advisor and enforcer of the will of the gods, ruled these groups. No formal l aws 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 mor e diverse, the need arose for established rules of conduct. The earliest known codes of laws existed in Babylon, India, and Palestine. The T welve Tables of Rome, written in 500 BC, and its successors such as the Justinian Code, were the first codes of law to distinguis h between public law, which involves the state, and private law, which concerns disputes between citizens. Roman law was the first formalize d 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 l east as old in the western world as Greek culture. Surviving records of Babylonian culture refer to at least two epic tale s, which infers that literature as a comprehensive body is much older, but neither survive to this day. The developme

nt of a living body of literature became indicative of an advanced culture and are always correlated with advances in sci ence, philosophy, theology, and art. Literature in the western world has survived in the forms that the Greeks and Ro mans established, but the expense and effort of hand copying texts ensured that only the wealthy had access to literat e education. Libraries, which served as storehouses of these bodies of text, also became centers for education and the p roliferation 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 literatu re 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 k nown world, including the first map showing a primitive system of latitude and longitude. Traders and merchants primarily used these ear ly 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 t he Middle East. In approximately 2000 BC, domestic horses were introduced into Babylonia. Within the next several centuries, horses had sp read throughout much of Europe and northern Africa. It was not long before nearly every civilization had put horses to work as field animal s 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 control led by a number of different gods or divinities. Many ancient religions were polytheistic, notably those of the Egyptians, the Greeks, the Nor

se, 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 ancien t 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 a nd services could be exchanged for those of another. Gold and silver were widely used in such transactions, but the pieces needed to be we ighed 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 c aught on, and within 50 years all the important trading centers of the world had adopted similar practices. The widespread use of currency creat ed universal standards of value, allowing people from various societies to conduct business almost anywhere without being forced to br ing along bulky goods for trade and barter. #DESC_TECH_The_Republic ^ ^ ^The republic is a system of government in which the citizens appoint, by popula r 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 rep resentatives in a republic are elected; no one is granted a position by birth or divine right. Republican governments are similar in some wa ys 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 represen tatives might act to decrease the effectiveness in representing the views of the people. Due to human nature, corruption is fairly common in a r epublican government. #DESC_TECH_Monarchy ^ ^ ^Rule by monarchy developed as a logical extension of the absolute rule of triba l chieftains. Many of the earliest monarchs, such as those in ancient Egypt, claimed that they ruled by divine right. In the spread of Europea n 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 r ule over their subjects, severely limiting the personal and

economic freedom of all citizens except for nobility and the rich upper class. A lthough 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 sy stems of government. #TECH_Construction ^ ^ ^{New Ability} $LINK<Workers=PRTO_Worker> can build $LINK<fortresses=GCON_Fortre sses>. #DESC_TECH_Construction ^ ^ ^The development of masonry led to a widespread use of stone in simple structure s such as fortifications, but due to the weight and cumbersome nature of stone blocks, more complex structures had to be made of sim pler 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 colum ns or walls using stone blocks. To solve this problem, fundamental architectural elements such as the arch and vault evolved. These bas ic 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 monothe istic 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 sy stem 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 knight s, in turn, might then grant fractions of their fiefs to subordinates who would serve the knights. At the bottom of the feudal pyramid we re the serfs, who could not own land, and acted essentially

as slave laborers who worked the land for their masters. Feudalism began to decl ine 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 engin eering functions. Their work involved the construction of roads, bridges, fortifications, and the performance of other duties relating to the mil itary. In the late 18th century, civil engineers took over all non-military engineering functions. Other fields of engineering prior to the 20t h century included mining engineers, who designed mines and methods of mining, and mechanical engineers, who dealt with the design and const ruction of machinery. As new technologies developed, new fields of engineering developed along with them. Today, there are engineers spec ifically 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 le ss 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 colleg es of the western world were originally established for this purpose. Theological study helped to remove some of the superstitions that had s urrounded 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 warri ors of ancient Japan. Although the strict practice of chivalry had all but disappeared by the 15th century, the ideals of chivalric behavior be came 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 t he 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 ci vilizations to be exchanged and studied, mankind's inventions became increasingly more useful and innovative. Most inventions are geared towar d improving or simplifying human existence in some way. Often, inventions themselves make it possible to make new discoveries, which the n 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 c omplexity are invested in the mass production of printed documents. Invented by Johannes Gutenberg in the mid 15th century, the early pri nting 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 wa s a slow and tedious process to use. Around 1800 the first cylinder press was created, followed by the large and immensely fast rotary pres ses. Today, computers have taken this ancient art out of the craftsman s workshop and placed it on the desktop. Desktop publishing revolutioniz ed the creation of printed documents, not only from the standpoint of speed and accuracy, but also by enabling anyone to mass-produce th e 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 languag e has words, sentences, and stories, music has tones, melodies, and songs. The theory of music emphasizes the elements from which musi c 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 histor y 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 plane t. 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 surpr isingly 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 ignite d, it burns rapidly and explodes if contained to any degree. Gunpowder is believed to have been developed by the Chinese, who used it in fire works as early as the 9th century, but it did not reach Europe until the 14th century. Europeans immediately saw the potential of this s ubstance, and manufactured it for use in weapons as early as 1334. The discovery of gunpowder led to the invention of firearms, such as the m usket, which led to the replacement of archers in most armies of the world by the late 1500s. Gunpowder marked one of the major technol ogical 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 Eu rope. Certain families, such as the Medicis of Italy, were known for the banking duties they performed. These wealthy merchants pooled thei r 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 la te 1600s. The primary function of today's banking system is the granting of loans to consumers and businesses. In addition to loaning mon ey and safeguarding deposits, banks also invest in government and private securities and bonds. Both the loan and investment functions of bank s 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 m ovements 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 coul d 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 plane ts. This theory was rejected at the time, only to be

rediscovered nearly 2000 years later by Copernicus. These early students of astr onomy 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 anc ient 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 d id develop many valuable chemical processes as a result. The manuscripts produced by alchemists were studied by succeeding generations, and a n 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 ov er the actions of the government, either directly or through elected representatives. Democratic governments can be traced back to the city-s tates 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 citi zens 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 republic an system rather than a true democracy. This type of representative democracy is considered the best governing system in the modern w orld 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 produ ction and consumption of goods and services, are concepts that have existed since the dawn of mankind. As societies became more c omplex, however, people began to study these abstract concepts in a more formal way. The first recorded study of economics as a scienc e, rather than a philosophical or political concept, was the book "The Wealth of Nations" by Scottish economist Adam Smith. This book represe nts 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 s afely 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 t he shore severely limited the extent of sea voyages. Through experience, sailors learned to apply the science of astronomy to their professio n, 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 fin ding 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 in teract with themselves and each other. A number of ancient races made observations about certain aspects of physics, such as planetary moti on, but were unable to develop theories as to the reasons for these motions. Some of the earliest applications of physics were by the Gree k mathematician Archimedes, who applied physics to create such devices as levers and screws. It was not until the 17th century that experi mental methods and scientific measuring devices led to a true understanding of many fundamental physical laws. Early scientists such as Johann es Kepler and Sir Isaac Newton began to disprove the theories of the ancient Greek philosophers and scientifically prove their theori es concerning the laws of physics. Discoveries in physics rarely have direct application, however they do provide a basic understanding of the la ws 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 sep arate metal deposits from metal-bearing ores. Through the course of history, artisans have switched the materials from which they construc ted weapons and tools to harder, more durable metals as they were discovered. However, metallurgy as a science wasn't studied in earnest unti l the powers of Europe began to compete against one another in an attempt to design better and more effective weapons starting aroun d the 14th century. Constant improvements in metallurgy led to the discovery of new metals and alloys that were stronger, lighter, and cheap er. 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 attemptin g to create things of beauty, and when done so skillfully, the product is art. From our ancient cave dwelling ancestors to our electronically a mplified contemporaries, painting, sculpture and music have all played a pivotal role in the quality of human life. A division can be made betwe en the fine arts and the useful arts (such as pottery making or weaving), though the process through which the artists labor remains similar. To day 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 gravitatio n. This law recognized that every mass in the universe exerts an attraction on every other mass. Newton postulated that gravity was a universa l force that affected all matter. Newton's theory served to explain the forces of attraction between the Earth and nearby objects, as well a s 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 a s well as matter, and that gravity is actually a fundamental warping of the fabric of space-time. Some theorize that the force of this warpin g 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 s afely 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 wit h 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 relian ce on landmarks and stars for navigation.

#DESC_TECH_Military_Tradition ^ ^ ^With the fall of the feudal system in Europe and the creation of standing armie s, a new military tradition was born. Organizing soldiers based on their skill, experience, and understanding of tacti cs 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 trans formation 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 disting uish themselves in any number of specialized positions in military conflict. The European military tradition arguably reached its highest point during the reign of Napoleon Boneparte 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 concer n 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 permutat ions 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 determ inism. 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 b y 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 genera ting electricity. The early principles of this device were understood as early as the late 17th century, but it wasn't until 1769 that Scot tish 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 e ngines remained the chief means of motive power in the transportation industry until the invention of the more powerful and compact int ernal 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 g ods, or possession by evil spirits. Over time, however, it was found that such "possessions" could be treated through the use of elixirs made f rom plant extracts. Methods were also developed to clean and treat wounds, and set fractured bones. The ancient Greeks established the fi rst schools to teach medical sciences circa 500 BC. The texts produced by the students of these schools, most notably Hippocrates, who i s considered the father of medicine, based his theories of the human body on observation and reasoning rather than supernatural interventio n. 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 cen tury, 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 produ ction 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. Al though 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 cla ss prospered through the exploitation of the powerless lower class, were bound to destroy themselves. At this point, the poor would rebel aga inst their former oppressors and form a classless society. This prophecy has never come true, and countries that have attempted to base the ir 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 product ivity. Production of goods became concentrated in factories, where the combination of specialization of labor and automation reduced labor co sts and, ultimately, the cost of the final manufactured product to the consumers. Industrialization revolutionized living standards, bo th 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 el ectrical pioneers studied various electrical phenomena, and built devices both to generate and to measure electrical charges. In 1892 Hendrik Anto on 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 Ediso n 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 proces s or phenomenon and begin to gather information about it. From this data, the scientist forms a hypothesis about the workings of the process ob served. They then proceed to run a series experiments to gather additional information that substantiates or disproves their theory. If t he 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 la ws 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. Plum bing systems designed to remove wastewater from dwellings and public buildings became commonplace, as did sewage plants which tr eated the wastewater before it was dumped into local waterways. Landfills were established, and garbage was collected for sanitary di sposal in dumps and landfills a safe distance from the general population. These measures led to a healthier environment, and allowed for furth er 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 imp ortance of the gathering of covert information about one's enemy. Although every world government has strict laws and penalties to deal wit h spies, covert intelligence is an important political, technological, and military commodity. During times of war, covert operatives pr ovide important information about enemy troop movements and weapons technology. Spies may also be called upon to perform acts of sabotag e in order to delay or divert the enemy. In peacetime, organizations such as the CIA use operatives to keep track of potential politica l 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 oper ating capital in order to expand their operations beyond a certain point, or to meet operating expenses. In these cases, one option availab le is to form a corporation and "go public", or sell shares of the business to investors. This arrangement allows the business to expand rapidl y, while spreading the risks of the expansion among many people, reducing individual risk. Corporations also have legal advantages such a s 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 someti me 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 so ar 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 br oken down, or refined, into a number of different fuels, including kerosene and gasoline. As consumer demand continued to increase, comme rcial 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 m ixture would absorb more carbon, creating steel rather than wrought iron. Because steel proved to be less brittle and more resistant to corr osion 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 a nd 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 describ e 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 mo dern atomic theory was British chemist John Dalton. Dalton's experiments explained how atoms link together to form molecules. He als o explained the nature of these chemical bonds, and performed a number of experiments concerning the formation of various chemical c ompounds. #DESC_TECH_Combustion ^ ^ ^The development of internal combustion was a great advance of the Industrial Ag e. German engineer Nikolaus Otto built the forerunner of today s internal combustion engine in 1876. Refinements on Otto's design over t he next ten years led to more efficient and powerful engines. The internal combustion engine forever changed world transportation. Ea rly automobiles utilizing steam engines had proven to be both underpowered and impractical, but the fuel efficiency and compact size of t he internal combustion engine allowed the automotive industry to flourish. Several variations, including the diesel engine designed b y 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 chan ged 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 woul d be able to make cars cheaply and more efficiently. This concept of mass production revolutionized the automotive indus try. 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 ass embly line had been adapted by all US military manufacturing plants and shipyards. Mass production techniques develope d in the early 1900s transformed the American landscape from a rural population into an urban one, and changed all in dustrialized 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 manufactur ing to exacting specifications. One advantage of this was being able to manufacture complex objects, such as guns, i n separate pieces. The benefit of this was realized when manufacturers replaced only the broken parts of the objects that t hey 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, incre asing efficiency greatly. Replaceable parts revolutionized nearly every industry in the industrial age, paving the way for m ass production and assembly line manufacture. #DESC_TECH_Flight ^ ^ ^The idea of flight has tantalized humans since the dawn of time. Early investig ations 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 gl iders, and experiments with compressed air and steam engines attempted to produce self-powered flight with limited success. The key t o success in powered flight was the invention of the internal combustion engine. Just after the turn of the 20th century, Orville and Wilbur W right made the first four controlled, sustained human flights at Kitty Hawk, NC. The technology of flight advanced rapidly from this landmark eve nt, 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 beachh ead or coastal area, is known as amphibious warfare. First

attempted by the ancient Persians during the Battle of Marathon in 490 BC, succe ssful coordination of amphibious assaults are considered to be among the most complex military operations. When ship-mounted guns were devel oped, 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 th e 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 ac ross 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 electro nics. The vacuum tube was capable of amplifying weak radio signals, allowing them to be transmitted over greater distances. Vacuum tu bes also allowed music and voice to be superimposed onto radio waves for transmission. The early study of electronics revolutionized a nu mber of fields, especially the field of communications. Because of the vacuum tube, the technology of radio communications was highly de veloped by World War II. After the war, electronics research continued to advance rapidly. Post-war advances include the earliest ex amples 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 la te 1770s. These early vehicles used bulky steam engines for power. Despite constant improvements, the steam engine ultimately proved impract ical for small vehicles. The development of the internal combustion engine in the late 1800s provided a small but powerful replacement fo r 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 operat ing in the U.S., including Ford and General Motors. By 1980, more than 300 million cars and 85 million trucks were in operation through out the world. The popularity of the automobile has led to massive improvements in the highway systems in most industrialized countries. Un fortunately, 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 th

e field of aviation. The military demands of the war necessitated the development of aircraft designed for long-range bombing, and fo r 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 mis sile, capable of delivering 2000 pounds of explosives to targets nearly 200 miles away. The Germans also developed the Me 2 62, 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 o f 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 comm unication was carried out either by mail or over miles of cable via telegraph. Marconi's first demonstration of the radiotelegraph transmi tted a message just over one mile without the use of wires. Continued improvements increased transmission range to over 200 miles by early 1 901, and by the end of the year a single letter ("A") had been transmitted across the Atlantic Ocean. By 1905, many ships were equipped wi th radiotelegraphs for ship-to-ship and ship-to-land communications, and by 1915 the invention of the three-element vacuum tube, or t riode, made it possible to regularly transmit voice messages over the airwaves. Throughout the years, radio has been refined not only for com munication, 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 cent ury that the first crude explosive rockets were used in battle. Research and design efforts by scientists such as Robert Goddard in the 20th cen tury 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 la unch 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 i s equivalent to a tremendous amount of energy. For instance, two pounds of matter, if converted completely into energy, would produce energy equi valent to the explosive force of 22 megatons of high explosives. In 1939, based on German experiments that successfully split the ura nium atom, physicists were able to explain the process of nuclear fission. When a large, unstable atomic nucleus splits (fissions) it res ults 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 N agasaki 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. Britis h mathematician Charles Babbage conceived such a machine, called the Analytical Engine, in the 19th century. Many variations of a nalog, or mechanical, computing devices were built during the first half of the 20th century, and were used for such tasks as computing torped o tracking in submarines and controlling bombsights. The growing study of electronics in the late 1940s led to the invention of the digit al 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 c ommonplace, and are used in virtually every field of endeavor. Significant advances in computer technology continue to take place at an amazing pace. #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 p ollution 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 un wanted 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, providi ng 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 w orldwide communications. Today, although hindered by severe government budget cuts, the exploration of space continues. Plans in the near fu ture call for continued orbital exploration via the space shuttle program, and the eventual construction of the multi-national, manned space stati on "Freedom" in the early 21st century. #DESC_TECH_Nuclear_Power ^ ^ ^In addition to its potential for destruction, the energy released in nuclear fi ssion was seen as a potential source of controlled power generation. By 1944, large-scale nuclear reactors were in operation for the production of pl utonium, although the energy produced by these reactors was not used. Following World War II, increased efforts were turned toward the exten sive use of nuclear power to produce electricity. Nuclear power plants use the radiant energy of a controlled nuclear reaction to heat wat er, converting it to steam to spin turbines that generate electricity. The major drawback to nuclear fission is the lack of a safe means o f disposal for the waste produced by the reaction, which retains its lethal radioactivity for hundreds of years. Another hazard is the po ssibility of a malfunction in the reactor that could lead to a meltdown of the core. Despite massive safety precautions, human error and equipm ent failures can lead to devastating accidents such as the explosion at Chernobyl in 1986, in which at least 30 people were killed and thou sands lost their homes and face possible long-term illness after exposure to near-lethal doses of radiation. Because of growing public conc ern, 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 littl e 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 le ad to a wide variety of practical uses. These include super-fast computers, powerful electromagnetic fields strong enough to contain f usion reactions, and the completely efficient generation and transmission of electrical power. Although the extremely low temperatures necess ary to produce superconductivity have limited its uses thus

far, recent developments hint that some unusual materials may be super conductiv e even at room temperatures. The isolation and large-scale production of these materials could lead to a new revolution in the field of ele ctronics. #DESC_TECH_Miniaturization ^ ^ ^Early radios and other electronic devices relied on vacuum tube technology. Bec ause 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 dev elopment of the transistor provided a compact alternative to vacuum tubes. Transistors were capable of achieving the same level of power ampl ification achieved by tubes while taking up much less space, and using only a fraction of the power. Starting in the 1960s, the integrated ci rcuit provided still another level of miniaturization. An integrated circuit the size of a transistor could perform the function of 20 transistors. T oday, the microprocessor, a modern refinement of the original integrated circuits, can incorporate the functions of several complete printed c ircuit boards into a single, low-power consumption chip less than two inches square, allowing for the construction of hand-held computers wit h 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 civi lizations grew, humans spread out across the face of the planet, taking what they needed from the land and producing more and more waste material s with little regard for the future. In the late 1960s, a growing number of people became concerned about the growing problems of pollutio n and the destruction of natural habitats. This movement led to the formation of groups like the Environmental Protection Agency (EPA). T he 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 haz ardous materials, set clean water standards, and studied more effective techniques of solid waste disposal. The primary goal of the environmen tal 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 f ibers. 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 t o 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 differe nt orbits. One type is a polar orbit, which causes the spacecraft to pass over the north and south poles. Another is an equatorial orbi t, 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 i n October 1957. Today satellites fulfill many roles, including scientific research, weather forecasting, personal and business communication, a nd military intelligence gathering. #DESC_TECH_The_Laser ^ ^ ^Laser is an acronym for "Light Amplification by Stimulated Emission of Radiatio n". Lasers produce an amplified, coherent beam of light by using photons to energize or excite the electrons in the beam. Einstein first pr oposed the principles for the underlying theory of the stimulated emission of light in 1917. The first helium-neon gas laser was built in 1961. Ye ars of research and development have led to a wide variety of laser applications in many different fields. Lasers can be used for everything f rom 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 pr oduced a number of important benefits, such as isolating the gene for interferon, a rare substance that may be of great value in the treatmen t of viral diseases and cancer. Genetic manipulation may someday also provide a cure for birth defects and inherited diseases. Unfortunat ely, 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 occurri ng. #DESC_TECH_Stealth ^ ^ ^It has long been recognized that in warfare, the best advantage available is su

rprise. If one can approach an enemy undetected, the attack has a better chance of being successful. The widespread use of radar starting in Wor ld War II greatly decreased the possibility of surprise for an airborne assault. Planes could be detected from miles away, giving the enemy a c hance to prepare for the attack. Over the years, the military has employed many different approaches to solve this problem. The most recent de velopment is "Stealth" technology. Stealth planes are painted with radar-absorbing paint, and designed in such a way as to minimize th e number of angular surfaces from which an enemy can bounce a radar signal. The engines are also hooded to reduce the plane's heat si gnature. The result is an aircraft capable of approaching an enemy target, launching an attack, and returning to base with little chance of d etection. 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 goo d 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 refi ne 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 informa tion to a human technician. Using this information they could make small or great course changes throughout the flight, right up until i mpact. A benefit of both these types of guidance is extreme precision. Since many modern conflicts take place among non-combatants, these h igh 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 manuf acturing 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 r obots, were designed to perform repetitive or dangerous tasks more quickly than humans. Experimental robots capable of simple manipulati on of objects were in operation by the late 1960s. General Motors commissioned the first robots used on an assembly line in the 197 0s. Constant improvements in the computer field have allowed the production of incredibly versatile robots, capable of performing a w ide variety of tasks under virtually any environmental condition. Robots today are widely used in manufacturing, scientific research, a nd 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 a nd 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 hav e 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. Altho ugh 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. ; END ADVANCES__________________________________________________________________ __________________ END ADVANCES

; RESOURCES_____________________________________________________________________ __________________________RESOURCES ; _____________________________________________Strategic Resources______________ _____________________________ #GOOD_Horses ^ ^ ^[Horses] are $LINK<Strategic Resources=GCON_ResourcesS> required to build mount ed military units. ^ ^Horses appear when your civilization discovers $LINK<The Wheel=TECH_The_Wheel> and can be found in: $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TER R_Hills>. #DESC_GOOD_Horses ^ ^ ^Arguably the most useful domesticated animal in mankind s history, horses have ex isted for some 50 million years. While significant

evolution has taken place (early ancestors were under a foot tall), the basic ap pearance of horses has remained relatively unchanged. The earliest interaction between horses and men was of game, with ear ly man hunting them for food. Around 2500 B.C. the first signs of domesticated breeds began appearing in Asia, but the ide a took hold and spread rapidly. Their contribution to man s conquest of his fellow man were immense, enabling the vast campaigns by G enghis Khan and Alexander the Great. The Spaniards introduced the modern breed to North America in the 16th century, often turning their imported herds loose before returning to Europe (making valuable room for gold and other treasures). While horses importance has dwindled since the advent of the internal combustion engine, they remain a boon in the form of entertainment and farming.

#GOOD_Iron ^ ^ ^[Iron] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Ancient and Middle Ages sword and armor military units. ^ ^Iron deposits appear when your civilization discovers $LINK<iron working=TECH_I ron_Working>, and can be found in $LINK<hills=TERR_Hills> and $LINK<mountains=TERR_Mountains>. #DESC_GOOD_Iron ^ ^ ^When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was bronze. Bronze had the advantage of being readily available and easy to work with. Unfortunatel y, it was too soft to hold an effective edge. In the mid-14th century BC in central Europe, iron replaced bronze as the metal of choice, and the Iron Age was begun. Since this time, iron has been a valuable commodity. Deposits of iron and iron ore found in mount ains are mined and processed for use in their raw form, and in the production of steel.

#GOOD_Saltpeter ^ ^ ^[Saltpeter] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build ea rly gunpowder military units. ^ ^Saltpeter deposits appear when your civilization discovers $LINK<Gunpowder=TECH _Gunpowder> and can be found in $LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains> and $LINK<desert=TERR_D esert>. #DESC_GOOD_Saltpeter ^ ^ ^When found in nature, saltpeter (also known as potassium nitrate) takes the for m of a white powdery substance. A major component in black gunpowder beginning around the 12th century, it has also cont ributed to the fields of medicine, food preservation and farming. The manufacturing of saltpeter is accomplished by comb

ining the compounds sodium nitrate and potassium chloride.

#GOOD_Coal ^ ^ ^[Coal] is a $LINK<Strategic Resource=GCON_ResourcesS> required to produce early steampower units like $LINK<ironclads=PRTO_Ironclad>. More importantly, a civilization requires coal t o build its $LINK<railway=TFRM_Railroad> system and to power the $LINK<factories=BLDG_Facto ry> and $LINK<power plants=GCON_Plants> that fuel the incredible production of the Industrial Age. ^ ^Coal deposits appear when your civilization discovers $LINK<Steam Power=TECH_St eam_Power> and can be found in $LINK<hills=TERR_Hills>, $LINK<mountains=TERR_Mountains>, and $LINK<jungles=TERR _Jungle>. #DESC_GOOD_Coal ^ ^ ^More than 300 million years ago, plant life growing in swamps began to decompos e. Layers of sand and mud covered the decomposing plants, and the decaying plants were compressed by the combined weig ht of water and sediment. Over time, the plant matter hardened and became coal. Coal deposits are mined all over the worl d, and coal was one of the major fuel sources in the world through the 1970s. In many countries, concern over the environmenta l effects of the burning of coal has led to a decline in its use. The smoke produced by burning coal has a high acid content, and creates an environmental condition known as "acid rain", which is harmful to plant and animal life. Despite the environme ntal concerns, some of the largest coal mines in the U.S. each still produce more than 450,000 metric tons annually, making coal mini ng a very profitable industry.

#GOOD_Oil ^ ^ ^[Oil] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Ind ustrial Age and Modern Era units. ^ ^Oil deposits appear when your civilization discovers $LINK<Refining=TECH_Refini ng> and can be found in $LINK<tundra=TERR_Tundra> and $LINK<desert=TERR_Desert>. #DESC_GOOD_Oil ^ ^ ^Humans have known oil since ancient times. Oil deposits found on the surface we re used for centuries for waterproofing and fuel purposes. But it was not until the coming of the Industrial Revolution that civilizations began to form a dependence on petroleum products. The widespread use of oil for fuel, lubrication, and other p urposes led to a search for larger supplies. In the mid 1800s, the first oil wells were drilled, marking the beginning of a trem endously important and profitable industry. Today,

with the world s oil supplies dwindling and the demand for oil constantly rising, oil is a more valuable resource than ever.

#GOOD_Rubber ^ ^ ^[Rubber] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build late Industrial Age and Modern Era units. ^ ^Rubber sources appear when your civilization discovers $LINK<Replaceable Parts= TECH_Replaceable_Parts> and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>. #DESC_GOOD_Rubber ^ ^ ^Rubber was a common resource for the Indians of Central and South America since well before Columbus landed in the New World. This naturally occurring rubber allowed waterproofed shoes, playing balls , and other pragmatic benefits, but had the problem of shortly losing its elasticity. The process of vulcanizing, discovered accidentally by Charles Goodyear in 1839, improved not only its elasticity but also its ability to stay pliable in hot or cold weather. The first synthetic rubbers began appearing towards the end of the 19th century in Europe. Though they were of limited benef it (because of inferior quality compared to natural rubber) one advantage was independence from having to import the materia l from regional plantations. The Germans learned this lesson well during World War I, when the British Navy shutdown much of their naval shipping routes.

#GOOD_Aluminum ^ ^ ^[Aluminum] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Mod ern Era units and Spaceship Parts. ^ ^Aluminum sources appear when your civilization discovers $LINK<Rocketry=TECH_Ro cketry> and can be found in $LINK<hills=TERR_Hills> and $LINK<tundra=TERR_Tundra>. #DESC_GOOD_Aluminum ^ ^ ^A silvery, gray metal, aluminum has a staggering number of uses and application s. Just a few examples include the fact it never rusts, is lighter than copper (and almost as effective in electricity transmissi on), and is soft enough to easily mold for nearly any purpose. Though the dominant metal in the Earth s composition, aluminum wasn t disco vered until 1825, thousands of years after copper and iron. The primary reason for this was the difficulty in extract ing the metal from the ore (in modern aluminum, the ore bauxite). Charles Hall, a 22-year-old American, created what was to beco me the most cost effective method of separating aluminum in 1886. His process involved passing an electrical current through aluminum oxide, resulting in two separate components of pure aluminum and oxygen. This breakthrough had the impac t of reducing the cost of the metal from

$545 a pound to around $8. Today, a pound of aluminum costs approximately 18 cen ts.

#GOOD_Uranium ^ ^ ^[Uranium] is a $LINK<Strategic Resource=GCON_ResourcesS> required to build Mode rn Era units and power plants. ^ ^Uranium sources appear when your civilization discovers $LINK<Fission=TECH_Fiss ion> and can be found in $LINK<mountains=TERR_Mountains> and $LINK<forests=TERR_Forest>. #DESC_GOOD_Uranium ^ ^ ^One of the most valuable metals in the world, uranium s use has dramatically chan ged since its discovery in 1789. Originally used for making steel alloys, for which it improved its strength and elasticity without making it brittle, since 1939 it s rarely been used for anything besides atomic energy. This heavy, white metal s greatest contri bution is to the process of nuclear fission. Radioactive manipulation of uranium atoms can eject neutrons, which can travel a t speeds up to 12,000 miles per second. If such a neutron impacts the nucleus of a neighboring atom, the target atom can co mpletely fragment. Not only is the resulting energy released immense, but also the shattered atom can also potentially collid e with additional atoms. This chain reaction is the phenomenon underlying all nuclear fission applications including nuclear wea pons and power.

; ___________________________________________Luxury Resources___________________ _________________________ #GOOD_Wine ^ ^ ^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people ha ppy 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=TER R_Hills> #DESC_GOOD_Wine ^ ^ ^Wine, a beverage made from fermented grapes, was first produced as early as 600 0 BC. Its use spread throughout the Middle East and Egypt, and it quickly became a popular beverage of the ancient world. T he grapes used for the making of wine are grown in many different regions of the world. Most vineyards are located in hill s and valleys of temperate regions. Wine making

as an industry has been perfected over several centuries. Many regions such as t he Rhine and Loire valleys of Europe are well known for their fine wines, and derive a significant portion of their economy fr om wine making.

#GOOD_Furs ^ ^ ^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people hap py in cities that are $LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GC ON_Trade>. ^ ^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra > and $LINK<forests=TERR_Forest>. #DESC_GOOD_Furs ^ ^ ^Throughout history, animal furs have been valuable commodities for trade and sa le. Many different types of animals including minks, rabbits, and beavers have been captured by tra ppers for the purpose of obtaining their pelts for use in the making of clothing and other ite ms. The exploration and colonization of the New World caused the fur industry to boom by making a variety of furs readily available. By the late 1800s, farms were set up specific ally to raise animals for the fur industry. Starting in the 1970s, environmentalists and anima l rights groups have lobbied to change public opinion concerning the harvesting and sale of furs . Despite these vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.

#GOOD_Dye ^ ^ ^[Dyes] are $LINK<luxury resources=GCON_ResourcesL> that make content people hap py in cities that are $LINK<connected=GCON_Trade> to them by domestic or foreign $$LINK<trade routes=G CON_Trade>. ^ ^Dyes are always visible on map and can be found in $LINK<jungles=TERR_Jungle> a nd $LINK<forests=TERR_Forest>. #DESC_GOOD_Dye ^ ^ ^Dyeing is the process of applying colors to fabrics. A human practice for over three thousand years, it enabled the natural white color of silk, wool and cotton to be enhanced with a varied spectrum of color. N atural dyes are created from a myriad of sources, including shells, animals and plants, though these were not always perm anent and frequently expensive. Modern dyes are based around artificial or processed substances such as coal and other chemi cals. One benefit for a nation with an extensive

dye industry is that the processes involved in creating dye can be easily retool ed to other purposes. Germany discovered this in World War I when it was determined that factories producing artificial dye could be easily modified to create explosives and other tools of war.

#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>. #DESC_GOOD_Incense ^ ^ ^A potent luxury today as well as throughout history, this dried perfume produce s a potent and wide variety of odors when burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into many facets of their daily lives. One use of incense is with a censer , which was an ornately deco rated bowl. The ancient Egyptians used such a device in many of their religious ceremonies. Two of the three gifts brought b y the Three Wise Men to the birth of Christ were myrrh and frankincense, both types of incense. Today incense is used for the ple asing aromas they give off and for ceremonies in many Christian churches.

#GOOD_Spice ^ ^ ^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people ha ppy 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_Fores t> and $LINK<jungles=TERR_Jungle>. #DESC_GOOD_Spice ^ ^ ^Certain types of plants have evolved in such a way that they produce mild toxin s or repellents that make their odor or flavor distasteful to animals. Oddly enough, humans because of these smells and tastes sought out many of these plants. Merchants in the Middle East began a profitable spice trade before 2000 BC. Spices are use d now, as they were in the ancient world, to preserve food and enhance its flavor. Although spices are now commercially culti vated and prepared, most types can still be found in abundance in nature. Many of the most popular spices, such as cloves an d nutmeg, are extracted from plants that grow in tropical or swampy regions of the world.

#GOOD_Ivory ^ ^ ^[Ivory] is a $LINK<luxury resource=GCON_ResourcesL> that make content people ha ppy 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_Fores t> and $LINK<plains=TERR_Plains>. #DESC_GOOD_Ivory ^ ^ ^Ivory, the hard substance of which elephant tusks are composed, is highly sough t for the carving of ornamental objects. Most ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade was once a widespread and profitable venture.

#GOOD_Silk ^ ^ ^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people hap py 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>. #DESC_GOOD_Silk ^ ^ ^Silk has been a valuable commodity for textiles since its properties were disco vered in the 27th century BC. Silk is obtained from the cocoon of the silkworm moth, which was originally native to the forests of C hina. The fine fibers of the cocoon are woven into cloth, which is used to make all types of clothing. Raw silk was obtained only f rom Asia until 550 AD, when two monks sent from the Roman Empire secretly stole silkworm eggs from China and brought them t o Europe. Eventually, silkworms were found in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk is still very popular in many types of clothing and other goods.

#GOOD_Diamonds ^ ^ ^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people hap py 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_Mou ntains> and $LINK<jungles=TERR_Jungle>. #DESC_GOOD_Diamonds ^ ^ ^Royalty in Asia have worn diamond jewelry for thousands of years, but this vers atile substance has many uses. The hardest material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora dies and is covered by earth, it is turned into carbon over the centuries. Diamonds are pure carbon, but in the form of a mineral. There is no shortage of uses for such a resilient substance, including wartime applications like manu facturing, cutting and drilling. World War II found the Allies in strong position because of these benefits, since the British colon y of South Africa produced over half the world s supply.

; _______________________________________________Bonus Resources________________ _______________________________ #GOOD_Whales ^ ^ ^[Whales] are $LINK<bonus resources=GCON_ResourcesB> that enhance city productio n. 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 >. #DESC_GOOD_Whales ^ ^ ^Whaling, the hunting and killing of whales for oil and other byproducts, was pr acticed as an organized industry as early as 875 AD. By the 16th century, it had risen to be the principle industry in the coasta l regions of Spain and France. The industry spread throughout the world, and became increasingly profitable in terms of trade and r esources. Some regions of the world's oceans, along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of whaling ships, and the industry continued to grow well into the 20th century. Th e depletion of some whale species to near extinction led to the banning of whaling in many countries by 1969, and to a wor ldwide cessation of whaling as an industry in the late 1980s. #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<f orests=TERR_Forest> and $LINK<tundra=TERR_Tundra>. #DESC_GOOD_Game ^ ^ ^Since ancient times, hunting of game animals has been important both for surviv al and for sport. Forested areas containing a large concentration of deer, elk, and smaller game were very valuable as a source of f ood for nearby settlements and cities. Though the widespread practice of farming domestic animals for food purposes has made hunti ng for sport much more common than hunting for food, certain animals such as geese, ducks, and deer are still frequently hu nted and killed for food.

#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. #DESC_GOOD_Fish ^ ^ ^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper waters. Underwater currents push cold, nutrient-rich water from deep below the s urface back toward the coast. The high concentration of nutrients in this colder water, caused by decomposition of orga nic matter at extreme depths, creates an ideal environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply by establishing a thriving fishing industry. #GOOD_Cattle ^ ^ ^[Cattle] are a $LINK<bonus resources=GCON_ResourcesB> that enhance city product ion. 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 $LIN K<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>. #DESC_GOOD_Cattle ^ ^ ^Descendants of the buffalo and bison, cattle fulfilled many uses in man s past an d present. Originally wild herds of these beasts roamed vast stretches of Asia, Africa and Europe. Their early contributions to m

ankind were those of labor, goods and food, though the horse soon replaced them as the preferred beast of burden. The Romans were the first people to attempt to breed cattle to promote specific traits over others. Their ability to survive in arid areas unsuitable for farming became a premier benefit of these new breeds. In 1521 Spaniards introduced them to Mexico and the New Wor ld, leading to extensive cattle ranching throughout Texas and other neighboring regions. Today there are over 100 million head of cattle in the United States alone.

#GOOD_Wheat ^ ^ ^[Wheat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city productio n. 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 is 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>. #DESC_GOOD_Wheat ^ ^ ^Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.

#GOOD_Gold ^ ^ ^[Gold] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances c ity 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<m ountains=TERR_Mountains> and $LINK<hills=TERR_Hills>. #DESC_GOOD_Gold ^ ^ ^Gold has always been one of the most highly valued metals in the world. It is u sed in the manufacture of everything from jewelry to electronics, and has been established as the basis for monetary systems world wide. The factor that makes gold valuable is its rarity. Although gold can be found in many different areas, the most valuable de posits are large veins of gold ore running through mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. Historical examples of this phenomenon are the many towns that grew and prospere d over a relatively short time during the

California gold rush in America during the 1800s. ; END RESOURCES ________________________________________________________________ ______________END RESOURCES

; TERRAIN ______________________________________________________________________ ______________TERRAIN #TERR_Desert ^[Deserts] are arid stretches of land characterized by annual rainfall of less t han ten inches. ^ ^Deserts may contain $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 fr om the ground exceeds precipitation. Many deserts are characterized by extremely high daytime temperatures and equall y 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 t hrough the desert to carry away nutrients. Through the use of artificial irrigation, humans have managed to grow crops in desert en vironments. 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<aluminum=GOOD_Aluminum>, $LINK<cattle=GOOD_Cattle>, $LINK<horses=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 plain s make them well suited for grazing. Large herds of buffalo and other animals can often be found roaming the area. With the proper i rrigation, 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_R adius>. ^ ^Grassland may contain $LINK<cattle=GOOD_Cattle>, $LINK<horses=GOOD_Horses>, $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 i n 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<cattle=GOOD_Cattle>, $LINK<horses=GOOD_Horses>, $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 i n 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<furs=GOOD_Furs>, $LINK<game=GOOD_Game>, or $LINK<oil=GOOD_Oil>, #DESC_TERR_Tundra ^ ^ ^In the far-northern regions of the world, and in isolated regions in the Antarc tic, 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 perm afrost just below the topsoil layer, which prevents many plants from taking root and making agriculture all but impossible. Like des erts, the tundra receives little precipitation; however, the flat, frozen ground keeps groundwater from draining, forming bogs w here various grasses, moss, and other simple vegetation can grow. Despite the harsh environment, a wide variety of animal lif e 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 ca rries 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 mountainou s regions are known as [hills] or [foothills.] ^ ^Hills may contain $LINK<aluminum=GOOD_Aluminum>, $LINK<coal=GOOD_Coal>, $LINK<gold=GOOD_Gold>, $LINK<horses=GOOD_Horses>, $LINK<iron=GOOD_Iron>, $LINK<incense=GOOD_Incense>, $LINK<saltpeter=GOOD_Saltpeter>, 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 m ining 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 rugge d peaks and valleys. ^ ^Mountains may contain $LINK<coal=GOOD_Coal>, $LINK<gems=GOOD_Diamonds>, $LINK<gold=GOOD_Gold>. $LINK<iron=GOOD_Iron>, $LINK<saltpeter=GOOD_Saltpeter>, 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, rais ing layers of rock above the surrounding land. Mountains can also be formed by volcanic action, or through the effects of erosi on. Generally poor agricultural regions, mountains are often a source of great mineral wealth, with large deposits of gold and othe r 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 a nd storms.

#TERR_Forest ^Extensive areas of land covered by thick growths of trees and related ground ve getation are classified as [forests]. ^ ^Forests may contain

$LINK<dyes=GOOD_Dye>, $LINK<furs=GOOD_Furs>, $LINK<game=GOOD_Game>, $LINK<ivory=GOOD_Ivory>. $LINK<rubber=GOOD_Rubber>, $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 n atural resources, providing wood for paper products, building, and other purposes. The harvesting of trees must be done car efully, however. If not done in moderation, lumbering can destroy the natural habitat for indigenous animal species, and des troy the ecology of the land. Government regulations limiting the amount of trees that can be cut, and requiring the lumb er industry to plant new trees to replace what they have harvested, help to prevent major ecological damage as a result of deforesta tion.

#TERR_Jungle ^[Jungles] cover a significant portion of the equatorial areas of the world. Sup plies 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. Al though 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 thi s 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 trea cherous seas. But after the discovery of $LINK<astronomy=TECH_Astronomy>, this danger vanishes. ^ ^Coastal squares can contain $LINK<fish=GOOD_Fish>. #DESC_TERR_Coast ^ ^ ^The oceans and seas of the world cover almost three-quarters of our planet. The y are home to millions of life forms ranging from microscopic plankton to whales, the largest mammals in the world. The animals an d plants that inhabit the sea provide an excellent source of food. For centuries, coastal and island cultures have thrived on the r esources 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 ser iously threatened. For example, the whaling industry, which thrived in the 19th and early 20th century, is responsible for hunting cer tain species of whales to near-extinction. Government regulations concerning the dumping of pollutants and the indiscrimina te 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<tra vel=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. The y are home to millions of life forms ranging from microscopic plankton to whales, the largest mammals in the world. The animals an d plants that inhabit the sea provide an excellent source of food. For centuries, coastal and island cultures have thrived on the r esources 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 ser iously threatened. For example, the whaling industry, which thrived in the 19th and early 20th century, is responsible for hunting cer tain species of whales to near-extinction. Government regulations concerning the dumping of pollutants and the indiscrimina te 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<t

ravel=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. The y are home to millions of life forms ranging from microscopic plankton to whales, the largest mammals in the world. The animals an d plants that inhabit the sea provide an excellent source of food. For centuries, coastal and island cultures have thrived on the r esources 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 ser iously threatened. For example, the whaling industry, which thrived in the 19th and early 20th century, is responsible for hunting cer tain species of whales to near-extinction. Government regulations concerning the dumping of pollutants and the indiscrimina te 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_Co mmerce> 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<ele ctricity=TECH_Electricity>. #DESC_TERR_River ^The value of a clean source of fresh water to a population cannot be underestim ated, and river banks have always been prized sites for settlements. In addition to fresh water for drinking, irrigatio n, and waste removal, rivers are valuable trade routes and have been used to aid the defense of the settlements on their b anks. #TERR_Fresh_Water_Lake ^[Lakes] are bodies of water completely surrounded by land. They contain fresh w ater, 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 comme rcial products, and harvesting such resources is a boon to any nearby settlement. ; END TERRAIN___________________________________________________________________ ___________________END TERRAIN

; Government Types________________________________________________________ Gover nment Types #GOVT_Anarchy ^ ^ ^Anarchy is not so much a system of government as the lack of one. Your civiliza tion can sink into anarchy if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or i f you sanction a $LINK<revolution=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; scie ntific research comes to halt, as well. There is no improvement maintenance when a civilization is in Anarchy. ^ ^Worker efficiency 50% ^Hurry Method None ^Corruption / Waste Catastrophic ^Draft Rate 0 ^Military Police Limit 0 ^Units Support: ^ per town 0 ^ per city 0 ^ per metropolis 0 ^Notes: No city production, no research. #DESC_GOVT_Anarchy ^Change of rule in cultures are often periods of unrest, but when the very frame work for government is transformed it almost always results in a period of anarchy. The massive political and socia l upheaval experienced by the culture during a period of anarchy brings commerce and production to a standstil l as cities rise up and government organizations try to restructure. Despite the fact that corruption and waste are absolute, there is a positive side to anarchy-it is temporary. When the smoke clears and the citizens calm down the y are ready to embrace a new form of order in your society. #GOVT_Despotism ^ ^ ^In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This system has a tendency to minimize individual freedom and reduce the efficiency o f production efforts.

^ ^ ^ ^ ^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 city production square which produces more than two $LINK<food =GCON_Food>, $LINK<shields=GCON_Shields>, or $LINK<commerce=GCON_Commerce> in a despotic government instead produces one less . #DESC_GOVT_Despotism ^Despotism is, without a doubt, the simplest form of government. It is based on a simple concept: might makes right. In a despotism, the power is held unquestionably by those who hold power over the military and who therefore can enforce their decrees. Because of the oppression experienced in this type of regime, despots often find that their ability to control the population is proportional to their use of armed tr oops in towns and cities in which the people live. Furthermore, because it is such a centralized form of governmen t despotism makes it difficult to effectively put down rebellions and prevent the misappropriation of funds if the ir empire grows too large. Despots pay a terrible price in waste and corruption in their society and with the devel opment of more sophisticated forms of government despots often find that staging a coup is necessary for further gr owth. #GOVT_Monarchy ^ ^ ^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by sanction of the gods (or God) and this alleviates many of the production problem s found in $LINK<despotism=GOVT_Despotism>. $LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King. ^ ^Worker efficiency 100% ^Hurry Method Pay citizens ^Corruption / Waste Problematic ^Draft Rate 2 ^Military Police Limit 3 ^Unit Support ^ per town 2 ^ per city 4 ^ per metropolis 8 #DESC_GOVT_Monarchy ^Rule by monarchy developed as a logical extension of the absolute rule of triba l chieftains. Many of the earliest monarchs, such as those in

ancient Egypt, claimed that they ruled by divine right. In the spread of Europea n 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 r ule over their subjects, severely limiting the personal and economic freedom of all citizens except for nobility and the rich upper class. A lthough 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 sy stems of government. #GOVT_Communism ^ ^ ^Under Communism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman. Although Communism allows greater production than despotism, the system restrict s personal freedoms, limiting $LINK<commerce=GCON_Commerce>. One positive aspect of Communism is its effect up on $LINK<corruption and waste=GCON_Corruption>: all cities suffer the same, limited effects. ^ ^Worker efficiency 100% ^Hurry Method Forced Labor ^Corruption / Waste Communal ^Draft Rate 2 ^Military Police Limit 4 ^Unit Support ^ per town 2 ^ per city 4 ^ per metropolis 8 #DESC_GOVT_Communism Communism is a conceptualized system of government in which resources and produc tion 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 pe ople would be equal, without class stratification. Although the basic idea of communism has existed since the time of Plato, modern communism is identified wi th the system of government described by Karl Marx and Fredrich Engels in the "Communist Manifesto". They believed that c apitalistic systems, in which the rich upper class prospered through the exploitation of the powerless lower class, were boun d to destroy themselves. At this point, the poor would rebel against their former oppressors and form a classless society. This p rophecy 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.

#GOVT_Republic ^ ^ ^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the people substantial personal and economic freedoms, producing an increase in $LIN

K<commerce=GCON_Commerce>. However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant $LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor. ^ ^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 #DESC_GOVT_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 ancie nt 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 g overnments 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 citize n in any and all political matters, whereas in a republic, a body of elected officials represents the views and opinions of the p eople. 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.

#GOVT_Democracy ^ ^ ^You are elected by the people to rule with their interests at heart. And you ar e 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 considerat ion. ^ ^ ^ ^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 #DESC_GOVT_Democracy Democracy is a ruling system where the citizens have a great deal of control ove r the actions of the government, either directly or

through elected representatives. Democratic governments can be traced back to th e 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 powe r, and by the end of the 19th century the citizens had a strong voice in government in many European nations. Large popula tions made public forums impractical, so the people elected groups of representatives to carry their views to the ruling powe rs. 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 freedo m enjoyed by the citizens. ; 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<Elect ricity=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 o f control=GCON_ZOC>. ^ ^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build For tress" button.

#TFRM_Railroad ^ ^ ^Units moving along a railroad expend zero movement points. Railroads also incre ase 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_Reso urcesS>. ^ ^Workers are ordered to build railroads by pressing [Shift-R] or the "Build Rail road" button. #TFRM_Build_Colony ^ ^ ^A worker can establish a colony on any square that contains a $LINK<tradable re source=GCON_ResourcesN>. If the colony is then $LINK<connected=GCON_Trade> to a city, that city gains acc ess to the resource. A colony is necessary only if the resource is not inside your $LINK<borders=GCON_Territor y>. Note that when a city's

borders expand to include a colony, the colony disappears because it is no longe r needed. The worker is consumed by building a colony. ^ ^A worker is ordered to build a colony by pressing [B] or the "Build Colony" but ton. #TFRM_Clear_Forest ^ ^ ^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 1 0 $LINK<shields=GCON_Shields> to the nearest controlled city. The resulting terrain will be either $LINK<grasslands=TERR_Grassland>, $LINK<pla ins=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrian 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 f orests 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" butt on.

#TFRM_Clear_Pollution ^ ^ ^A worker can clean up pollution in a contaminated square, restoring it to its f ormer production capacity. ^ ^A worker is ordered to clear pollution by pressing [Shift-C] or the "Clear Poll ution" button. ; END Improvements______________________________________________________________ ______________END Improvements

; Civilizations_________________________________________________________________ ___________Civilizations #RACE_Romans ^The Romans are $LINK<militaristic and commercial=GCON_Strengths>. They start th e game with $LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Alphabet=TECH_Alphabet> and buil d $LINK<legionaries=PRTO_Legionary> instead of normal $LINK<swordsmen=PRTO_Swordsman>. ^ ^The founding of Rome on the fertile Tibur River is obscured by myth and legend, but it is generally accepted that Rome was first settled in 753 BC and that the Republic was founded in 509 BC, fo llowing the overthrow of Lucius Tarquinius Superbus, the last of Rome's seven kings. Rome was built on a site hi ghly prized by the Etruscans, who dominated the Italian peninsula in the 6th century BC. The Etruscan king Porsenn a defeated the Romans and expelled Tarquinius Superbus. Yet before Porsenna could establish himself as monarch over the unruly Romans, he was forced to withdraw. Rather than restoring their inept king, the citizens replaced the m onarchy with two elected consuls, generals whose primary task it was to lead Rome's armies, and a Senate to serve as an advisory body. Where the Etruscans had failed, the people of Rome succeeded in the task of unifying the v arious Italian peoples into a political whole. ^ Toward the end of the 5th century BC, the Romans, propelled by the pressure s of unchecked population growth, began to expand at the expense of nearby city-states. Rome's first two wars were fought with Fidenae, an independent city near Rome, and against Veii, an important Etruscan city. In the process, th e expanding Roman Republic found the Greek phalanx formation too unwieldy for fragmented fighting in the hills and va lleys of central Italy; accordingly, Rome evolved a new tactical system based on flexible ranks of cohorts, organized into self-contained {Legions}, the means by which Imperial Rome conquered and ruled the ancient world. ^ When Rome became increasingly powerful, the remaining city-states took up a rms; the ensuing Latin War (340-338 BC) was quickly decided in Rome's favor. By 264 BC all Italy south of the Alps was u nited under the leadership of Rome, its members either incorporated in or allied with the Republic. Rome's growing i nfluence led it into conflict with Carthage, an established commercial power in northern Africa. The defeat and des truction of Carthage in the three Punic Wars (264-146 BC) sustained Rome's acquisitive momentum, and the Republic set its sights on dominating the entire Mediterranean area. In short order, the #DESC_RACE_Romans ^

^ ^Romans overran Syria, Macedonia, Greece and Egypt, all of which had until then been part of the decaying Hellenistic empire created by Alexander the Great. ^ But such expansion was not without costs; tensions grew and civil war erupt ed. The ensuing period of unrest and revolution marked the transition of Rome from a republic to an empire. The later stages of these civil wars encompassed the careers of the brilliant Pompey, the orator Cicero, and the consul {Julius C aesar}, the conqueror of Gaul (58-50 BC), who eventually was given power over Rome as its dictator. After his assassinatio n in 44 BC, it was not long before civil war again erupted; but following his victory at Actium (31 BC), Octavian, Julius ' nephew, was crowned Rome's first emperor, Augustus 27 BC-14 AD). Although there were exceptions such as Caligula (37-41) and Nero (54-68), Rome was blessed with a series of able and brilliant leaders who expanded the frontiers u ntil Rome's empire reached from Britain to Egypt and from Spain to Persia. ^ Imperial Rome was distinguished not only for its military - the foundation upon which the empire rested - but also for its accomplishments in engineering and statecraft. The Romans were gift ed in the applied arts of law, record-keeping and city planning, yet they also acknowledged and adopted the con tributions of earlier peoples most notably, those of the Greeks, much of whose culture was thereby preserved. Roman law was a complex body of precedents and opinions, which were finally codified in the 6th century as the J ustinian Code. The empire's road network was without match in the ancient world, designed for rapid movement of c ommerce, agriculture, mail delivery as well as the army. Roman city planners achieved unprecedented standards of hyg iene with their plumbing, sewage disposal, dams and aqueducts. Roman art and architecture, though often imitative of Greek styles, was boldly planned and lavishly executed. Roman science and culture, in short, became the foundatio ns of the European world.

#RACE_Egyptians ^The Egyptians are $LINK<religious and industrious=GCON_Strengths>. They start t he game with $LINK<Masonry=TECH_Masonry> and $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and build $LINK<war chariots=PRTO_War_Chariot> instead of normal $LINK<chariots=PRTO_Chari ot>. ^ ^Few civilizations have left such an indelible mark on history as that of ancien t Egypt. Though the first settlers of the Nile valley are thought to have arrived as early as 7000 BC, it wasn't un til the legendary king Menes unified Upper and Lower Egypt that the region began to develop a cohesive sense of cultu re and identity. This First Dynasty (2925-2775 BC), with its capital at Memphis, was followed by 26 more over the ne xt 2700 years. Writing was the major instrument in the centralization and self-preservation of Egypt. The two basic f orms of writing, hieroglyphs and the cursive form known as hieratic (used on papyrus), were invented at much the same time in late pre-dynastic Egypt

(about 3000 BC). Writing was used chiefly for administration and until about 265 0 BC no continuous texts were recorded; the only literary texts written down before the early Middle Kingdom (1950 BC) s eem to have been lists of religious practices and medical treatises. Another strength was the Egyptian religion, whi ch was one of the most enduring of the ancient world, through which Egypt became a highly stratified, highly effici ent society. Egypt s economic strength allowed for the support of a priestly class, who were tasked with the spiritual well being of the people yet able to devote their time to the study of religion, astronomy, philosophy and mathematic s. The priesthood also served the functions of a state bureaucracy, carrying out the edicts of the Pharaoh and man aging his financial and diplomatic affairs. The great organizational and economic power of Egypt allowed the rulers to accomplish unmatched works of construction. The Great Pyramids of Giza, completed in the Fourth Dynasty (25752465 BC), still stand as one of mankind s most impressive feats of engineering and logistics. ^ Previous to 1700 BC, no outsiders had ever held dominion over Egypt. That c hanged when the Hyksos, a Semitic people, overran Lower Egypt. Thereafter, Egypt s borders were defended by capable Libyan warriors and the elite often rode into battle in {War Chariots}, which were able to use speed to outflank opp onents and break up organized formations of troops. Egypt s greatest military strength, #DESC_RACE_Egyptians ^ ^ however, lay in the employment of mercenaries from Macedonia, Greece, Nubia and many other neighboring peoples - Egyptian gold was always their most v aluable military asset. However, this was not enough to guarantee the isolation of the richest land in the Medite rranean world. Egypt fell to the Assyrians, and then to the Persians yet even during the plunder of Xerxes governo rs, Egyptian culture and religion survived. Alexander the Great liberated the Egyptians from Persian rule in 332 B C and established the city of Alexandria, which was to become the new capital of Hellenic Egypt under the rule of the Macedonian Ptolemaic dynasty (332-30 BC), the last Egyptian kingdom. The kingdom was one of several that emer ged in the aftermath of Alexander's death and the struggles of his successors. It was the wealthiest, however, and f or much of the next 300 years, the most powerful politically and militarily. The able Ptolemies ruled in an unb roken line until the death of {Cleopatra} VII in 30 BC. Cleopatra s infamous liaisons with Julius Caesar and Mar k Antony proved the eventual downfall of independent Egypt. Her ambition rivaled theirs, and sadly it served her no better. Her suicide marked the end of Pharaohic rule and the beginning of Egypt's centuries as a Roman and Byzantine province. Although swept by the Islamic tide in 642 AD, Egypt was to remain under foreign occupation - Ar abic, Ottoman, French and British until after World War I, when she finally gained her independence from a British administration weary of overseas conflict. From 1922 through 1952, Egypt appeared to be one of the world s most suc cessful constitutional monarchies. But it was ripe for revolution; the military coup of July 1952 led by Gamal Nass er, ironically, finally made Egypt

an island of stability in a turbulent Middle East. #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 numb er 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 o ver scarce resources. But it was also the dawn of philosophy and science. There seems to be no good re ason 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 suppor t 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 ap peal 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 Pe ace of Callas (449 BC) finally ended the hostilities. The surprising Greek triumph ensured the survival of Greek cult ure and political structures. ^ Growing tensions among the victors led to the Peloponnesian Wars (431-404 B C), 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 tha t included most of the major land powers of the peninsula. The end finally came in 404 BC when, starved by an impe netrable blockade, Athens capitulated. Athens' devastation and decline was perhaps the worst casualty in a war that cri ppled Greek unity. #DESC_RACE_Greeks ^ ^ ^ By this time, a new power was growing in the north of Greece. In 353 BC, Ph ilip 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 16-2 0 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 th e moment of his succession. But he was certainly prepared. Educated by Aristotle and left in charge of Maced onia during Philip's attack on Byzantium, Alexander defeated the Maedi; two years later he commanded the left w ing at the battle of Chaeronea, in which Philip defeated the allied Greek states. By the time of his death at th e age of 33, Alexander had moved the great centers of civilization westward and initiated a new age, spread Helle nism 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 intercou rse. ^ But the Greek empire could hardly survive Alexander's death. During a 40-ye ar (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 Helle nic 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 B yzantine 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_Cerem onial_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 cit y 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 creat ed the famous Code of Hammurabi, the most comprehensive code of laws of antiquity with 283 entries covering topic s 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 em pire would be ruled, in succession, by the Hittites, Kassites, Assyrians, Arameans and Chaldeans. ^ Under the Chaldean leader Nebuchadnezzar II (605-561 BC), Babylon entered i ts 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 Nebu chadnezzar's decree, reportedly to help his Median wife overcome her longing for the "mountainous scenery" of he r homeland. He also rebuilt the great Temple of Marduk and its ziggurat, collectively known as the Tower of Babe l. Following Nebuchadnezzar's death, his successor Nabonidus failed to maintain the skilled {Bowmen} formation s and the massive fortifications of the great city. When the Persians under Cyrus attacked in 539 BC, the capita l 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 hi s expanded Hellenic empire; however, he died in Nebuchadnezzar's palace before those plans could be completed. Alexan der'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, Seleuci a, on the Tigris, to which most of Babylon's population was forcibly transferred in 275 BC. In the 2nd century BC M esopotamia became part of the Parthian empire, and Babylon itself a buffer region between the Parthians and th e Roman Empire. By the time of Christ, the city was an extensive field of ruins and largely deserted. In the 7t h century AD, Mesopotamia was conquered by Muslim Arabs. Babylon passed into legend, and from that time forwar d 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 th e wonders of the lost city of Babylon. #RACE_Germans ^The Germans are $LINK<scientific and militaristic=GCON_Strengths>. They start t he game with $LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Warrior Code=TECH_Warrior_Co de> 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 h istory. Although Roman efforts to establish hegemony across the Rhine continued for decades, the frontier eventual ly stabilized along the Rhine and Danube rivers. At that time, Germanic culture extended from Scandinavia as far s outh 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, an d Rome lost this hold over the Germans. ^ The Merovigian kings and their Carolingian successors eventually brought mu ch 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 w ere unable to provide effective defense for the empire, there arose in nearly all the German lands powerful lines of mar graves, 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 o f 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 singl e ruler. Troubled by the mass insurrections and diplomatic defeats that had followed the Napoleonic Wars, Will iam I of Prussia (1861-1888) considered abdicating in favor of his son, who was believed to have political vi ews 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 stagg ering under a vengeful peace imposed by the Western Allies following World War I, the worldwide economic coll apse that began in 1929 proved the catalyst for political extremism. Although bitterly opposed to each other, t he Nazis and Communists during the next decade succeeded in mobilizing the political and economic resentments g enerated by defeat and depression. When Hitler finally became chancellor in January 1933, it was not on the crest o f 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 a im of establishing German hegemony in Europe. But the turning point of the war came with his decision to send his Panz ers 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 in to two zones of military occupation. While under Soviet rule East Germany suffered and stagnated, West Germany's reco very from total economic and political prostration at the end of World War II was of such dramatic proportions as to be come a modern legend.

^ The swift and unexpected downfall of the Soviet order in Europe led to a unification treaty, r atified by the West German Bundestag and the East German People's Chamber in September 1990. After 45 years of divisi on, Germany was once again a united nation. #RACE_Russian ^The Russians are $LINK<scientific and expansionist=GCON_Strengths>. They start the game with $LINK<Bronze Working=TECH_Bronze_Working> and $LINK<Pottery=TECH_Pottery> and bu ild $LINK<cossacks=PRTO_Cossack> instead of normal $LINK<cavalry=PRTO_Cavalry>. ^ ^Indo-European, Ural-Altaic, and other races have occupied what is now the terri tory of Russia since 2000 BC, but little is known about their institutions and activities. Modern Russia dates from about 770, when Viking explorers began an intensive penetration of the Volga region. From bases in estu aries along the eastern Baltic, Scandinavian bands, probably in search of new trade routes to the east, began to penetrate territory populated by Finnish and Slavic tribes, where they found unlimited natural resources. ^ Within a few decades the Rus, as the Viking settlers were known, together w ith other Scandinavians operating farther west, extended their raiding activities down the main river routes towar d Baghdad and Constantinople, reaching the Black Sea in 860. In the period from 930 to 1000, the region came u nder complete control by the Rus from their capital at Novgorod. ^ The lifeblood of this sprawling Kievan empire was the commerce organized by these Viking princes. Novgorod's burghers even forged an accommodation with the invading Mongols during the 13th century, but its absorption by the growing Slavic principality of Muscovy in 1478 ended its political independence. ^ Ivan III (1462-1505) consolidated the gains his father, Vasily II, had won in the saddle. This "gathering of the Russian lands" became a conscious and irresistible five-century drive by Mos cow to annex all Slavic lands, both the Russian territories and the Belorussian and Ukrainian regions. The accession of Peter I (the Great; 1694-1725) ushered in and established the social, political and intellectual trends that we re to dominate Russia for the next two centuries. The location of his capital, St. Petersburg, on the shores of the Gulf of Finland symbolized this shift toward a European involvement. ^ {Catherine the Great} (1762-1796) would prove to be Peter's true intellectu al and political heir. Catherine's reign was notable for imperial expansion. Most important were the securing of th e northern shore of the Black Sea, the annexation of the Crimea, and the expansion into the steppes beyond the Ural s. This permitted the protection of Russian #DESC_RACE_Russian ^ ^ ^agricultural settlements in the south and the establishment of trade routes thr ough the Black Sea. In the process, the military democracies of the {Cossack} hosts along the Dnieper, Don

and Volga rivers lost their autonomy and special privileges; the wealthier officers became Russian nobles, receiving the right to own and settle serfs on their own lands, while the fierce horsemen sank to the level of peasants with sp ecial military obligations. ^ Despite the heritage of Peter and Catherine, by the time of Nicholas II (18 94-1917) Russia was in disarray, fighting an onerous war and plagued by internal misery and oppression. The Keren sky provisional government, a moderate attempt to resolve the problems, collapsed in the face of the Bolshevik revolution. Given the Bolshevik desire to dominate the whole of Russia and the rest of the former tsarist empire , civil war was inevitable. Stalin would complete the consolidation of Communist power begun by Lenin. And he would lead Soviet Russia through the greatest threat to its existence, and help it emerge as one of the world's super powers following the Second World War. ^ But in the ensuing Cold War, Russia's economy tottered towards collapse. Th e people turned to Boris Yeltsin, a liberal Party functionary. Elections to the Congress of People's Deputies in M arch 1989 saw him score a stunning victory. He used his newfound legitimacy to promote Russian sovereignty, to advo cate and adopt radical economic reform, to demand Gorbachev's resignation, and to negotiate treaties with the Baltic rep ublics, in which he acknowledged their right to secede from the union. An ill-conceived, ill-planned, and poorly execut ed coup attempt to unseat Yeltsin occurred August 1991, bringing an end to the Communist Party and accelerating th e movement to disband the Soviet Union. Yeltsin dissolved the Union of Soviet Socialist Republics in December 199 1, banned the Communist Party in Russia and seized all of its property. #RACE_Chinese ^The Chinese are $LINK<militaristic and industrious=GCON_Strengths>. They start the game with $LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Masonry=TECH_Masonry> and build $LINK<riders=PRTO_Rider> instead of normal $LINK<knights=PRTO_Knight>. ^ ^Despite political and social upheavals that frequently ravaged the country, Chi na is unique for its longevity and resilience as a politico-cultural entity. Most of China's cultural progress has been accomplished with relatively little outside influence; even when the country was ruled by such "barbarian" pe oples as the Chin or Mongols, these were soon absorbed into the fabric of Chinese culture. The casting of bronze and the development of an alphabet date from the period of the Shang dynasty, China's first, believed to have dominated north China from the mid-16th to mid-11th century BC. The overthrow of the Shang dynasty by the Chou (1111-255 BC ) spanned three generations; although the vibrant Chou culture produced some of history's greatest philosophers and ar tists, among them Confucius and Lao-zi, it was eventually supplanted by a "barbarian" invasion that established the brie f Ch'in Empire (221-206 BC). The subsequent Han dynasty was founded by Liu Pang, who assumed the title of emp eror in 202 BC. The four centuries of the Han was one of considerable changes in imperial, political, cultural and soc ial development, as well as massive

engineering projects (including the Great Wall), and established a Chinese ident ity that would survive until the advent of Communism. ^ By the end of the 2nd century AD the Han Empire had virtually ceased to exi st, followed by a lengthy period of rival kingdoms that did not end until 618 AD, when the T'ang dynasty came to pow er. The T'ang were followed by the Sung dynasties (960-1279 AD), which collapsed in the face of the Mongol invasion s. By securing the allegiance of the Hsi Hsia in Tibet (1209), Genghis Khan disposed of a potential enemy and pre pared the ground for an invasion of China. For several years Mongol armies pillaged the country; finally, in 1214 Genghis overwhelmed the capital of the northern Chin (modern Peking). During the next decades there was an uneas y truce between the Mongols in the north and the Sung state in the south. The Mongols resumed their advance in 1250 under Kublai Khan, grandson of Genghis. From 1267 onward, the Mongols, this time assisted by the armored horsemen {Rider s} and auxiliary troops of north China, #DESC_RACE_Chinese ^ ^ ^attacked on several fronts. When organized resistance ceased soon afterward, fo reign invaders controlled the whole of China for the only time in history. ^ The Mongols occupied China for a century, but ineptitude on the throne, fac tionalism at court, and rivalries among generals weakened their rule. Out of this turmoil emerged a new native dynasty, the Ming (1368-1644), known for patronage of the arts. The Ming were followed by the Manchus (1644-1911), the la st imperial dynasty of China, marked by continuous warfare, Western imperialism, rampant corruption and bureaucratic ineptitude. In the wake of the disastrous Boxer Rebellion, the imperial court could no longer maintain support among the peasantry and army; revolution (1911-1912) followed. The first half of the 20th century saw the disi ntegration of the old order in China and the foundations of a new society, begun by the short-lived democratic Republ ic (1912-1920), which quickly degenerated into the dictatorship of Yuan Shih-k'ai. A new revolution, led by th e Nationalist Party (KMT) and the Chinese Communist Party (CCP), erupted. Although united against the Japanese inv asion, by the end of World War II civil war raged in China. Nationalists and Communists raced to take over Japanes e-held territories, built up their forces, and fought limited engagements while still conducting negotiations; duri ng 1947-1948, after initial Nationalist victories, the strategic balance shifted in favor of the Communists. Four years after Japan's surrender, a profound and popularly based revolution had swept China, and, in October 1949 {Mao Tse-tu ng} proclaimed the People's Republic of China. In 1966, the Communists launched the disastrous "Cultural Revolution," a ten-year assault on "traditional values" and "bourgeois thinking" which ultimately left the country in disarray. After Mao's death in 1976, his rival Deng Xiaopeng assumed power and began social and economic reforms that would see China return to world prominence. #RACE_American

^The Americans are $LINK<expansionist and industrious=GCON_Strengths>. They star t the game with $LINK<Pottery=TECH_Pottery> and $LINK<Masonry=TECH_Masonry> and build $LINK<F-15 s=PRTO_F-15> instead of normal $LINK<jet fighters=PRTO_Jet_Fighter>. ^ ^The United States is relatively young by Civilization standards, being barely m ore than 200 years old; it achieved its current size and influence only in the mid-20th century. America was the fir st of the European colonies to separate successfully from its motherland, and it was the first nation to be established on the premise that sovereignty rests with its citizens and not with the government. In its first century and a half, the country was mainly preoccupied with its own territorial exploration and expansion and with economic growth. American politics became increasingly democratic during the 1820s and '30s. But a matter of freedom would bring the nation to its greatest crisis: the American Civil War. On February 4, 1861 - a month before {Abraham Lincoln} (1860-1865) could be inau gurated in Washington - six Southern states sent representatives to Montgomery to declare a new independent governmen t. With Jefferson Davis at its head, the Confederate States of America came into being, set up its own bureaus and office s, occupied federal buildings, issued its own money, raised its own taxes, and flew its own flag. ^ With the Union preserved, the nation entered a period of unprecedented pros perity after the long conflict and reconstruction. In the ensuing two decades industrial production, the number of industrial workers, and the number of factories all more than doubled. European immigration, westward expansion, ur ban growth, technological advances and a host of American inventions - including the telephone, typewriter, linotyp e, phonograph, electric light, cash register, air brake, refrigerator car, and the automobile - contributed to the A merican explosion, while widespread use of corporate organization offered new opportunities for large-scale financin g of business enterprise and attracted new capital. ^ Militarily speaking, the Spanish-American War of 1898 was so brief and rela tively bloodless as to have been a mere passing episode in the history of modern warfare but it catapulted the Unit ed States into the arena of world. Before the 1890s, roughly speaking, most Americans had stubbornly adhered to the belief, as old as the #DESC_RACE_American Revolution itself, that their country should remain aloof from European affairs and offer a n example of democracy and peace to the rest of the world. But the United States had become a great power by virtue of its prodigious economic growth since the Civil War; now many thought it ought to begin to act like one. In Worl d War I, and again in World War II, American industrial might and military technology proved decisive. However, the debacle of Vietnam, set in the morass of the Cold War, shook America's belief in its "victory culture" and "manifest d estiny," a malaise that would not pass for 20 years. Lasting but 40 days, the Gulf War was easily won by the U.S.-led c oalition at only slight material and human cost, but its sophisticated weapons - spearheaded by the American {F-15} f

ighters - caused heavy damage to Iraq's military and economic infrastructure. With the declining power (and subse quent collapse in 1991) of the Soviet Union, the war also emphasized the role of the United States as the world 's single superpower at the beginning of the 21st century, its culture and technology spreading around the globe. #RACE_Japanese ^The Japanese are $LINK<religious and militaristic=GCON_Strengths>. They start t he game with $LINK<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<The Wheel=TECH_The_Whe el> and build $LINK<samurai=PRTO_Samurai> instead of $LINK<knights=PRTO_Knight>. ^ ^It is not known when humans first settled on the Japanese archipelago, but the Jomon people might be called proto-Japanese, and they were spread throughout the archipelago by 250 BC. The Y ayoi culture that arose in Kyushu, while the Jomon culture was still evolving, spread gradually eastward, overwhelm ing the Jomon. Culturally, the Yayoi represents a notable advance and flourished for some five or six centuries , from the 3rd century BC to the 3rd century AD. The unification of Japan under the Yamato court, with the tenno ("Emperor of Heaven") at its center, occurred around the mid-4th century. The 6th century reign of Kentai (507-531 AD ) represents a decline of Yamato influence both at home and abroad; the period can be characterized by the growin g accumulation of power by regional leaders and a weakening of royal influence. ^ After the Onin War, the power of independent local leaders increased marked ly, and in many instances deputies of great shugo houses usurped the domains of their superiors; a new type of feud al lord, the daimyo, took their place. This Sengoku ("Warring States") period was marked by constant conflict among man y such lords. The Yamato court was resuscitated by efforts made within the royal family itself, primarily the refor ms of Prince Shotoku, who drafted the Seventeen-Article Constitution of 604 AD. The death of Shotoku in 622 preven ted his Confucian ideals of government from bearing full fruit when the Soga family, regaining its former power, execut ed Shotoku's son Yamashiro and all his family in 643. Two years later, princes Nakano and Nakatomi engineered a cou p d'tat within the palace, killing the Soga family and wiping out all forces opposed to the imperial family. They t hen set about establishing a system of centralized government with the emperor as absolute monarch that would last 1 000 years. ^ In the late Heian period, the more powerful of the {Samurai} gathered in or near the capital, where they served both the military needs of the emperor and also as bodyguards for the great nobl e houses. Emerging from provincial warrior bands, the aristocratic Samurai caste of the Kamakura period (1192-1333) , with their military #DESC_RACE_Japanese ^ ^ ^skills and deep pride in their stoicism, developed a disciplined culture distinct from the earli er, quiet refinement of the imperial

court. ^ During the Muromachi period (1338-1573) under the growing influence of Zen Buddhism, the samurai culture produced many uniquely Japanese arts that continue today. Eventually, from among these wa rring Samurai clans arose the able {Tokugawa} Takechiyo, founder of the Edo shogunate (1603-1867 AD), which ended t he incessant conflicts and brought reform and peace to the islands. Although Spanish and Portuguese traders and mis sionaries had been in Japan since the mid-1500s, it was the arrival of a squadron of U.S. warships commanded by Co mmodore Matthew C. Perry in Uraga Bay in July 1853 that finally opened the nation to Western influence - and brought p ressure for political reforms and a national identity. The Meiji government that followed the overthrow of the shogu nate set about the task of westernization and the creation of a modern state, and moved Japan onto the worl d stage. ^ Ironically, Japan's new, influential role - marked by the ensuing Russo-Jap anese War (1904-1905), Japan's involvement in the First World War and in the Allied intervention in Sib eria following the Bolshevik Revolution of 1918 - led indirectly to the attack on Pearl Harbor and the horror s that followed. The summer of 1945 brought disaster for the Japanese: the Americans took Okinawa in a bloody i nvasion, in August the Soviet Union declared war and swept over Manchuria, and atomic bombs largely destroyed the cities of Hiroshima and Nagasaki on August 6 and 9, respectively. The Pacific War came to an end on Augu st 14, with the formal surrender signed on September 2 in Tokyo Bay aboard the battleship USS Missouri. With post war American aid, from 1952 to 1973 Japan experienced accelerated economic growth and social change. By the 1990s, J apan was again a first-class power, the senior partner in the emerging Asian economic bloc.

#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 interve ned on the side of Massilia (Marseilles), a Greek colony founded in 600 BC, in its struggle against the barbarian tribes o f 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 th e 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), consolida ted the position of the Franks in northern Gaul. Clovis came to believe that his victories were due to the Christian God. C lovis' subsequent conversion assured the Frankish rulers of the support not only of the Catholic Church but of the ma jority of their own subjects. By the

rise of the house of Valois in 1328, France was the most powerful kingdom in Eur ope. Its ruler could muster larger armies than rivals; he could tap enormous fiscal resources; and the king's court s maintained royal supremacy. The history of France in the Late Middle Ages is dominated by efforts of its kings t o 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 Englis h army was forced to raise its siege of Orlans 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 th e country was again threatened as factions disputed the throne. Crown and country, however, were rescued by the most contro versial #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 {Muske teers}. 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 writing s of Rousseau (1712-78). Hence, what began in 1787 as a conflict between royal authority and aristocrats became a tri angular struggle, with "the masses" opposing both absolutism and privilege. By any standard, the fall of the Bastill e to the Parisian crowd was a monumental event, a seemingly miraculous triumph of the people. But the Revolution soon deg enerated 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 t he 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-l ived 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<Ceremonial Burial=TECH_Ceremonial_Burial> and $LINK<The Alphabet=TECH_Alph abet> and build $LINK<war elephants=PRTO_War_Elephant> instead of $LINK<knights=PRTO_Knight>. ^ ^The Indian subcontinent is the home of one of the world's oldest and most influ ential civilizations. From about 5000 BC, increasing numbers of settlements of subsistence agriculturalists began to appear throughout the Indus Valley; by 2600 BC some of these villages grew into urban centers, forming the b asis for the early Harappan civilization, the peer of contemporary Egyptian and Babylonian civilizations. Ho wever, unlike these regions, centralized imperialism, which was attempted in the Mauryan Period (325-185 BC), collapsed. Nonetheless, the accession of Candra Gupta Maurya (321-297 BC) is significant because it inaugura ted the first Indian empire; the Mauryan dynasty was to rule almost the entire subcontinent except the southe rn coasts. ^ Using {War Elephants} to good effect, he defeated Alexander's successor Sel eucus, the ruler of the eastern Greek holdings in Iran and India. The result was a treaty by which Seleucus cede d the trans-Indus provinces to Chandra and the latter presented Seleucus with 500 elephants for his own army. A century later, the disintegration of the Mauryan empire gave rise to a number of feuding kingdoms, the Guptas and Pajputs in the north and Chola, Hoysalas and Pandyas in the south, unable to stand alone against the coming Isla mic tide. ^ The first Arabic raids in the subcontinent were made along the western coas t and in Sind during the 7th and 8th centuries, and there had been Muslim trading communities in India for decade s before. The permanent military movement of Muslims into northern India, however, dates from the late 12th centu ry and was carried out by the Turkish dynasty that arose on the ruins of the Abbasid caliphate. Sultan Mahmud, who conducted more than 20 campaigns in India from 1001 to 1027 AD and established a large but short-lived empire, laid the road to conquest. By 1186 AD, the Mahmud realm had been destroyed by the Ghurids, who proceeded to conquer the Rajput kingdoms and establish a Muslim sultanate in Dehli, from which a series of able Turkish overl ords ruled the north until 1526 AD. #DESC_RACE_Indian ^ ^ ^The Muslim states were themselves supplanted by the Mughul Empire (1526-1761 AD ), founded by Zahir-ud-Din Muhammad Babur (1526-1530 AD). Babur was a Mongol, a fifth-generation descendant of Timur and a 14th-generation descendant of Genghis Khan. In a lightening series of campaigns commencing in 15 11 AD, he overran the Punjab and Hindustan. Akbar the Great (1556-1605 AD), his grandson, continued the conquest of the subcontinent, overrunning Gujarat, Bengal and Rajasthan. At its zenith, the Mughal realm commanded resourc es unprecedented in Indian history and covered almost the entire subcontinent. ^ The 16th and 17th centuries also saw the establishment and expansion of Eur opean trading organizations in the subcontinent, principally for the procurement of rare resources. By 1740, th e Portuguese, Dutch, English and

French had all founded colonial settlements, but with the Seven Years' War the F rench holdings were surrendered to the British East India Company. The quarter-century following the bitter Indi an revolt of 1857-59, which transferred the company's rule to the crown, ended with the birth of nationalist agitation. ^ The Indian National Congress held its first meeting in December 1885 in Bom bay even as Indian troops were fighting in upper Burma under the British flag. {Mohandas Gandhi} (1869-1948), l ater known as Mahatma ("Great-Souled"), was recognized throughout India as the spiritual leader of a nationwide movement for independence. The Jallianwala Bagh (1919) massacre turned millions of moderate Indians from patient and loyal supporters of the British raj into fervent nationalists. The last years of British rule were racked by increasingly violent Hindu-Muslim conflict and intensified opposition to foreign rule. In July 1947, Britain's Parliament passe d the Indian Independence Act, ordering the demarcation of the dominions of India and Pakistan by midnight of August 14, 1947, and dividing within a single month the assets of history's largest and richest colony. #RACE_Persian ^The Persians are $LINK<industrious and scientific=GCON_Strengths>. They start t he game with $LINK<Masonry=TECH_Masonry> and $LINK<Bronze Working=TECH_Bronze_Working> and b uild $LINK<Persian Immortals=PRTO_Immortals> instead of $LINK<swordsmen=PRTO_Swordsma n>. ^ ^ ^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 migra ted into the region about 1000 BC, eventually supplanting the Assyrians and Chaldeans. The first mention of the Par sa 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 P ersians. After a successful revolt against his Achaemenian overlords in 550 BC and inheriting the kingdom of the Me des, 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 pr inces of the Achaemenid family, proclaimed himself king following suppression of a number of provincial rebellio ns and challenges from other pretenders to the throne. Darius was in the mold of Cyrus the Great - a powerful personalit y 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, politica l and legal reforms revitalized the provinces and ambitious projects were undertaken to promote imperial trade and c

ommerce; 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 e xpansionist policy. Campaigns in the east confirmed gains made by Cyrus the Great and added large sections of the nor thern #DESC_RACE_Persian ^ ^ ^Indian subcontinent to the list of Persian-controlled provinces. Expansion to the west began about 516 BC when D arius moved against the Greek colonies along the coast of Asia Minor. ^ {Xerses} (486-465 BC), son and successor of Darius I, was determined to con tinue 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 pacifica tion 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 v ast construction programs, most never finished. ^ The death of Xerxes was the final turning point in Persian influence. Occas ional 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. Da rius was able to put down yet another rebellion in Egypt in 337-336 BC, but the beginning of the end came soon afterwa rd with his defeat at the Battle of Granicus (334 BC) by Alexander the Great. Persepolis fell to the young Macedonia n conqueror in April 330 BC, and Darius, the last Achaemenid, was murdered in the summer of the same year while fleeing t he 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 d isappeared 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_Ceremonia l_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 traditio n suggest that they were a tribe of hunter-gatherers on the northern Mexican plateau before their appearance in M eso-America in the 12th century.

The Aztec were so called for Aztln ("White Land"), an allusion to their origins i n northern Mexico. It is possible that their migration southward was part of a general movement of peoples that fo llowed, or perhaps helped trigger, the collapse of the Toltec civilization. The Aztecs settled on islands in Lake T excoco and in 1325 founded Tenochtitln, 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 o nly by that of the Incas of Peru, and the brilliance of their civilization is comparable to that of other great ancien t cultures of the New and the Old World. ^ Under a succession of ambitious kings they established a dominion that even tually stretched over most of present-day Mexico. By commerce and conquest, Tenochtitln 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 mi les. Valor in war, notably in the feared {Jaguar Warrior} formations, was the surest path to advancement in Az tec society, which was casteand class-divided but nonetheless vertically fluid. The priestly and bureaucrati c classes were involved in the administration of the empire, while at the bottom of society were classes of ser fs, indentured servants, and outright slaves. The incredible story of a wandering tribe that was able to buil d an empire in one century (from the beginning of the 14th century to the beginning of the 15th) can be lar gely explained by three main factors: the Aztec religion, the thriving trade routes centered on Tenochtiln, and Aztec m ilitary organization. In 1502 the ninth #DESC_RACE_Aztecs emperor {Montezuma} II (1502-1520) succeeded his uncle Ahuitzotl as the leader o f an empire that had reached its greatest extent, stretching from what is now northern Mexic o to Honduras and Nicaragua. The Aztec empire was still expanding, and its society still evolving, when its p rogress was halted in 1519 by the appearance of Spanish adventurers. Montezuma was taken prisoner by Hernndo Co rts and died in custody. Montezuma's successors, Cuitlhuac and Cuauhtmoc, were unable to stave off the conq uistadors and, with the Spanish sack of Tenochtitln in 1521, the Aztec empire came to an end. #RACE_Zulu ^The Zulus are $LINK<expansionist and militaristic=GCON_Strengths>. They start t he game with $LINK<Warrior Code=TECH_Warrior_Code> and $LINK<Pottery=TECH_Pottery> and build $LINK<Impi=PRTO_Impi> instead of normal $LINK<spearmen=PRTO_Spearman>. ^ ^The Zulu are a tribe of Nguni-speaking people centered in what is now the Natal province of South Africa. They are a branch of the southern Bantu and have close ethnic, linguistic and cu ltural ties with the Swazi

and Xhosa. Before they overwhelmed the neighboring tribes under their leader {Sh aka} in the early 19th century to form an empire, the Zulu were only one of the many patrilineal Nguni clans in the Mtetwa empire. Traditionally grain farmers, the Zulu also kept large herds of cattle on the lightly wooded gr asslands, replenishing their herds by raiding neighboring tribes. Boys in Shaka's militaristic society were initiat ed at adolescence in groups called age sets. Each age set constituted a unit of the Zulu army and was stationed awa y from home at royal barracks under direct control of the King. Formed into regiments ({Impi}), these men could marr y and leave service only when the king gave permission to the age set as a whole. ^ On the death of the last Mtetwa emperor in 1817, Shaka (1816-28) establishe d his clan's dominance over their neighbors and, using a well-disciplined and efficient fighting force, conquered most of the Natal region. During the reign of Shaka's successor, Dingane, Boer settlers, who formed an alliance w ith Dingane's brother and deposed him in 1840, penetrated the Zulu empire. The empires survived, but under King Mp ande (1840-72) portions of Zulu territory were occupied by the Boers and by the British, who moved into Natal in 1838 and annexed it in 1843. War broke out in 1878 when Mpande's successor, Cetshwayo, refused to disband his Impi and to place himself under British control. Despite stiff resistance, the British defeated the poorly armed Zulu in July 1879, occupied the remainder of their country, and divided Zululand into 13 small kingdoms. Zululan d was made a British crown colony in 1887 under the Native Law of Natal, and bloody Zulu rebellions were put down in 1888 and 1906. By British edict in 1894, two-thirds of the Zulu's remaining land was confiscated, and they were confined to native reserves. The incorporation of Zululand into Natal in 1897 ended its separate existence. U nder the apartheid system, a Bantu Homeland (later called a "black state") named KwaZulu was established for the Zu lu in the 1970s and was composed #DESC_RACE_Zulu ^ ^ ^of discrete areas of historical Zululand. With the abolition of the apartheid system, KwaZul u in 1994 was reincorporated into Natal province. The Zulu were the single largest ethnic grou p in modern South Africa and now number about nine million.

#RACE_Iroquois ^The Iroquois are $LINK<expansionist and religious=GCON_Strengths>. They start t he 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=PR TO_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 Onta rio and Quebec. Tradition credits the formation of the Iroquois Confederacy, forged between 1570 and 1600, to Deka nawidah, 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 sancti ons 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 for m, the Iroquois used a combination of military prowess and skilled diplomacy to conquer an empire. Until their inte rnal unity finally failed them during the American Revolution, the Iroquois dealt with even the European powers as equ als. ^ 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 Fren ch and containing the Dutch and the English. Throughout the 18th century the Six Nations remained consistent and bit ter enemies of the French, who were allied with their traditional foes, the Algonquins and Hurons. The Iroquois' suc cess 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 Oneid a 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 Am erican regulars, and crushed their assembled warriors near present-day Elmira. Having finally acknowledged defeat i n the Second Treaty of Fort Stanwix (1784), the Iroquois Confederacy effectively came to an end by ceding western Pe nnsylvania, New York and Kentucky to the United States. At the end of the Revolutionary War, there were less than 800 0 Iroquois left. Even the 1940 U.S. census listed only 17,000 Iroquois in both the United States and Canada, but cur rent figures approach 70,000 in about twenty settlements on eight reservations in New York, Wisconsin, Oklahoma, Ontar io and Quebec.

#RACE_English ^The British are $LINK<expansionist and commercial=GCON_Strengths>. They start t he game with $LINK<the Alphabet=TECH_Alphabet> and $LINK<Pottery=TECH_Pottery> and build $LINK<men-o-war=PRTO_Man-O-War> instead of $LINK<frigates=PRTO_Frigate>. ^

^In Roman times Britain lay on the periphery of the civilized world, and it emer ged into the light of history only after the Saxon settlements in the 5th century AD. Tribal migrations into B ritain began about the middle of the 5th century. The first arrivals were invited by a British chieftain to de fend his kingdom against the Picts and Scots. The first mercenaries were from three tribes - the Angles, Saxons, an d Jutes - which located on the coastlands of northwestern Germany. Eventually, these peoples would themselves t opple the native kingdoms. But unity was fleeting; the subsequent Norman Conquest (1066) resulted in the subord ination of England to a Frankish aristocracy, and the introduction of feudalism to the Isles. ^ The English Normans would eventually give rise to a purely British line of kings, the Plantagenets. Three centuries later, the Wars of the Roses was the final struggle between the Yorkist and Lancastrian descendants of the Plantagenets for control of the throne. When Henry Tudor, earl of Richmond, seized the crown in 1485, leaving the Yorkist Richard III dead upon the field of battle, few Englishmen would have predicted that 118 years of Tudor rule had begun. {Elizabeth} I (1558 -1603) proved to be the most able Tudor monarch. No observer in 1558, any more than in 1485, would have predicted that despite the social discord, political floundering, and international humili ation of the past decades, the kingdom again stood on the threshold of an extraordinary age. Her reign ushered in two c enturies of British exploration, colonization, artistic and intellectual advances. When Elizabeth, the "Virgin Qu een," died childless, Parliament offered the crown to the closest blood kin, James VI of Scotland (16031625) and the United Kingdom was born, defended by the "wooden wall" of the Royal Navy s {Men-o-War}. ^ Every major war Britain engaged in during this period increased its colonia l power. The Seven Years' War was particularly notable in this respect, and so were the Napoleonic Wars. By 18 20 the total population of the British Empire was 200 million, 26% of the world's total population. Howe ver acquired, all these acquisitions added to the crown s and the country's power and reputation. For the privileged and the rich, the Victorian era was pre-eminently one of confidence #DESC_RACE_English ^ ^ ^and arrogance, under the able guidance of Britain s two Prime Ministers, Gladstone and Disraeli. But the "long summer of peace" came to an end in the bloodbath of Flanders. Although Britain suffered far less physical damage than France and underwent no political revolution, World War I may have affected it more fundamentally than any other European power. The war was a catalyst for social and economic change. The mainstays of the Industrial Revolution, such as coal mining , textile production, and shipbuilding, upon which British prosperity had been built, were now impoverishe d or redundant. British foreign policy for much of the postwar period aimed at rehabilitating Germany, w hile domestic policy focused on institutionalizing socialism to counter public concerns. In general, these mo vements were opposed by France and resulted in a rupture between Britain and its wartime ally, forcing France i

nto a position of isolation that would have prodigious consequences for Europe with the rise of Hitler in the 193 0s. Margaret Thatcher (1979-1990) set out to end socialism in Britain. Her most dramatic acts consisted of a conti nuing series of statutes to denationalize nearly every industry that Labour had brought into public ownershi p during the previous 40 years. Promising that "we shall govern as New Labour," the Blair government installed i n general elections in 1997 accepted some of Thatcher's foreign policies but also carried out the economic reforms it promised in its manifesto. In retrospect, the 1990s were a period of transition, controversy and continuity in the United Kingdom, and for the royal family... Europe s oldest surviving monarchy. #EOF

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